Questionnaires
Post-test questionnaires are the most frequently used measure of presence. Many different questionnaires have been developed. These vary widely in scope and appearance, depending on the author’s conceptualisation of presence and their context of application. Some studies have used only one general item addressing presence, while others have tried to develop questionnaires reflecting the multidimensional structure of presence presumed by the authors. Lessiter, Freeman, Keogh, & Davidoff (2001) have identified several criteria for presence questionnaires:
- Understanding of presence should not be assumed by directly asking respondents how present they feel.
- Questions should avoid addressing 2 issues in 1 question
- Response options should ideally be consistent across items
- Presence is likely to be a multidimensional construct; questionnaires should reflect this and tap a range of characteristics.
- Questions should not make reference to specific media system and content properties.
- A general presence measure should be piloted on participants of a range of media systems/contents.
- Questionnaires should be piloted with a sufficient number of subjects.
There are several advantages of questionnaires. They usually have face validity, meaning that they appear to measure the intended concept. They are relatively cheap, and easy to administer, analyze and interpret. Because they are administered afterwards, they do not interrupt the experience. Several questionnaires have been shown in studies to be sensitive to different levels of presence. The design and experimental usage of questionnaires has often gone hand in hand with theoretical development. By performing factor or cluster analysis, it is possible to identify underlying dimensions of the measured construct.
A main disadvantage of questionnaires is that they are retrospective and therefore rely on participants’ memories, which are incomplete reflections of the experience, and prone to several biases. For example, it seems likely that user’s judgments will be more influenced by events near the end of the experience (recency effect). Questionnaires are also sensitive to demand characteristics, i.e. the hints and cues in a research situation that may bias the participant’s responses. For instance, Freeman, Avons, Pearson & IJsselsteijn (1999) have shown that simple post-test presence ratings are sensitive to the effect of unrelated prior training sessions.
This part of the compendium is divided into three subsections. We will start with questionnaires addressing physical presence, continue with questionnaires measuring both physical and social presence, and finally describe social presence questionnaires. Within these subsections, questionnaires are ordered alphabetically. If available, the questionnaire items are listed in Appendix A.
Description
Concept: Physical presence.
Virtual presence and telepresence were termed by the authors as “ego-presence”: the sense of feeling present in a virtual or remote environment. The development of questions was guided by criteria for mental workload measures defined by Jex (1988).
The questionnaire contains a subscale measuring virtual presence consisting of 2 or 3 items accompanied by a 10-point scale. Items address “sense of being there”, “sense of inclusion in the virtual world”, and “sense of presence in the virtual world”. Depending on the study and experimental conditions, items on interactivity and realism are included in the questionnaire. Two of the presence items are listed in the Hendrix & Barfield (1996) paper, and can be found in appendix A.
Research
The 3- item version of the questionnaire was used in an experiment by Barfield & Weghorst (1993). Participants (n=86, between-subjects design) experienced one of three VEs differing in spatial landmarks and abstractness. Correlations of the individual presence items with other questionnaire items, such as display comfort, comfort with computers, being lost, and overall enjoyment, are reported. The 3 presence items were found to be highly intercorrelated. All 3 items were found to significantly predict overall enjoyment.
The 2-item version of the questionnaire was used in an experiment (n=12, within-subjects design) by Hendrix & Barfield (1996) comprising 3 sub-studies investigating the effects of monoscopic versus stereoscopic displays, head tracking (present/absent), and geometric field of view (10/50/90º). In each sub-study, subjects were asked to explore 2 or 3 VEs and consequently fill out the questionnaire about each VE. Results showed significant positive effects of all 3 manipulated variables. A significant positive correlation was found between presence and realism. The 2 presence items produced consistent results. Subjects were also consistent when answering the same question across different studies using similar VEs.
Sensitivity: questionnaire discriminated between different conditions
Reliability: intercorrelation between 3 items, consistency across items and studies
Validity: correlation with realism and other related constructs, effects of manipulation of variables (stereoscopy, head tracking, field of view) on the scores were as predicted by theory and previous findings in presence research.
Primary Sources
- Barfield, W., & Weghorst, S. (1993). The sense of presence within virtual environments: A conceptual framework. In G. Salvendy & M. Smith (Eds), Human-computer interaction: Applications and case studies (pp.699-704). Amsterdam: Elsevier.
- Hendrix, C., & Barfield, W. (1996). Presence within virtual environments as a function of visual display parameters. Presence: Teleoperators and Virtual Environments, 5, 274 - 289.
Description
Concept: Physical presence.
The questionnaire consists of 4 items relating to:
- Visual realism of objects
- Ability to perceive locations of oneself and other objects
- Visual realism of the overall environment
- Feeling of being in the environment
The exact wording of items is not reported. Items are rated on a 0-100 scale.
Research
The questionnaire was used in a study investigating how 3 “where” variables (stereoscopy, user motion and object motion) and 3 “what” variables (object self motion, geometry, and texture) contribute to overall presence. The authors hypothesized that the “where” cues would contribute more to presence than the “what” cues. An undersea VE was created, in which each variable could be manipulated on 2 levels (high vs. low). Subjects (n= 32?(not clearly reported), within-subjects design) looked at 32 versions of this VE, 90 seconds for each version, in random order, and completed the presence questionnaire for each version. Results (ANOVA and Regression Analysis) showed that both “what” and “where” variables influenced perceived realism and presence, and there werealso significant interactions.
Sensitivity:not reported
Reliability:not reported
Validity:experimental results obtained with the questionnaire supported the authors’ theory of presence.
Primary Source
- Cho, D., Park, J., Kim, G., Hong, S., Han, S., & Lee, S. (2003). Dichotomy of presence elements: The where and what. Proceedings of the IEEE Virtual Reality 2003, 273-274. [pdf, 132 KB]
Description
Concept: Physical presence.
The questionnaire consists of 14 items: 1 overall presence rating (0-100) and 13 shorter items (scale not reported) which were adapted from two existing presence questionnaires (Hendrix & Barfield, 1996; Fontaine, 1992). Items are listed in Appendix A.
Research
In a study (n=322, within-subjects design with 18 participants per condition), the level of visual detail, olfactory stimulation, ambient auditory stimulation and tactile stimulation were varied (2 levels, high-low or absent-present) in a VE depicting an office. Dependent variables were presence, recall of spatial layout and recall of object location. Both the overall presence rating and the 13 items showed significant effects for auditory and tactile cues, a non-significant trend for olfactory cues and no effect for visual cues.
