Investigating the Correlation Between Presence and Reaction Time in Mixed Reality
Yasra Chandio, Noman Bashir, Victoria Interrante, Fatima M. Anwar

TL;DR
This study investigates the relationship between presence and reaction time in Mixed Reality, proposing reaction time as an objective, time-varying measure of presence, and developing a model to estimate presence levels from reaction times.
Contribution
It introduces a systematic method to measure presence via reaction time in MR environments and develops a predictive model with high accuracy.
Findings
Significant negative correlation between presence scores and reaction times (-0.65).
Reaction time can predict presence levels with up to 80% accuracy.
Manipulating illusion types affects users' sense of presence and reaction times.
Abstract
Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying responses and susceptibility to user bias. Inspired by the existing literature on the relationship between presence and human performance, the proposed methodology systematically measures a user's reaction time to a visual stimulus as they interact within a manipulated MR environment. We explore the user reaction time as a quantity that can be easily measured using the systemic tools available in modern MR devices. We conducted an exploratory study (N=40) with two experiments designed to alter the users' sense of presence by manipulating \emph{place illusion} and \emph{plausibility illusion}. We found a significant correlation between presence scores and…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsVirtual Reality Applications and Impacts · Augmented Reality Applications · Tactile and Sensory Interactions
