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dc.contributor.authorSoler Domínguez, José L.
dc.contributor.authorDe Juan, Carla
dc.contributor.authorContero, Manuel
dc.contributor.authorAlcañiz, Mariano
dc.date.accessioned2026-07-01T07:48:43Z
dc.date.available2026-07-01T07:48:43Z
dc.date.issued2020
dc.identifier.citationSoler Domínguez, J. L., De Juan, C., Contero, M., y Alcañiz, M. (2020). I walk, therefore i am: A multidimensional study on the influence of the locomotion method upon presence in virtual reality. Journal of Computational Design and Engineering, 7(5), 577-590. https://doi.org/10.1093/jcde/qwaa040es
dc.identifier.issn2288-4300
dc.identifier.urihttp://hdl.handle.net/20.500.12251/4561
dc.description.abstractA defining virtual reality (VR) metric is the sense of presence, a complex, multidimensional psychophysical construct that represents how intense is the sensation of actually being there, inside the virtual environment (VE), forgetting how technology mediates the experience. Our paper explores how locomotion influences presence, studying two different ways of artificial movement along the VE: walking-in-place (through head bobbing detection) and indirect walking (through touchpad). To evaluate that influence, a narrative-neutral maze was created, from where 41 participants (N=41) had to escape. Measuring presence is a controversial topic since there is not a single, objective measure but a wide range of metrics depending on the different theoretical basis. For this reason, we have used for the first time, representative metrics from all three traditional dimensions of presence: subjective presence (SP) (self-reported through questionnaires), behavioral presence (BP) (obtained from unconscious reactions while inside the VE), and physiological presence (PP) [usually measured using heart rate or electrodermal activity (EDA)]. SP was measured with the ITC-SOPI questionnaire, BP by collecting the participants' reactions, and PP by using a bracelet that registered EDA. The results show two main findings: (i) There is no correlation between the different presence metrics. This opens the door to a simpler way of measuring presence in an objective, reliable way. (ii) There is no significant difference between the two locomotion techniques for any of the three metrics, which shows that the authenticity of VR does not rely on how you move within the VE. © 2020 The Author(s). Published by Oxford University Press on behalf of the Society for Computational Design and Engineering.es
dc.language.isoenges
dc.publisherOxford University Presses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleI walk, therefore i am: A multidimensional study on the influence of the locomotion method upon presence in virtual realityes
dc.typearticle
dc.identifier.doi10.1093/jcde/qwaa040
dc.identifier.urlhttps://www.scopus.com/results/results.uri?s=AU-ID%2857204604322%29&sot=aut&sdt=a&origin=AuthorProfile&src=s&sort=plf-f&limit=200&sessionSearchId=5b30b5daa170bb33e4b92da3cde7d40a
dc.issue.number5es
dc.journal.titleJournal of Computational Design and Engineeringes
dc.page.initial577es
dc.page.final590es
dc.rights.accessRightsopenAccesses
dc.subject.keywordRealidad Virtual (RV)es
dc.subject.keywordEnseñanza superiores
dc.subject.keywordCuestionarioes
dc.subject.keywordCorazónes
dc.subject.unesco3305.37 Planificación Urbanaes
dc.subject.unesco5802 Organización y Planificación de la Educaciónes
dc.subject.unesco1203 Ciencia de Los Ordenadoreses
dc.subject.unesco1203.26 Simulaciónes
dc.volume.number7


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