Sensitivity: the questionnaire discriminated between conditions
Reliability: not reported.
Validity: out of 4 factors which are hypothesized to be presence-enhancing, 2 significantly increased and one marginally increased the questionnaire scores.
Primary Source
- Dinh, H. Q., Walker, N., Song, C., Kobayashi, A., & Hodges L.F. (1999). Evaluating the importance of multi-sensory input on memory and the sense of presence in virtual environments. Proceedings of the IEEE Virtual Reality 1999, 222-228. [doc, 420 KB]
Description
Concept: Physical presence.
The questionnaire was based on the work of Witmer and Singer (1998), who identified involvement and immersion as necessary conditions for experiencing presence in a VE. Gerhard, Moore, and Hobbs (2001) extended these with two measures to cover issues in multi-user VEs: awareness and communication.
The questionnaire contains 19 items on a 7-point scale measuring immersion, communication, awareness, nature of the environment itself, and user interface. It also contains open questions to reveal attitudes, beliefs, and experiences. The items are listed in Appendix A.
Research
The questionnaire was used in a study investigating the influence of the appearance of avatars on presence. Subjects (n=27, between-subjects design) performed a collaborative judgment task. Avatars were basic shapes, animated cartoon-style or animated humanoid. The results showed that animated cartoon-style and humanoid avatars gave rise to higher levels of presence than basic shape avatars. This was supported by user comments elicited by the open questions.
Sensitivity: questionnaire scores discriminated between different conditions
Reliability: not reported.
Validity: convergence between presence scores and qualitative data (user comments).
Primary Source
- Gerhard, M., Moore, D., & Hobbs, D. (2001). Continuous presence in collaborative virtual environments: Towards the evaluation of a hybrid avatar-agent model for user representation. In A. de Antonio, R. Aylett, & D. Ballin (Eds.): Proceedings of the International Conference on Intelligent Virtual Agents, pp. 137-153, Madrid, Spain. [pdf, 320 KB]
Other Literature
Description
Concept: Physical presence.
Schubert, Friedmann, & Regenbrecht (2000) argued that presence develops from the construction of a spatial-functional mental model of the VE. Two cognitive processes contribute to this model: construction, or the representation of bodily actions as possible actions in the VE, and suppression of incompatible sensory input. It is hypothesized that the conscious sense of presence reflects these two components as spatial presence and involvement.
To construct the first version of the IPQ, 75 items from previously published questionnaires (including Witmer & Singer, Hendrix, Slater-Usoh-Steed), items from the authors' own past research and newly designed items were combined into one questionnaire. The final version of the IPQ consists of 14 items rated on a 5-point scale. Items are reported in Appendix A. Items and accompanying scale anchors can be downloaded at http://www.igroup.org/pq/ipq.
Research
In a first study (n=246, between-subjects design), participants of all forms of VEs (users of VR or CAVE-like systems, desktop VR, players of 3D games and text-based VE’s) were asked to complete the initial, 75-item version of the questionnaire, which was posted on the Internet. The participants were instructed to remember one of the last times they used a VE and to answer all questions with reference to that single episode only. Other participants completed the questionnaire after experiencing a VE by HMD in a laboratory. Exploratory factor analysis revealed 8 factors, 3 of which were identified as Presence Factors:
- Spatial presence: sense of being there in the VE
- Involvement: attention to real and virtual environment
- Realness: reality judgment of the VE
The other 5 factors were identified as Immersion and Interaction Factors.
In a second study (n=296) aiming to replicate the first, only items relating to Presence and Interaction factors were used. A factor structure was found which was quite similar to the one found in the first study. Confirmatory factor analysis was used for the item selection, resulting in 5 items in the Spatial Presence scale, 4 items in the Involvement scale, 3 items in the Realness scale, and 1 general item. Internal consistency over these items was a=.87
Sensitivity: not reported
Reliability: Internal consistency a=.87
Validity: data gathered with the questionnaire yielded a similar factor structure as was found in other studies
Primary Source
- Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators and Virtual Environments, 10, 266-281.
Description
Concept: Physical presence.
The development of the ITC-SOPI was guided by criteria for presence questionnaires identified by the authors:
- Understanding of presence should not be assumed by directly asking respondents how present they feel.
- Questions should avoid addressing 2 issues in 1 question
- Response options should ideally be consistent across items
- Presence is likely to be a multidimensional construct; questionnaires should reflect this and tap a range of characteristics.
- Questions should not make reference to specific media system and content properties.
- A general presence measure should be piloted on participants of a range of media systems/contents.
- Questionnaires should be piloted with a sufficient number of subjects.
Initially, 63 items were generated for content areas based on literature: sense of space, involvement, attention, distraction, control and manipulation (autonomy), realness, naturalness, perception of time, awareness of behavioral responses, sense of social interaction (parasocial and copresence), personal relevance, arousal, and negative effects.
The revised version of the ITC-SOPI contains 44 items: Sense of Physical Space (19), Engagement (13), Ecological Validity (5), Negative Effects (6). Items are not listed in the paper.
Research
The initial version of the ITC-SOPI was administered to participants (n=604, between-subjects design) following a mediated experience using either IMAX 3D, IMAX 2D, cinema, video shorts, GCSU, or PC game.
Four factors were identified using Principal Axis Factoring: Sense of physical space, Engagement, Ecological validity, and Negative effects. Eight questions failed to load on any factor and were removed from the revised version. Eleven items were removed because they were inconsistent or had reduced alpha. The revised ITC-SOPI had very good alpha values on all four factors (.76 -.94). All factors showed sensitivity to media form. Also, correlations between factors were computed. The first three scales all intercorrelated significantly. Negative Effects only correlated with Sense of Physical Space.
Sensitivity: questionnaire scores discriminated between different conditions (media).
Reliability: alpha values ranged between .76 - .94. Significant correlations were found between 3 of the 4 scales.
Validity: content validity was pursued in the construction phase. Differences in questionnaire scores were found between different media.
Primary Source
- Lessiter, J., Freeman, J., Keogh, E., Davidoff, J. (2001). A cross-media presence questionnaire: The ITC-Sense of Presence Inventory. Presence: Teleoperators & Virtual Environments, 10, 282-298. [pdf, 308 KB]
Description
Concept: Physical presence.
Kim & Biocca (1997) compared telepresence to “being transported”: a media user is phenomenally transferred to a mediated environment, resulting from low accessibility to the unmediated information and high accessibility to the mediated information. It is hypothesized that the sensation of presence is unstable; from moment to moment the user may feel present in the physical, virtual, or imaginary environment.
