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A qualitative study on the effects of real-world stimuli and place familiarity on presence

Pouke, Matti; Ylipulli, Johanna; Rantala, Satu; Alavesa, Paula; Alatalo, Toni; Ojala, Timo (2019-08-22)

 
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https://doi.org/10.1109/WEVR.2019.8809590

Pouke, Matti
Ylipulli, Johanna
Rantala, Satu
Alavesa, Paula
Alatalo, Toni
Ojala, Timo
Institute of Electrical and Electronics Engineers
22.08.2019

M. Pouke, J. Ylipulli, S. Rantala, P. Alavesa, T. Alatalo and T. Ojala, "A Qualitative Study on the Effects of Real-World Stimuli and Place Familiarity on Presence," 2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR), Osaka, Japan, 2019, pp. 1-6, https://doi.org/10.1109/WEVR.2019.8809590

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© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
https://rightsstatements.org/vocab/InC/1.0/
doi:https://doi.org/10.1109/WEVR.2019.8809590
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Abstract

We present a qualitative study investigating the effects of real-world stimuli and place familiarity on presence. The study was carried out using a prototype Virtual Reality system designed for participatory urban planning. The system uses consumer grade VR hardware for viewing 3D virtual models of future architectural plans at an urban site. We collected comprehensive qualitative data from 16 participants who used the VR system on-site to immersively view and vote on three different future plans at the real-world location while exposed to ambient non-visual stimuli emanating from the physical location. We provide qualitative findings regarding presence along the four recurrent themes revealed by the thematic analysis of the research data: visual content, impact of physical surroundings, navigation and interaction, and suitability for participatory urban planning. We also analyse the findings in terms of feasibility of such on-site VR experience and the applicability of large-scale city models for VR.

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