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dc.contributor.authorVolkmann, Torben
dc.contributor.authorWessel, Daniel
dc.contributor.authorFranke, Thomas
dc.contributor.authorJochems, Nicole
dc.contributor.editorAlt, Florian
dc.contributor.editorBulling, Andreas
dc.contributor.editorDöring, Tanja
dc.date.accessioned2019-08-22T04:36:25Z
dc.date.available2019-08-22T04:36:25Z
dc.date.issued2019
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/24552
dc.description.abstractPresence is a key variable in virtual reality (VR), however, it is a complex variable consisting of different aspects. The Multimodal Presence Scale (MPS) by Makransky, Lilleholt, and Aaby was developed to measure physical, social and self-presence. But how well can it actually detect changes in one aspect of presence, and differentiate between different aspects of presence? To answer these questions, we use a German translation of the MPS in an experiment with a VR game with 45 participants. We examine social presence -- the sense of being with another -- specifically, and compare three conditions (abstraction levels) that should differ in the degree of social presence, but not in other aspects of presence. Results indicate that the MPS is reliable and useful for measuring social presence, while still correlating strongly with presence overall.en
dc.description.urihttps://dl.acm.org/authorize?N681277
dc.language.isoen
dc.publisherACM
dc.relation.ispartofMensch und Computer 2019 - Tagungsband
dc.relation.ispartofseriesMensch und Computer
dc.subjectvirtual reality
dc.subjectpresence
dc.subjectquestionnaire
dc.titleSocial Presence in a Virtual Reality Game with Different Levels of Abstraction: Testing the Social Presence Aspect of the Multimodal Presence Scaleen
dc.typeText/Conference Paper
dc.pubPlaceNew York
mci.document.qualitydigidoc
mci.conference.sessiontitleMCI: Short Paper (Poster)
mci.conference.locationHamburg
mci.conference.date8.-11. September 2019
dc.identifier.doi10.1145/3340764.3344435


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