The questionnaire was based on Barfield & Weghorst and Slater, Usoh & Steed. It contains 8 items rated on a Likert scale. Items can be found in Appendix A.
Research
The questionnaire was developed in the context of a study (n=96, between-subjects design) investigating the effects of telepresence in a television viewing situation on memory and persuasion. Unmediated visual stimuli (active or suppressed) and viewing angle (low, medium, or high) were manipulated.
Exploratory factor analyses revealed that the 8 items could be grouped into 2 factors, which were labeled “departure” and “arrival”. The manipulation of unmediated visual stimuli and viewing angle did not have an effect on either departure or arrival.
Sensitivity: not reported
Reliability: not reported
Validity: manipulations that were hypothesized to influence presence did not have an effect on the questionnaire scores
Primary Source
See also
Description
Concept: Physical presence.
Krauss and his colleagues (1997) described presence as a multidimensional construct. In order to reflect this multidimensionality, items taken from various sources were combined in one questionnaire.
42 items measuring presence were taken from existing questionnaires (PQ, IPQ, Kim & Biocca) or the authors' own work. The items are not listed in the paper.
Research
165 subjects completed the questionnaire online; they were asked to remember a typical 3D gaming session. Of the 55 items that were initially generated, 13 were removed because of low item-total correlation. Afterwards, reliability of the scale was a=.85. Principal components analysis revealed 3 factors, which were labelled Spatial presence, Quality of the interface and Emotional involvement.
Sensitivity: not reported
Reliability: internal consistency a=.85
Validity: not reported
Primary Source
- Krauss, M., Scheuchenpflug, R., Piechulla, W., & Zimmer, A. (2001). Measurement of presence in virtual environments. In A. Zimmer, K. Lange, K.-H. Bäuml, R. Loose, R. Scheuchenpflug, O. Tucha, H. Schnell & R. Findl (Eds), Experimentelle Psychologie. Lengerich: Pabst Science Publishers. [pdf, 320 KB]
See also
Description
Concept: Physical presence.
The MECSPQ consists of 9 scales. Four of these cover process factors (Attention Allocation, Spatial Situation Model, Spatial Presence: Self Location, Spatial Presence: Possible Actions), 2 scales refer to states and actions (Higher Cognitive Involvement, Suspension of Disbelief), and 3 scales
address more trait-like personality characteristics (i.e., Domain Specific Interest, Visual Spatial Imagery, and Absorption). The Absorption scale was created as a modified short version of an existing instrument by Tellegen and Atkinson (1974). Two of the process scales are specifically intended to reflect physical (or spatial) presence: Spatial Presence: Self Location (SPSL) and Spatial Presence: Possible Actions (SPPA) - the other scales are indicative of precursor processes such as attention, involvement, and suspension of disbelief, following the MEC Model of Presence (Vorderer et al., 2003).
Research
An English version of the MECSPQ was piloted (n=290) for purposes of item selection and validation at 3 locations (University of Southern California, Los Angeles, and at international schools in Helsinki and Porto), using 4 different types of media (text and film in Los Angeles, hypertext
in Helsinki and a virtual environment in Porto). At each location a dual-task paradigm (see: Secondary Task Performance) was implemented to cross-validate the MECSPQ using another potential indicator of presence. After item analysis, 4, 6, and 8 item versions were constructed for each scale. The questionnaire is available in English, German, Portuguese and Finnish.
Sensitivity: questionnaire scores discriminated between different conditions (media)
Reliability: internal consistency: SPSL: a=.93 (8 item scale); SPPA: a=.88 (8 item scale)
Validity: good agreement between predictions of the MEC model of presence and the outcomes of the MEC measure under various experimental conditions
Primary Source
- Vorderer, P, Wirth, W., Saari, T., Gouveia, F. R., Biocca, F., Jäncke, F., Böcking, S.,
Hartmann, T., Klimmt, C., Schramm, H., Laarni, J., Ravaja, N., Gouveia, L. B., Rebeiro,
N., Sacau, A., Baumgartner, T. & Jäncke , P. (2004). Development of the MEC Spatial
Presence Questionnaire (MEC-SPQ). Unpublished report to the European Community,
Project Presence: MEC (IST-2001-37661). Hannover, Munich, Helsinki, Porto, Zurich.
Other Literature
- Tellegen, A. & Atkinson, G. (1974). Openness to absorbing and self-altering experiences (“absorption”), a trait related to hypnotic susceptibility. Journal of Abnormal Psychology, 83, 268-277.
- Vorderer, P, Wirth, W., Saari, T., Gouveia, F. R., Biocca, F., Jäncke, F., Böcking, S.,
Hartmann, T., Klimmt, C., Schramm, H., Laarni, J., Ravaja, N., Gouveia, L. B., Rebeiro,
N., Sacau, A., Baumgartner, T. & Jäncke , P. (2003). Constructing Presence: Towards a
two-level model of the formation of Spatial Presence. Unpublished report to the
European Community, Project Presence: MEC (IST-2001-37661). Hannover, Munich,
Helsinki, Porto, Zurich.
See also
Description
Concept: Physical presence.
The approach to presence measurement taken by Murray, Arnold, & Thornton (2000) was based on Gilkey and Weisenberger’s (1995) argument for the importance of sound for the sense of presence.
The questionnaire contains 5 items related to presence. The items focus on the influence of hearing loss on the sense of presence. Presence items were based on existing questionnaires such as the SUS, and on written accounts of participants of an earlier study wearing earplugs. Other items in the questionnaire address ability to hear others, balance, alertness, awareness, touch, movement, disorientation, conspicuousness, use of peripheral vision, unconnectedness, use of hand gestures, isolation, vision, hearing blood flowing, self-consciousness, and hearing breathing. Only the presence items are reported in the paper. These are listed in Appendix A.
Research
The questionnaire was used in a pilot study (n=10) in which participants wore earplugs while performing daily activities. The authors reported that participants had difficulties understanding what some of the items meant. Questionnaire results are not discussed in the paper.
Sensitivity: not reported
Reliability: not reported
Validity: not reported
Primary Source
- Murray, C., Arnold, P., & Thornton, B. (2000). Presence accompanying induced hearing loss: Implications for immersive virtual environments. Presence: Teleoperators and Virtual Environments, 9, 137-148.
Other Literature
- Gilkey, R. H., & Weisenberger, J. M. (1995). The sense of presence for the suddenly deafened adult. Presence: Teleoperators and Virtual Environments, 4, 357-363.
