Multiple sensorial media and presence in 3D environments

Farley, Helen and Steel, Caroline (2012). Multiple sensorial media and presence in 3D environments. In George Ghinea, Frederic Andres and Stephen Gulliver (Ed.), Multiple Sensorial Media Advances and Applications: New Developments in MulSeMedia (pp. 39-58) Hershey, PA, United States: Information Science Reference. doi:10.4018/978-1-60960-821-7.ch002

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Author Farley, Helen
Steel, Caroline
Title of chapter Multiple sensorial media and presence in 3D environments
Title of book Multiple Sensorial Media Advances and Applications: New Developments in MulSeMedia
Place of Publication Hershey, PA, United States
Publisher Information Science Reference
Publication Year 2012
Sub-type Research book chapter (original research)
DOI 10.4018/978-1-60960-821-7.ch002
ISBN 9781609608217
Editor George Ghinea
Frederic Andres
Stephen Gulliver
Chapter number 2
Start page 39
End page 58
Total pages 20
Total chapters 13
Collection year 2013
Language eng
Abstract/Summary Immersion has been defined as the ‘the subjective impression that one is participating in a comprehensive, realistic experience’ (Witmer & Singer, 1998), and is seen as a necessary condition for ‘presence’. This chapter will look at those characteristics of the MulSeMedia experience which facilitate immersion in three-dimensional virtual environments including Multi-User Virtual Environments (MUVEs) such as Second Life, Massively Multiplayer Online Role-Playing Games (MMORPGs) such as World of Warcraft, and various three-dimensional simulations. Though there are multiple factors that impede or facilitate immersion, one of the key factors is the ability to engage multiple senses. Chris Dede (2009) has described this as ‘sensory immersion’. An environment that produces a greater sense of sensory immersion, will produce a greater feeling of presence (Witmer & Singer, 1998: p. 228); a psychologically emergent property of immersion (Zhu, Xiang, & Hu, 2007: p. 265). It has been shown that the more sensory information provided by the virtual environment, the higher the sense of presence (Franceschi, Lee, & Hinds, 2008: p. 6) and that as more sensory modalities are stimulated presence is similarly increased (Steuer, 1992). It can therefore be expected, that MulSeMedia, engaging a range of senses, should enhance presence. Evidence can be extracted from the extensive literature pertaining to gaming and presence, and the work surrounding user interfaces enabling haptic feedback, tactile precision and engaging other sensory modalities. This chapter will begin by unraveling the relationship between ‘immersion’, with a special emphasis on ‘sensory immersion’, and ‘presence’ in relation to MulSeMedia. In addition, it will look at the nature of the sensory stimulation provided by MulSeMedia in relation to the amount of immersion it engenders. For example, sound that is directional will have a positive effect on immersion and sensory feedback that is not conflicting will further enhance the immersive experience.
Q-Index Code B1
Q-Index Status Confirmed Code
Institutional Status UQ
Additional Notes Release date July 2011. Copyright page 2012.

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Created: Wed, 21 Sep 2011, 17:14:43 EST by Meredith Downes on behalf of School of Languages and Cultures