The Experience of Presence: Factor Analytic Insights

The Experience of Presence: Factor Analytic Insights

June 2001 | Thomas Schubert, Frank Friedmann, Holger Regenbrecht
Presence is a psychological construct that reflects a person's sense of being in a virtual environment (VE). It is influenced by cognitive processes such as the construction of a spatial-functional mental model of the VE and the suppression of incompatible sensory input. Two cognitive processes lead to this model: the representation of bodily actions as possible actions in the VE and the suppression of incompatible sensory input. These processes are hypothesized to reflect spatial presence and involvement, which are components of the sense of presence. A second-order factor analysis showed that presence, immersion, and interaction factors are distinct. A thirteen-item presence scale consisting of three independent components was developed and verified using confirmatory factor analyses across two studies. Presence is a construct with various levels and dimensions. The sense of presence is a subjective experience that can be measured through self-reports of presence and immersion experiences. The results of the factor analysis showed that the items used in the surveys split into distinct factors, describing either subjective presence experiences, evaluations of the immersive technology, or evaluations of the interaction. The second-order factor analysis supported this interpretation. The central prediction that presence experiences involve two distinct components—spatial-constructive and attention facets—was confirmed. Additionally, a third subjective component, judgments of realness, was found. The results of the factor analysis also supported previous categorizations of factors influencing presence. The findings suggest that presence is a multidimensional construct that involves spatial-constructive and attentional components, as well as judgments of realness. The results also indicate that presence is predicted by immersion and interaction evaluations. The findings support the notion that presence taps underlying cognitive processes rather than mere media characteristics. The study also highlights the importance of cognitive processes in the development of presence, including the construction of a mental model of the VE and the suppression of incompatible sensory input. The results suggest that presence is a complex phenomenon that involves multiple cognitive processes and subjective experiences. The study provides a framework for understanding presence in virtual environments and highlights the importance of cognitive processes in the development of presence. The findings also suggest that presence is influenced by factors such as the quality of the immersive technology, the type of interaction, and the user's perception of the VE. The study contributes to the understanding of presence in virtual environments and provides a basis for further research in this area.Presence is a psychological construct that reflects a person's sense of being in a virtual environment (VE). It is influenced by cognitive processes such as the construction of a spatial-functional mental model of the VE and the suppression of incompatible sensory input. Two cognitive processes lead to this model: the representation of bodily actions as possible actions in the VE and the suppression of incompatible sensory input. These processes are hypothesized to reflect spatial presence and involvement, which are components of the sense of presence. A second-order factor analysis showed that presence, immersion, and interaction factors are distinct. A thirteen-item presence scale consisting of three independent components was developed and verified using confirmatory factor analyses across two studies. Presence is a construct with various levels and dimensions. The sense of presence is a subjective experience that can be measured through self-reports of presence and immersion experiences. The results of the factor analysis showed that the items used in the surveys split into distinct factors, describing either subjective presence experiences, evaluations of the immersive technology, or evaluations of the interaction. The second-order factor analysis supported this interpretation. The central prediction that presence experiences involve two distinct components—spatial-constructive and attention facets—was confirmed. Additionally, a third subjective component, judgments of realness, was found. The results of the factor analysis also supported previous categorizations of factors influencing presence. The findings suggest that presence is a multidimensional construct that involves spatial-constructive and attentional components, as well as judgments of realness. The results also indicate that presence is predicted by immersion and interaction evaluations. The findings support the notion that presence taps underlying cognitive processes rather than mere media characteristics. The study also highlights the importance of cognitive processes in the development of presence, including the construction of a mental model of the VE and the suppression of incompatible sensory input. The results suggest that presence is a complex phenomenon that involves multiple cognitive processes and subjective experiences. The study provides a framework for understanding presence in virtual environments and highlights the importance of cognitive processes in the development of presence. The findings also suggest that presence is influenced by factors such as the quality of the immersive technology, the type of interaction, and the user's perception of the VE. The study contributes to the understanding of presence in virtual environments and provides a basis for further research in this area.
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[slides and audio] The Experience of Presence%3A Factor Analytic Insights