Description
Concept: Physical presence.
The questionnaire contains 9 items, accompanied by 7 point rating scales. The questionnaire contains 3 items taken from Slater et al. (1994), 5 items that are also related to other aspects of the virtual experience, and 1 about exhilaration. The items are reported in Appendix A.
Research
An experiment (n=24, mixed design) was conducted using this questionnaire to compare alternative performance measures and investigate the influence of a headset and auditory simuli. Independent variables were display medium (headset vs. desktop, within subjects) and sensory information (visual vs. audio + visual, between subjects). Three presence measures were used: reflex response (to a “startle event”), background awareness (recall of background music) and the questionnaire. The VE used was an adaptation of a duck shoot fairground stall.
The results showed that the 3 SUS items intercorrelated significantly. Two SUS items correlated with reflex response, and one correlated with background awareness. Of the other items, only one (about flatness of VE) correlated (negatively) with all 3 SUS items and with reflex response. Two SUS items were higher in the headset condition.
Sensitivity: two of the SUS items distinguished between conditions, not reported for other items
Reliability: intercorrelation between SUS items
Validity: correlation with reflex responses
Primary Source
- Nichols, S., Haldane, C., & Wilson , J. R. (2000) Measurement of presence and its consequences in virtual environments. International Journal of Human Computer Studies, 52, 471-491.
See also
Description
Concept: Physical presence.
Stevens, Jerrams-Smith, Heathcote, & Callear (2002) proposed to adapt the definition of presence to be more appropriate for non-immersive displays. Object-presence was defined as “the subjective experience that a particular object exists in the user’s environment, even when that object does not” (p. 82-83). They adapted the Witmer & Singer Presence Questionnaire to measure Object-Presence. The items are not listed in the paper.
Research
In an experiment aiming to assess the reliability and validity of this questionnaire, participants (n=16) carried out tasks with projection-augmented models, and completed the Immersive Tendencies Questionnaire (ITQ) and the Object Presence Questionnaire.
Cronbach’s alpha was calculated for the questionnaire, a=.84. Significant correlations were found between all subscales and total score, except for the Haptic subscale. No correlation was found between OPQ and ITQ score. Some significant correlations are found between OPQ and ITQ subscales, but only if the sample was split by gender.
Sensitivity: not reported
Reliability: internal consistency a=.84
Validity: OPQ total scores did not correlate with ITQ total scores
Primary Source
- Stevens, B., Jerrams-Smith, J., Heathcote, D., & Callear, D. (2002). Putting the virtual into reality: Assessing object-presence with projection-augmented models. Presence: Teleoperators and Virtual Environments, 11, 79-92. [pdf, 100 KB]
See also
Description
Concept: Physical presence.
Witmer and Singer (1998) identified involvement and immersion as conditions for presence. They aimed to develop a measure of presence addressing factors that influence involvement and immersion. Main categories of such factors were derived from the work of Sheridan (1992) and Held & Durlach (1992):
- Control factors (degree, immediacy, anticipation, mode, physical environment modifiability)
- Sensory factors (modality, environmental richness, multimodal presentation, consistency of multimodal info, degree of movement perception, active search)
- Distraction factors (isolation, selective attention, interface awareness)
- Realism factors (scene realism, info consistent with objective world, meaningfulness of experience, separation anxiety/disorientation)
32 items were designed based on the above factors. The final version of the PQ contains 19 items, rated on a 7-point scale with a midpoint anchor (e.g., 1= not compelling, 4 = moderately compelling, 7 = very compelling). The items can be found in Appendix A.
Research
The first version of the PQ was used in 4 experiments (n=152 in total). In 2 experiments, participants performed psychomotor tasks in a simple VE. In the other 2 experiments participants learned complex routes through a virtual office. Item-total correlations were calculated, most of which were significant. Internal consistency was calculated, a = .88, after reducing the number of items from 32 to 19.
Cluster- analysis revealed 3 subscales: Involved/Control (11 items), Natural (3 items), and Interface Quality (3 items). PQ scores were correlated with measures for constructs associated with presence. PQ scores were found to be significantly correlated with Simulator Sickness Questionnaire scores across experiments. Significant correlations with performance of psychomotor tasks and spatial knowledge was found in some experiments, but not in others. No effect of natural interaction (head tracking) was found. A significant correlation was found with the Immersive Tendency Questionnaire.
Usoh, Catena, Arman, and Slater (2000) argued that each presence questionnaire should be subject to a “reality test”: compare data obtained in a VE to data obtained in the real world. In such a study (n=20, between-subjects design), they tested the PQ. It did not distinguish between real and virtual experiences.
Yougblut and Perrin (2002) gave an extensive overview of research that has been conducted with the PQ. The PQ gave consistent results (in two or more studies) for the factors display field of view, head tracking, task-related experience, and gender.
An experiment using the PQ and SUS questionnaire was conducted to investigate the relation between presence and task performance. Participants (n=40, between-subjects design) had to perform an aircraft maintenance procedure in a virtual world. The amount of practice was varied. An effect of practice was found only on the PQ Interface Quality subscale. The Involved/Control subscale correlated negatively with the number of errors. A significant correlation (r = .51) was found between PQ and SUS total scores, also between all subscales. The authors concluded that their data supported the argument that PQ and SUS measured the same construct, but there was not enough evidence to draw a conclusion about their validity.
Sensitivity: the PQ discriminated between conditions in several experiments (see Yougblut & Perrin, 2002)
Reliability: internal consistency a = .88
Validity: inconclusive (see Youngblut & Perrin, 2002)
Primary Source
Other Literature
- Held, R., & Durlach, N. I. (1992). Telepresence. Presence:Teleoperators and Virtual Environments, 1, 109-112.
- Sheridan, T. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators and Virtual Environments, 1, 120-126.
- Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: Teleoperators and Virtual Environments, 8, 560-565. [pdf, 60 KB]
- Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using presence questionnaires in reality. Presence: Teleoperators and Virtual Environments, 9, 497-503. [pdf, 124 KB]
- Youngblut, C., & Perrin, B. M. (2002). Investigating the relationship between presence and performance in virtual environments. Paper presented at IMAGE 2002 Conference, Arizona.
Description
Concept: Physical presence.
This questionnaire was used as part of a virtual task analysis tool for the creation and evaluation of virtual art exhibits. It contains 10 items with 4 point rating scale. The items are based on Hendrix & Barfield (1996). Items are listed in Appendix A.
