Multiple sensorial media and presence in 3D environments

Farley, Helen and Steel, Caroline (2012) Multiple sensorial media and presence in 3D environments. In: Multiple sensorial media advances and applications: new developments in mulSeMedia. Information Science Reference (IGI Global), Hershey, PA. United States, pp. 39-58. ISBN 978-1-60960-821-7


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.

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Item Type: Book Chapter (Commonwealth Reporting Category B)
Refereed: Yes
Item Status: Live Archive
Additional Information: Published version deposited in accordance with the copyright policy of the publisher.
Faculty/School / Institute/Centre: Current - USQ Other
Faculty/School / Institute/Centre: Current - USQ Other
Date Deposited: 14 Jun 2013 01:42
Last Modified: 16 Aug 2017 04:44
Uncontrolled Keywords: virtual environments; immersion
Fields of Research (2008): 17 Psychology and Cognitive Sciences > 1701 Psychology > 170112 Sensory Processes, Perception and Performance
17 Psychology and Cognitive Sciences > 1702 Cognitive Sciences > 170201 Computer Perception, Memory and Attention
10 Technology > 1005 Communications Technologies > 100502 Broadband and Modem Technology
Fields of Research (2020): 52 PSYCHOLOGY > 5204 Cognitive and computational psychology > 520406 Sensory processes, perception and performance
52 PSYCHOLOGY > 5204 Cognitive and computational psychology > 520499 Cognitive and computational psychology not elsewhere classified
40 ENGINEERING > 4006 Communications engineering > 400699 Communications engineering not elsewhere classified
Socio-Economic Objectives (2008): E Expanding Knowledge > 97 Expanding Knowledge > 970110 Expanding Knowledge in Technology
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