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The Neuropsychology of Presence Giuseppe Riva , Ph.D. Department of Psychology Università Cattolica  del Sacro Cuore, Milan, Italy ATN-P Lab. Istituto Auxologico Italiano, Milan, Italy E-mail:  [email_address] http://www.emergingcommunication.com http://www.e-psychology.net http://www.ambientintelligence.org Applied Technology for Neuro-Psychology   Lab .
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The background ,[object Object],[object Object]
The background ,[object Object],[object Object]
What is presence? ,[object Object],[object Object],[object Object],[object Object]
Why presence is important? ,[object Object],[object Object],[object Object],[object Object]
The origin of presence ,[object Object],Local Physical   Space Remote Physical   Space
The origin of presence ,[object Object],Physical   Space Virtual   Space
Is this true? What is better (Slater, 2004)? =>  Static vs dynamic Stereoscopic vs 2D Immersive vs non Immersive Tracking vs Mouse Meaningful vs Boring
Being There:  the efforts ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
VR SYSTEMS Other Haptic Aural Visual VR - DISPLAYS Other Haptic Aural Visual VR - RENDER Other Haptic Aural Visual REPRESENTATION SENSORY ORGANS INPUT DEVICES Augmented Reality REAL WORLD VIRTUAL WORLD THE USER
VR SYSTEMS INPUT USER MONITORING (USER INPUT TO THE VIRTUAL WORLD) Tracking SENSORS Body Tracking Head Hands & Fingers Eyes Torso Feet Other: Temperature Perspiration Heart Rate Respiration Rate Emotional State Brain Waves Props Platforms Buttons Switches Valuators Ring Platform Kiosk Platform Ambulatory Platform Vehicle Platform (Cockpit) Stationary VR Display Platform Physical Input  Devices Position Orientation Electromagnetic Mechanical Optical Videometric Ultrasonic Inertial Neural Direct Indirect Physical Controls Prop Platforms Sliders Dial
VR SYSTEMS OUTPUT VISUAL TYPES VISUAL DISPLAYS (Alcaniz, 2004) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
VR SYSTEMS OUTPUT VISUAL ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],VISUAL DEPTH CUES PROPERTIES VISUAL DISPLAYS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
VR SYSTEMS OUTPUT AURAL AURAL DISPLAYS (Alcaniz, 2004) AURAL LOCALIZATION CUES LOCALIZATION   SPATIALIZATION   PROPERTIES ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
VR SYSTEMS OUTPUT HAPTIC HAPTIC DISPLAYS (Alcaniz, 2004) TYPES ,[object Object],[object Object],[object Object],[object Object]
Being There:  The holy grail ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Book Problem : Low immersion > High presence Physical-Reality   Problem : High immersion > Moderate Presence Dream State  Problem : High immersion > Moderate Presence
Presence:  The holy grail
Presence: the efforts ,[object Object],[object Object],[object Object],[object Object]
Presence:  the efforts
Presence:  What we know ,[object Object],[object Object]
Presence:  What we know ,[object Object],[object Object]
Presence:  What we know ,[object Object],[object Object]
Presence Summary  (EMMA project, 2004) Slater and Usoh (1993) “ Psychology is the physics of VR in the sense that the virtual environment is manufactured towards creating a cognitive state”  ( R. Lauria, 1997 ) FACTORS CONTRIBUTING TO PRESENCE EXTERNAL FACTORS INTERNAL FACTORS COMMON PROCESSES INDIVIDUAL DIFFERENCES STRUCTURAL ASPECTS PSYCHOLOGICAL ASPECTS EMOTIONS
The holy grail ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Our attempt ,[object Object],[object Object],[object Object],[object Object]
Presence as selection mechanism (1) ,[object Object],[object Object]
Presence as selection mechanism (2) ,[object Object],[object Object],[object Object]
Presence as selection mechanism (3) ,[object Object],[object Object],[object Object],[object Object]
Presence as selection mechanism (4) ,[object Object],[object Object],[object Object],[object Object]
Why is presence a distinct psychological process ? ,[object Object],[object Object]
Why is presence a distinct psychological process ? ,[object Object],[object Object],[object Object],[object Object]
Embodiment and Cognition ,[object Object],[object Object]
Embodiment and Cognition  ,[object Object],[object Object],[object Object],[object Object]