Research
Not reported.
Primary Source
See also
Description
Concept: Physical presence.
The first version of this questionnaire contained 77 items based on existing work (Witmer & Singer, 1998) and literature. The following concepts were addressed:
- Reality Judgment (14 items)
- Presence (17 items)
- Emotional Involvement (14 items)
- Interaction (6 items)
- Control (4 items)
- Attention (4 items)
- Realism (7 items)
- Perceptual Congruence and Perceptual Continuity (3 items)
- Expectations (8 items)
The final version of the Reality Judgment and Presence Questionnaire (derived from the long version) contains 18 items in 3 dimensions:
- Reality Judgment
- Internal/External Correspondence
- Attention/Absorption
Items are scored on a 10-point scale. Both the 77 original items and the items retained after the factor analysis are listed in Appendix A.
Research
Participants (n=124, between-subjects design) were immersed in one of 3 different VEs, involving either a claustrophobic scenario, a body image scenario or a spider scenario. The results of a factor analysis were used for item selection (see description). A significant correlation was found between Factor 1 and 2 (r=.33) and between Factor 1 and 3 (r=.25). Internal consistency was found to be a=.82.
Sensitivity: not reported
Reliability: internal consistency a=.82
Validity: not reported
Primary Source
- Baños, R. M., Botella, C., Garcia-Palacios, A., Villa, H., Perpina, C., & Alcaniz, M. (2000). Presence and reality judgment in virtual environments: A unitary construct? CyberPsychology and Behaviour, 3, 327-335.
See also
Description
Concept: Physical presence.
Slater, Usoh, and Steed (1994) proposed that both external and internal factors contribute to presence. They identified external factors based on existing research: high quality and resolution, consistency of environment, interactivity, realistic self-representation, and simple connection between actors and effects. Internal factors were identified based on a Neuro Linguistic Programming model: primary presentation system (visual, auditory or kinesthetic) and perceptual position (egogenic or exogenic). An empirical model was constructed that relates sense of presence to these factors.
Partly based on Barfield & Weghorst, 3 presence indicators were identified:
- Sense of being there
- Extent to which the VE becomes more “real or present” than reality
- Locality: the extent to which the VE is thought of as a place visited
The original SUS questionnaire consisted of 3 items on a 7 point scale. It has since been extended; the latest version contains 6 items. These items are listed in Appendix A. The overall score is calculated as the number of high (6 or 7) responses. This avoids the problem of averaging ordinal responses, and allows the use of logistic regression.
Research
The original, 3-item SUS was used in an experiment (n=24, between-subjects design) studying the influence of representation system, stacking of environments, gravity, virtual actors, and virtual cliff on presence (Slater et al, 1994). Based on participants'responses to a questionnaire, they were scored for their visual (V), auditory (A) and kinesthetic (K), and perceptual position (P1). Participants experienced either 2, 4, or 6 different VEs. VEs were either “stacked” requiring participants to put on a virtual HMD to get to the next environment, or not stacked, meaning that participants could simply go through a door.
Results showed a positive relation between presence (as measured by the SUS) and V and K, and a negative relation between presence and A. Presence was positively associated with depth when the VE’s were “stacked” using a virtual HMD, and negatively associated when participant went through a door. No other factors were significant.
The extended version of the SUS was used in two studies comparing different methods of locomotion (Slater et al., 1995; Usoh et al., 1999) (n=16, between-subjects design;n=33, between-subjects design). Real walking was compared to virtual walking-in-place and push-button-flying. Results showed that subjective presence was higher for virtual walkers than for flyers, and higher for real walkers than for virtual walkers, although this difference decreased when oculomotor discomfort was taken into account.
Usoh, Catena, Arman, and Slater (2000) argued that each presence questionnaire should be subject to a “reality test”: compare data obtained in a VE to date obtained in the real world. In such a reality test,(n=20, between-subjects design), they found that only 2 SUS items showed significant differences.
Yougblut and Perrin (2002) extensively discussed research that has been conducted with the SUS. The SUS-Questionnaire gave consistent results (in 2 or more studies) for immersive tendencies.
An experiment was conducted to investigate the relation between presence and task performance, using the PQ and SUS. Participants (N = 40) performed an aircraft maintenance procedure in a virtual world, with varying amounts of practice. No effect of practice was found on SUS scores. SUS scores correlated negatively with the number of errors. A significant correlation (r = .51) was found between PQ and SUS total scores, also between all subscales. The authors concluded that their data supported the argument that PQ and SUS measured the same construct, but there was not enough evidence to draw conclusions about their validity.
Sensitivity: questionnaire distinguished between different conditions and individual differences in several experiments (see Youngblut & Perrin, 2002)
Reliability: not reported
Validity: inconclusive (see Youngblut & Perrin, 2002)
Primary Sources
- Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3, 130-144.
- Slater, M., Usoh, M., & Steed, A. (1995) Taking steps: The influence of a walking metaphor on presence in virtual reality. ACM Transactions on Computer Human Interaction, 2(3), 201-219.
- Usoh, M. , Arthur, K., Whitton, M. C., Bastos, R., Steed, A., Slater, M., et al. (1999). Walking > Walking-in-Place >Flying, in Virtual Environments. Computer Graphics, Annual Conference Series: Proceedings of SIGGRAPH 1999, 359–364. [pdf, 109 KB]
Other Literature
- Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using presence questionnaires in reality. Presence: Teleoperators and Virtual Environments, 9, 497-503. [pdf, 124 KB]
- Youngblut, C., & Perrin, B. M. (2002). Investigating the relationship between presence and performance in virtual environments. Paper presented at IMAGE 2002 Conference, Arizona.
Description
Concept: Physical presence.
The SVUP comprises 150 items covering various aspects of VE experience. A publication about the construction of this questionnaire is in preparation.
In the studies described here, only 19 items were used, covering VE interaction, presence (4 items), awareness of external factors, enjoyment, sound quality, and simulation sickness. These items are reported in Larsson, Västfjäll, and Kleiner (2001a) and can be found in Appendix A.
Research
The SVUP was used in a study (Larsson et al., 2001a) investigating the hypothesis that actors feel more present in a VE than observers. Participants (n=32, between-subjects design) either actively performed tasks in a VE wearing a HMD, or merely observed another person performing these tasks on a projection screen. Results showed that actors reported higher degrees of presence, enjoyment and simulator sickness. Observers reported more distraction by external events.
