Week 3: Perception and Presence

Virtual, Augmented and Spatial Computing

Week 3

Perception and Presence

Presence is not a property of the technology. It is a property of the experience.

Today’s session

  • What is presence?
  • Immersion vs presence
  • How the brain constructs reality
  • Perceptual modalities in XR
  • Simulator sickness
  • Health effects and mitigation

Why perception matters

XR works by deceiving the perceptual system.

To design effective XR experiences, you need to understand:

  • how the brain constructs the experience of being somewhere
  • what cues it relies on
  • what happens when those cues conflict

Presence

Presence is the subjective feeling of being in a place.

Slater (2009) distinguishes two components:

  • Place illusion: the sense of being in the virtual place
  • Plausibility illusion: the sense that what is happening is real

Place Illusion

The feeling that you are actually in the virtual environment.

Supported by:

  • wide field of view
  • head tracking
  • spatial audio
  • physical scale

Broken by:

  • tracking errors
  • low frame rate
  • visible display edges

Plausibility Illusion

The feeling that the events in the virtual environment are really happening.

Supported by:

  • responsive virtual agents
  • consistent physics
  • cause and effect relationships

Broken by:

  • objects passing through each other
  • unresponsive environments
  • implausible events

Immersion vs Presence

These are often confused but are distinct concepts.

Immersion is an objective property of the technology.

  • how much of the sensory field does the system replace?
  • how accurately does it track movement?

Presence is a subjective psychological response.

  • how much does the user feel they are there?

High immersion tends to support presence but does not guarantee it.

The Reality Trade-off

More immersion is not always better.

Trade-offs include:

  • comfort vs presence
  • cost vs quality
  • portability vs fidelity

Design for the right level of immersion for the task.

Perceptual Modalities

The brain integrates information from multiple sensory systems.

In XR, the most relevant are:

  • visual
  • auditory
  • proprioceptive
  • vestibular
  • haptic

Visual Perception

The dominant sense in most XR systems.

Key factors:

  • stereopsis (depth from two eyes)
  • motion parallax (depth from movement)
  • accommodation and vergence
  • peripheral vision

Auditory Perception

Spatial audio contributes significantly to presence.

The brain uses:

  • interaural time difference (ITD)
  • interaural level difference (ILD)
  • spectral cues from the ear shape (HRTF)

Mismatched audio breaks presence rapidly.

Proprioception

The sense of the position and movement of your own body.

In VR, proprioception can conflict with visual information.

Example: your body feels stationary but your visual system sees movement.

This conflict is a primary cause of simulator sickness.

Vestibular System

The inner ear detects:

  • linear acceleration
  • rotational acceleration
  • gravity

In VR, visual motion without vestibular motion creates conflict.

This is the main cause of vection-induced sickness.

Haptic Perception

The sense of touch and force.

Current XR systems provide limited haptic feedback.

The absence of haptic feedback is a significant limitation for:

  • object manipulation
  • surface interaction
  • social presence

Proximal and Distal Stimuli

Distal stimulus: the actual object or event in the world

Proximal stimulus: the pattern of energy that reaches the sensory receptor

In XR, we manipulate the proximal stimulus to create the perception of a distal stimulus that does not exist.

Simulator Sickness

A form of motion sickness caused by sensory conflict in simulated environments.

Symptoms:

  • nausea
  • disorientation
  • eye strain
  • headache
  • fatigue

Causes of Simulator Sickness

  • Latency: delay between head movement and display update
  • Low frame rate: judder and motion blur
  • Vection: visual motion without vestibular motion
  • FOV mismatch: visual motion at the wrong scale
  • Vergence-accommodation conflict

Mitigation Strategies

Design choices that reduce simulator sickness:

  • maintain frame rate above 72Hz
  • minimise motion-to-photon latency (below 20ms)
  • use teleportation instead of smooth locomotion
  • add vignette during movement
  • allow users to choose comfort settings
  • provide rest breaks

Health Effects

Beyond simulator sickness, extended XR use can cause:

  • eye strain and fatigue
  • neck and shoulder strain
  • disorientation after removal
  • social isolation

Ethical Considerations

XR designers have a responsibility to:

  • disclose health risks
  • provide comfort options
  • design for accessibility
  • avoid exploiting presence for manipulation

Today’s lab

Perception experiments:

  • latency manipulation
  • scale manipulation
  • FOV manipulation

Observe how each affects comfort and presence.

Key questions

  • What is the difference between presence and immersion?
  • What causes simulator sickness?
  • How can design choices mitigate discomfort?
  • What ethical responsibilities do XR designers have?

Further reading

  • Slater, M. (2009) Place illusion and plausibility
  • Jerald, J. (2015) The VR Book, Chapters 4 and 5
  • Kolasinski, E. (1995) Simulator sickness in virtual environments

Summary

  • Presence is subjective; immersion is objective
  • Place illusion and plausibility illusion are distinct
  • Multiple perceptual modalities contribute to presence
  • Sensory conflict causes simulator sickness
  • Design choices can mitigate discomfort

Next week: Input Systems and Interaction Fundamentals