Presence as feeling of  being  in an  external  world Presence as selection mechanism
A layered self ,[object Object],[object Object],[object Object],[object Object]
Presence as  layered process ,[object Object],[object Object],[object Object],[object Object],[object Object]
First layer:  Proto Presence ,[object Object],[object Object]
Second layer:  Core Presence ,[object Object],[object Object]
Third layer:  Extended Presence ,[object Object],[object Object],[object Object]
The Mental States of Presence
In Summary (1) ,[object Object],[object Object],[object Object]
In Summary (2) ,[object Object],[object Object],[object Object],[object Object],[object Object]
In summary (3) ,[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusions (1) ,[object Object],[object Object],[object Object],[object Object]
Conclusions (2) ,[object Object],[object Object]
Being There:  More tips here ,[object Object],[object Object]
Being There:  The book structure ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Being There:  The approach ,[object Object],[object Object],[object Object]
Being There:  1. Past, Present and Future ,[object Object],[object Object]
Being There:  1. Past, Present and Future ,[object Object],[object Object]
Being There:  2. Theory and Methods ,[object Object],[object Object]
Being There:  2. Theory and Methods ,[object Object],[object Object]
Being There:  2. Theory and Methods ,[object Object]
Being There:  3. Applications ,[object Object],[object Object]
Being There:  3. Applications ,[object Object],[object Object]
Being There:  3. Applications ,[object Object],[object Object]
Being There:  3. Applications ,[object Object]
Being There:  4. Social Presence ,[object Object],[object Object]
Being There:  4. Social Presence ,[object Object],[object Object]
Being There:  4. Social Presence ,[object Object]
Being There:  Reading the book ,[object Object],[object Object],[object Object],[object Object]

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The NeuroPsychology of Presence

  • 1. The Neuropsychology of Presence Giuseppe Riva , Ph.D. Department of Psychology Università Cattolica del Sacro Cuore, Milan, Italy ATN-P Lab. Istituto Auxologico Italiano, Milan, Italy E-mail: [email_address] http://www.emergingcommunication.com http://www.e-psychology.net http://www.ambientintelligence.org Applied Technology for Neuro-Psychology Lab .
  • 2.
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  • 9. Is this true? What is better (Slater, 2004)? => Static vs dynamic Stereoscopic vs 2D Immersive vs non Immersive Tracking vs Mouse Meaningful vs Boring
  • 10.
  • 11. VR SYSTEMS Other Haptic Aural Visual VR - DISPLAYS Other Haptic Aural Visual VR - RENDER Other Haptic Aural Visual REPRESENTATION SENSORY ORGANS INPUT DEVICES Augmented Reality REAL WORLD VIRTUAL WORLD THE USER
  • 12. VR SYSTEMS INPUT USER MONITORING (USER INPUT TO THE VIRTUAL WORLD) Tracking SENSORS Body Tracking Head Hands & Fingers Eyes Torso Feet Other: Temperature Perspiration Heart Rate Respiration Rate Emotional State Brain Waves Props Platforms Buttons Switches Valuators Ring Platform Kiosk Platform Ambulatory Platform Vehicle Platform (Cockpit) Stationary VR Display Platform Physical Input Devices Position Orientation Electromagnetic Mechanical Optical Videometric Ultrasonic Inertial Neural Direct Indirect Physical Controls Prop Platforms Sliders Dial
  • 13.
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  • 19. Presence: The holy grail
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  • 21. Presence: the efforts
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  • 25. Presence Summary (EMMA project, 2004) Slater and Usoh (1993) “ Psychology is the physics of VR in the sense that the virtual environment is manufactured towards creating a cognitive state” ( R. Lauria, 1997 ) FACTORS CONTRIBUTING TO PRESENCE EXTERNAL FACTORS INTERNAL FACTORS COMMON PROCESSES INDIVIDUAL DIFFERENCES STRUCTURAL ASPECTS PSYCHOLOGICAL ASPECTS EMOTIONS
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  • 36. Presence as feeling of being in an external world Presence as selection mechanism
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  • 42. The Mental States of Presence
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