A second paper (Larsson, Västfjäll, & Kleiner, 2001b) reported two experiments (n=40 in both cases, between-subjects design) testing the hypotheses that 1) participants experience more presence in a bimodal (auditory-visual) VE than in a unimodal (visual) VE, and 2) more accurate, congruent sound rendering increases presence. The VE was a digital model of a church with singing as the audio stimulus.
Results showed that presence, enjoyment, and external awareness were rated higher in the bimodal condition than in the unimodal condition (experiment 1), and presence was rated higher in the condition with better sound rendering (experiment 2).
Sensitivity: questionnaire distinguished between different conditions
Reliability: not reported
Validity: questionnaire results concur with the authors’ theory of presence
Primary Sources
- Larsson, P., Västfjäll, D., & Kleiner, M. (2001a). The actor-observer effect in virtual reality presentations. CyberPsychology and Behavior, 4, 239-246.
- Larsson, P., Västfjäll, D., & Kleiner, M. (2001b). Do we really live in a silent world? The (mis)use of audio in virtual environments. Paper presented at AVR II and CONVR 2001, Chalmers, Sweden. [pdf, 78 KB]
Description
Concept: Physical presence and Social presence.
The questionnaire was based on 6 dimensions of presence identified in earlier work by the same authors (Lombard & Ditton, 1997):
- Social richness
- Realism
- Transportation
- Immersion
- Social actor within medium
- Medium as social actor
The questionnaire addresses 5 presence dimensions (it is not clear which one was skipped) and “tendency to suspend disbelief”. 103 items were drawn from existing questionnaires. The items are not listed in the paper.
Research
Participants (n=600, between-subjects design) completed the developed questionnaire in one of 2 conditions: high presence (high resolution, 3D, colour, multi-channel sound, etc.) and low presence (low resolution, 2D, black and white, single channel sound, etc.). At the time of this publication, study was still in process. Preliminary factor analysis (N = 307) of the high presence condition yielded 7 factors: Immersion, Parasocial interaction, Parasocial relationships, Physiological responses, Social reality, Interpersonal social richness, General social richness.
Sensitivity: not reported
Reliability: not reported
Validity: not reported
Primary Source
- Lombard, M., Ditton, T. B., Crane, D., Davis, B., Gil-Egui, G., Horvath, K., et al. (2000). Measuring presence: A literature-based approach to the development of a standardized paper-and-pencil instrument. In W. IJsselsteijn, J. Freeman, & H. de Ridder (Eds), Proceedings of the Third International Workshop on Presence, Eindhoven University of Technology, Eindhoven, The Netherlands.
Other Literature
Description
Concept: Physical presence and Social presence.
The questionnaire contains 29 items in 3 scales:
- Telepresence: 5 items taken from Lombard & Ditton (1999), rated on a 7-point scale.
- Copresence
- Perceived other’s copresence: 12 items rated on a 5-point scale. Items were derived from a combination of Burgoon & Hale’s (1987) indicators for intimacy, involvement and immediacy.
- Self-reported copresence: 6 items rated on a 5-point scale. These are rephrased items from perceived other’s copresence scale.
- Social Presence: 6 items from Short, Williams & Christie (1976) rated on a sliding scale.
A first version contained 43 items. The 29 items of the final version are listed in Appendix A.
Research
The questionnaire was used in an experiment (n=134, between-subjects design) investigating the effects of agency and anthropomorphism. Participants engaged in a virtual meeting, and were either told they were interacting with a human (avatar condition) or a bot (agent condition). The representation of the other was highly anthropomorphic, low anthropomorphic or there was no image (control).
Internal consistency of the scales was a=.88, .90, .78, .82 respectively. No significant effects were found between agency and any presence scale. Higher levels of telepresence were reported for conditions showing an image compared to control condition; however, contrary to expectations, telepresence was higher for the low-anthropomorphic image than for the high-anthropomorphic image. Similar results were found for social presence and copresence.
Sensitivity: questionnaire was sensitive to manipulation of anthropomorphism, though not in the expected direction.
Reliability: internal consistency a=.88 (telepresence), .90 (perceived other's copresence), .78 self-reported presence), .82 (social presence)
Validity: not reported
Primary Source
- Nowak, K.L., & Biocca, F. (2003). The effect of the agency and anthropomorphism on users’ sense of telepresence, copresence, and social presence in virtual environments. Presence: Teleoperators and Virtual Environments, 12, 2-35.
Other Literature
- Burgoon, J. K., & Hale, J. L. (1987). Validation and measurement of the fundamental themes of relational communication. Communication Monographs, 54, 19-41.
See also
Description
Concept: Physical presence and Social presence.
The questionnaire contains 11 items, addressing collaboration (3 items), contribution to task (3 items), presence (3 items), and co-presence (2 items). Items were based on earlier work by Slater et al (2000) and Wideström et al (2000). The items are listed in Appendix A.
Research
The questionnaire was used in a study (n=132, between-subjects design) comparing the user's experience while solving a puzzle in 3 different collaborative environments: IPT-to-IPT, IPT-to-desktop, or face-to-face (IPT: immersive projection technology). Results showed differences in scores for both presence and co-presence between participants using the different environments.
Sensitivity: questionnaire discriminated between different systems
Reliability: not reported
Validity: not reported
Primary Source
- Schroeder, R., Steed, A., Axelsson, A-S., Heldal, I., Abelin, A., Wideström, et al. (2001). Collaborating in networked immersive spaces: as good as being there together? Computer & Graphics, 25, 781-788.
Description
Concept: Physical presence and Social presence.
A Virtual Presence questionnaire was constructed from existing questionnaires: items measuring Susceptibility for virtual presence and Virtual presence as a whole were taken from Psotka (1993), items measuring Virtual social presence were taken from Short, Williams, and Christie (1976) The items are not listed in the paper.
Research
The questionnaire was used in an experiment (n=48, between-subjects design) testing the hypothesis that if virtual social presence cues increase, virtual presence will increase. Participants carried out a group decision task in a VE with either minimalised or maximalised social presence cues. Other measures were comeback rate (participant were offered the choice of reading or re-entering the VE), task performance, and group polarization.
Results showed a significant (r=.46) correlation between social virtual presence score and virtual presence score. Social virtual presence as well as virtual presence didn't score significantly different in the two conditions. Research findings of Psotka were not replicated (no significant correlation was found between virtual presence scores and susceptibility for social presence scores), and reliability of both Psotka’s questionnaires was quite low (.67 and .45).
