Submitted:
05 May 2025
Posted:
06 May 2025
You are already at the latest version
Abstract

Keywords:
1. Introduction
1.1. Motivation
2. Presence Factors in IVR: State of Research
2.1. Display Fidelity
2.2. User Characteristics
3. VR Study Tools: State of the Art
4. Research Methodology
4.1. Exploratory Assessment of Preferred Configurations of Presence Factors
4.2. Confirmatory Study on the Combined Influence of Presence Factors
5. IVR Study Tool Development
5.1. IVR Application
5.1.1. Base System
5.1.2. IVR Scenarios
5.2. Experimenter Interface
5.2.1. UI and Study Modes
5.2.2. Communication Between Interface and IVR Application
6. Evaluation and Practical Application
6.1. Formative Expert Evaluation
6.1.1. Method
6.1.2. Results
Semi-Structured Interviews15
Questionnaires16
6.2. Conduction of Exploratory IVR Studies in the Context of a Research Project
6.2.1. Method
6.2.2. Results
Frequently Encountered Problems
Configuration of IV for Optimal Presence
7. Discussion
8. Conclusion
9. Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AD | Adaptation dimension(s) |
| CAVE | Cave Automatic Virtual Environment |
| HCI | Human-Computer Interaction |
| HMD | Head Mounted Display |
| IPQ | IGroup Presence Questionnaire |
| IV | Independent Variable(s) |
| IVE | Immersive Virtual Environment(s) |
| IVR | Immersive Virtual Reality |
| MPS | Multimodal Presence Scale |
| PQ | Witmer-Singer Presence Questionnaire |
| SUS | Slater-Usoh-Steed Presence Questionnaire |
Appendix A



Appendix B
| Item Name | Item Text |
|---|---|
| In the computer-generated virtual environment ... | |
| general presence (GP) | … I had a sense of "being there" |
| plausibility illusion (PSI) | … I had the feeling, that what was apparently happening was really happening. |
| involvement (INV) | … my attention was completely captivated. |
| physical/spatial presence (PP) | ... the objects and rooms felt like real (material) things. |
| social presence (SoP) | ... the people and animals seemed to me like living beings (with consciousness and feelings). |
| self-presence (SeP) | ... I felt as if my virtual body was my real body. |
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| 1 |
inclusive is defined as "the extent to which physical reality is shut out", referring to the exclusion of external real-world stimuli [6]. |
| 2 |
vivid is defined as "the resolution, fidelity, and variety of energy simulated within a particular modality", referring to the objective quality of display technology [6]. |
| 3 | Full table available at https://www.imis.uni-luebeck.de/sites/default/files/2021-07/index.html
|
| 4 | standalone software artifacts that can be run on a computer, e.g., .exe-files |
| 5 | From the field of optometry: process to determine, the combination of lenses that provide the best corrected visual acuity [98]. |
| 6 | |
| 7 | Identified through journalistic articles on the topic of "Best IVR games": Blade and Sorcery, Half-Life: Alyx, Hurbis (Demo), Kayak VR Mirage, Lone Echo, Meditation VR, Moss, Project Cars 2, Vader Immortal I-III, VR Walking Simulator |
| 8 | IVR application: https://github.com/RBW1999/VR-StudySystem-Template-VE/blob/main/README.md, experimenter interface: https://github.com/RBW1999/VR-StudySystem-Template-WebApp
|
| 9 | |
| 10 | |
| 11 | |
| 12 |
https://quixel.com/megascans/home, at the time of our development, the library was available free of charge for scientific purposes. |
| 13 | |
| 14 | |
| 15 | Individual experts are identified via the pseudonyms E1-E6 in the follwoing. |
| 16 | 7-point Likert scales were used for ISONORM 9241/110-S, SUS, and IPQ; the SUS count sums up ratings of 6 or higher, up to a maximum of 6. |
| 17 | GPU: GeForce RTX 4090, 24GB; CPU: AMD Ryzen 7 7700X, 8x 4.50 GHz; RAM:64 GB DDR5, 4800 MHz, CL40, 2x 32B Kit |
| 18 |










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