Gyorfi, Julius S.; Buhrke, Eric R.; Tarlton, Mark A.; Lopez, Juan M.; Valliath, George T.
doi: 10.1162/pres.17.3.231pmid: N/A
This paper describes an application of telepresence technology to the incident management domain. The system combines national guidelines for incident management with many aspects of collaborative virtual environments to enable effective communication between first responders in the field and remotely located command personnel. A brief overview of existing incident management systems is given, followed by a set of requirements for future systems. We then describe our virtual incident command center (VICC) prototype, explain how it addresses the requirements, and outline our future plans. Finally, we report feedback from ongoing demonstrations of the prototype system that supports our contention that VICC represents a unique solution to the incident management problem.
Gyorfi, Julius S.; Buhrke, Eric R.; Tarlton, Mark A.; Lopez, Juan M.; Valliath, George T.
doi: 10.1162/pres.17.3.231pmid: N/A
This paper describes an application of telepresence technology to the incident management domain. The system combines national guidelines for incident management with many aspects of collaborative virtual environments to enable effective communication between first responders in the field and remotely located command personnel. A brief overview of existing incident management systems is given, followed by a set of requirements for future systems. We then describe our virtual incident command center (VICC) prototype, explain how it addresses the requirements, and outline our future plans. Finally, we report feedback from ongoing demonstrations of the prototype system that supports our contention that VICC represents a unique solution to the incident management problem.
Bailenson, Jeremy N.; Davies, Alexandra; Blascovich, Jim; Beall, Andrew C.; McCall, Cade; Guadagno, Rosanna E.
doi: 10.1162/pres.17.3.242pmid: N/A
The current study investigated the value of using immersive virtual environment technology as a tool for assessing eyewitness identification. Participants witnessed a staged crime and then examined sequential lineups within immersive virtual environments that contained 3D virtual busts of the suspect and six distractors. Participants either had unlimited viewpoints of the busts in terms of angle and distance, or a unitary view at only a single angle and distance. Furthermore, participants either were allowed to choose the angle and distance of the viewpoints they received, or were given viewpoints without choice. Results demonstrated that unlimited viewpoints improved accuracy in suspect-present lineups but not in suspect-absent lineups. Furthermore, across conditions, post-hoc measurements demonstrated that when the chosen view of the suspect during the lineup was similar to the view during the staged crime in terms of distance, accuracy improved. Finally, participants were more accurate in suspect-absent lineups than in suspect-present lineups. Implications of the findings in terms of theories of eyewitness testimony are discussed, as well as the value of using virtual lineups that elicit high levels of presence in the field. We conclude that digital avatars of higher fidelity may be necessary before actually implementing virtual lineups.
Bailenson, Jeremy N.; Davies, Alexandra; Blascovich, Jim; Beall, Andrew C.; McCall, Cade; Guadagno, Rosanna E.
doi: 10.1162/pres.17.3.242pmid: N/A
The current study investigated the value of using immersive virtual environment technology as a tool for assessing eyewitness identification. Participants witnessed a staged crime and then examined sequential lineups within immersive virtual environments that contained 3D virtual busts of the suspect and six distractors. Participants either had unlimited viewpoints of the busts in terms of angle and distance, or a unitary view at only a single angle and distance. Furthermore, participants either were allowed to choose the angle and distance of the viewpoints they received, or were given viewpoints without choice. Results demonstrated that unlimited viewpoints improved accuracy in suspect-present lineups but not in suspect-absent lineups. Furthermore, across conditions, post-hoc measurements demonstrated that when the chosen view of the suspect during the lineup was similar to the view during the staged crime in terms of distance, accuracy improved. Finally, participants were more accurate in suspect-absent lineups than in suspect-present lineups. Implications of the findings in terms of theories of eyewitness testimony are discussed, as well as the value of using virtual lineups that elicit high levels of presence in the field. We conclude that digital avatars of higher fidelity may be necessary before actually implementing virtual lineups.
Nowak, Kristine L.; Krcmar, Marina; Farrar, Kirstie M.
doi: 10.1162/pres.17.3.256pmid: N/A
The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.
Nowak, Kristine L.; Krcmar, Marina; Farrar, Kirstie M.
doi: 10.1162/pres.17.3.256pmid: N/A
The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.
IJsselsteijn, Wijnand A.; Oosting, Willem; Vogels, Ingrid M. L. C.; de Kort, Yvonne A. W.; van Loenen, Evert
doi: 10.1162/pres.17.3.269pmid: N/A
In indoor environments, having a view from a window plays an important role in human physical and psychological well-being—particularly if the view contains natural elements. In places where physical windows are absent or the view is highly artifact-dominated, virtual windows can potentially play a beneficial role. The current paper presents a research experiment on the efficacy of three monocular depth cues, that is, movement parallax, blur, and occlusion, in engendering a window-like “see-through experience” using projected photorealistic scenes. Results indicate that all three cues have a significant main effect on the viewer's see-through experience, with movement parallax yielding the greatest effect size. The effects of the remaining two cues are largely qualified by their interactions with each other and with movement parallax. These results provide a first step in identifying and testing the perceptual elements that are essential in creating a convincing virtual window.
IJsselsteijn, Wijnand A.; Oosting, Willem; Vogels, Ingrid M. L. C.; de Kort, Yvonne A. W.; van Loenen, Evert
doi: 10.1162/pres.17.3.269pmid: N/A
In indoor environments, having a view from a window plays an important role in human physical and psychological well-being—particularly if the view contains natural elements. In places where physical windows are absent or the view is highly artifact-dominated, virtual windows can potentially play a beneficial role. The current paper presents a research experiment on the efficacy of three monocular depth cues, that is, movement parallax, blur, and occlusion, in engendering a window-like “see-through experience” using projected photorealistic scenes. Results indicate that all three cues have a significant main effect on the viewer's see-through experience, with movement parallax yielding the greatest effect size. The effects of the remaining two cues are largely qualified by their interactions with each other and with movement parallax. These results provide a first step in identifying and testing the perceptual elements that are essential in creating a convincing virtual window.
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