Sensitivity: questionnaire scores did not discriminate between different conditions
Reliability: internal consistency was only reported for items taken from Psotka (a=.67, a=.45), findings from earlier work were not replicated
Validity: correlation between social virtual presence and virtual presence
Primary Source
Description
Concept: Social presence.
The questionnaire contains 5 items, accompanied by a 7-point scale, measuring social presence. Items can be found in Appendix A.
Research
The questionnaire was used in an experiment investigating the personal space. Participants (n=50, within-subjects design) were immersed in a virtual room in which a virtual male agent stood. In each trial they were asked to walk up to the agent and remember certain features and labels on the front and back of the agent’s shirt. Position and orientation of participants were tracked. Photographic realism of the agent’s face and the degree of mutual gaze between agent and participant were varied. After the experience was over, participants once more put on the HMD to rate the 2 different avatar types for social presence. A Likert-type scale (-3 to +3) was shown over the agent’s head. Participants looked at the agent and the scale while the experimenter read out the questions. Internal consistency was calculated, a=.83. For women, a significant correlation was found between degree of gaze and social presence, but not for men. No effect of realism was found. The same pattern of results was found for interpersonal distance.
Sensitivity: questionnaire scores discriminated between different conditions (degrees of gaze)
Reliability: internal consistency a=.83
Validity: results obtained with the questionnaire were similar to an interpersonal distance measure. Correlation between the measures is not reported
Primary Source
- Bailenson, J.N., Blascovich, J., Beall, A.C., & Loomis, J.M. (2001). Equilibrium revisited: Mutual gaze and personal space in virtual environments. Presence: Teleoperators and Virtual Environments, 10, 583-598. [pdf, 640 KB]
Description
Concept: Social presence.
This questionnaire consists of 8 items rated on a 7-point scale. It aims to measure “the sense of being together”. Items are reported in Appendix A. The overall score is constructed as the number of high (6 or 7) responses out of the 8 items. This avoids the problem of averaging ordinal responses, and allows the use of logistic regression.
Research
The questionnaire was used in a study investigating the influence of haptic feedback on task performance and sense of togetherness of participants in a shared virtual environment (SVE). Participants (n=10, within-subjects design) carried out a collaborative task in a SVE with an expert. Haptic feedback was varied as a within-participants factor. A performance measure was based on time and errors. Results showed that haptic feedback increased both performance and feeling of togetherness.
Sensitivity: the questionnaire distinguished between two conditions
Reliability: not reported
Validity: similar pattern in togetherness and performance scores. Correlation between the measures is not reported
Primary Source
- Basdogan, C., Ho, C., Srinivasan, M. A., & Slater, M. (2000) An experimental study on the role of touch in shared virtual environments. ACM Transactions on Computer Human Interaction, 7(4), 443-460. [pdf, 204 KB]
Description
Concept: Social presence.
Tu (2002) defined social presence as the degree of feeling, perception and reaction of being connected to another intellectual entity via Computer Mediated Communication. Three dimensions were distinguished:
- Social context
- Online communication
- Interactivity
The questionnaire was based on a CMC attitude instrument (Steinfield, 1986) and an instrument measuring perceived privacy (Witmer, 1997). Content validation was conducted by asking 5 experts to perform a item-matching task.
Supposedly the same questionnaire is referred to as either CMC questionnaire (Tu, 2002b) or SPPQ (Tu, 2002a). The final version of the CMCQ/SPPQ contains 17 social presence items and 13 privacy items, rated on a 5 point Likert scale. Items are not listed in either of the papers.
Research
In a construct validity study (Tu, 2002a), teachers (n=310) completed the questionnaire, and factor analysis was performed on the resulting data. Five factors were extracted: social context, online communication, interactivity, system privacy, and feeling of privacy. Cronbach’s alpha varied between .74 and .85. 3 items were removed. A significant correlation was found between social presence and privacy. Significant intercorrelations were found between all factors.
A different study (Tu, 2002b) with 43 participants was conducted comparing 3 different types of CMC (e-mail, BulletinBoard and real-time discussion). Apart from the CMC Questionnaire, qualitative measures were used (casual conversation, in-depth interview, direct observation, document analysis).
Factor analysis confirmed the five dimensions identified earlier (3 social presence and 2 privacy), together they account for 77% of all variance. All factors had high alpha values (ranging between .71 and .88). ANOVA showed significant differences in social presence scores between the 3 systems; e-mail scored highest, followed by real-time discussion and BulletinBoard. As an explanation of these results, Several problems with real-time discussion, which may degrade social presence, arediscussed in the paper. These are overshadow effect, presence of assertive students and instructors, confusion because of many-to-many, multi-topic conversations, and problems with organization and facilitation.
Sensitivity: the questionnaire discriminated between different systems
Reliability: high alpha values are reported for all factors, across 2 different studies; significant correlations were found between all factors
Validity: content validity was supported in the development process; factor analysis on date gathered two different studies yielded the same factor structure
Primary Sources
- Tu, C. (2002a). The measurement of social presence in an online learning environment. International Journal on E-Learning 1(2), 34-45.
- Tu, C. (2002b). The impacts of text-based CMC on online social presence. The Journal of Interactive Online Learning, 1(2).
Description
Concept: Social presence.
Gunawerda and Zittle (1997) set out to measure social presence in a CMC context from a group perspective. They based their questionnaire on the immediacy aspect of social presence as defined by Short, Williams, and Christie (1976).
The questionnaire contains 61 items on a 5-point rating scale measuring the variables social presence (14 items), satisfaction (10), technical skills and CMC experience (3), attitude towards CMC(2), technical barriers (2), active participation (1), capability of mastering CMC (1), equal opportunities (1), and training (1). The questionnaire items relating to social presence and satisfaction are listed in the paper; the 14 items relating to social presence can be found in Appendix A.
Research
The GlobalEd questionnaire was developed to evaluate a virtual conference. For validation purposes it also contained 17 semantic differential items taken from Short, Williams and Christie. Participants (n=50) of the conference filled out the questionnaire.
Internal consistency of the social presence scale was a=.88. Strong positive correlations (varying between .52 and .87) were found between the social presence scale and the semantic diffential items, supporting validity. Social presence was found to be a strong predictor of user satisfaction.
Sensitivity: not reported
Reliability: internal consistency a=.88
Validity: high correlations with another measure for social presence (semantic differential)
Primary Source
- Gunawerda, C.N., & Zittle, F.J. (1997). Social presence as a predictor of satisfaction within a computer-mediated conferencing environment. The American Journal of Distance Education, 11(3), 8-26.
Other Literature
- Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. London: John Wiley & Sons.
Description
Concept: Social presence.
The IPO-SPQ combines 2 different methods for measuring social presence:
- Osgood’s semantic differential technique, as described by Short, Williams, and Christie (1976), which requires participants to rate media on a series of bipolar scales (e.g. impersonal – personal)
- Attitude statements on which participants can agree or disagree.
The final version of the IPO-SPQ contains 17 items: 5 subjective attitude statements and 12 semantic differential items. All items are rated on a 7-point scale. The items are not listed in the paper.
Research
The IPO-SPQ was used in an experiment in which participants (n=34, within-subjects design) used a system for sharing photos with only audio or audio and video. Internal consistency was calculated; 3 items were removed because of low item-total correlation. Analysis of the data using GLM showed a substantial effect of video for both measures. Data suggested that subjects needed an anchor point (such as a previous trial or training session) to be able to differentiate between different media conditions. Therefore, the authors concluded that a within-subjects comparison seems to be more sensitive to differences in perceived social presence.
Sensitivity: the questionnaire scores discriminated differences between conditions (audio/ audio+video)
Reliability: for the attitude statements, a = .72 and for the semantic differentials a = .90. Scales intercorrelate significantly, r=.58.
Validity: adding of video, which is hypothesized to enhance presence, increased questionnaire scores. The authors indicate their intention to analyze video material of the experiment and use observed social responses as an objective corroborative measure of social presence.
Primary Source
See also:
Description
Concept: Social presence.
The Networked Minds Questionnaire was based on the definition of social presence as “the moment-by-moment awareness of the co-presence of another sentient being accompanied by a sense of engagement with the other. It is an outcome of cognitive simulations of the other’s cognitive, emotional, and behavioral dispositions” (p.2). Three dimensions of social presence were distilled from existing theories:
- Co-presence
- Psychological involvement
- Behavioral engagement.
Over 80 items were created, 69 of which were retained after analysis for face and content validity. Based on factor analysis and internal consistency calculation (see Research) the number of items was reduced to 38. Items are rated on a 7-point Likert scale. The questionnaire consists of pairs of matched items to reflect both the participants’ own feelings and the participants’ perception of the feelings of their communication partners. E.g., the item “I often felt as if I was all alone” is matched by the item “I think the other individual often felt alone”. The items of the final version are listed in Appendix A.
Research
The questionnaire was used in an experiment comparing face-to-face interaction with audio-video teleconferencing (n=76, within-subjects design). A purely verbal, non-emotional ranking task was chosen. A factor analysis was carried out on the obtained questionnaire scores. The identified factors were:
- Co- presence: Isolation/Inclusion (2 items) and Mutual Awareness (6 items)
- Psychological involvement: Mutual Attention (8 items), Empathy (6 items), Mutual Understanding (6 items)
- Behavioral engagement: Behavioral Interaction (6 items), Mutual Assistance (4 items), Dependent Action (2 items)
The ccores of all scales were higher in the face-to-face condition than in the mediated condition. ANOVA showed significant differences between the conditions in co-presence scales (as predicted), most but not all of the psychological involvement scales (as predicted), and one of the behavioral engagement scales (not predicted).
Sensitivity: several subscales discriminated between different media (face-to-face vs. mediated)
Reliability: internal consistency data are reported for each factor, average a=.77
Validity: subscale scores mostly show differences as predicted by the authors based on the task and social presence theory.
Primary Sources
- Biocca, F., Harms, C., & Gregg, J. (2001) The Networked Minds measure of social presence: Pilot test of the factor structure and concurrent validity. Paper presented at Presence 2001, Philadelphia, USA, 9-11 October 2001. [pdf, 81 KB]
- Biocca, F., & Harms, C. (2002). Defining and measuring social presence: Contribution to the networked minds theory and measure. In F.R. Gouveia, and F. Biocca (Eds). Proceedings of Presence 2002, 7-36.
Other Literature
- Biocca, F., Harms, C., & Burgoon, J. (2004). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and Virtual Environments, 12, 456-480.
Description
Concept: Social presence.
The construct para-social presence was developed to capture the relational component between a web site and its customers. The web site was seen as a social actor.
The questionnaire is based on 5 sub-components of relational communication identified by Burgoon & Hale (1987): Immediacy/Intimacy, Sense of understanding, Positivity, Involvement, Dominance. Each dimension is measured by 6-8 items (a larger pool of items was refined using card sorting techniques). Items are listed in Appendix A.
Research
Research is currently being conducted to assess reliability/validity.
Primary Source
Other Literature
- Burgoon, J. K., & Hale, J. L. (1987). Validation and measurement of the fundamental themes of relational communication. Communication Monographs, 54, 19-41.
Description
Concept: Social presence.
The semantic differential technique described by Short, Williams, and Christie (1976) is one of the earliest questionnaires measuring social presence. It was based on Osgood’s semantic differential technique (Osgood et al, 1957). In the semantic differential technique, participants are asked to rate the communication media on a series of 24 7-point, bipolar scales, including impersonal-personal, unsociable-sociable, insensitive-sensitive, cold-warm and impersonal-personal. Not all items are listed in the book.
Research
Short et al. described two experiments using this questionnaire carried out by Champness. In the first experiment (n=72, within-subjects design), face-to-face, closed-circuit television and audio system were compared. Most of the scales (20 out of 24) discriminated between the audio system and the two virtual media. Four scales discriminated between closed-circuit television and face-to-face. In a second experiment (n=90, between-subjects design), groups of 3 participants were distributed over 2 rooms; one pair and one lone participant. In the closed-circuit television condition, the pair saw a close-up image of their colleague, while the lone participant saw two small video images of the other two. Factor analysis revealed four factors, the first of which was Social Presence / Aesthetic Appeal. ANOVA showed that the medium was rated higher by subjects who saw the close-up image.
Christie performed two follow-up experiments comparing 5 different media (face-to-face, TV, 2 different speakerphones and multispeaker audio) were compared in a within-subjects design. Factor analysis revealed Social presence as the first, separate factor. Several significant differences between media were found for this factor.
Sensitivity: questionnaire scores discriminated between different media and between different versions of one medium
Reliability: not reported
Validity: not reported
Primary Source
- Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. London: John Wiley & Sons.
Other Literature
- Osgood, C. E., Suci, G. J., & Tannenbaum, P. H. (1957). The measurement of meaning. Urbana: University of Illinois Press.
See also:
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