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FORUM Sharing and Analyzing Data from Presence Experiments Abstract Presence research relies heavily on empirical experiments involving subjects in mediated environments. Since presence is a complex, multidimensional concept, experiments on presence can be extremely resource intensive and produce large amounts of data of different types. As the presence community matures, we would like to suggest that data collected in experiments be made publicly available to the community. This will allow the verification of experimental results, comparison of results of experiments carried out in different laboratories, and evaluation of new data-analysis methods. This will, eventually, lead to consistency in ap- proaches and increased confidence in results. In this paper we present the complete dataset from a large-scale experi- ment that we have carried out in highly immersive virtual reality. We describe the data we have gathered and give examples of the types of analysis that can be made based on that data. 1 Introduction We regard presence as a successful substitution of real sensory data by artificially generated sensory data. By a successful substitution we mean that the participant acts upon these artificially generated stimuli as if they came from the real world. By acting, we mean that we expect the participant’s response to be similar to the response in the real world on many levels, ranging from unconscious automatic responses through deliberate volitional behavior, up to the subjective feeling of being there. Thus, we believe that presence should be studied on multiple levels, using multiple types of data. Many studies on presence are being carried out, and we suggest that as a community, it would be advanta- geous to start to standardize our experiments and meth- odology. To some extent this has started already, with the development of reusable questionnaires (Witmer & Singer, 1998; Slater & Steed, 2000; Lessiter, Freeman, Keogh, & Davidoff, 2001; Schubert, Friedmann, & Re- genbrecht, 2001) and open source platforms on which experiments can be developed (e.g., VRJuggler; Bier- baum et al., 2001). However as we noted above, pres- ence is a complex phenomenon and there are many types of data being generated. Some of these data sources, such as physiological monitoring, are quite complex and difficult to analyze, others such as event logs are very specific to the experiment. Overall we are dealing with very rich and diverse data and thus it would be useful to have some degree of standardization in data collection and data analysis. This will serve the following four goals. Presence, Vol. 15, No. 5, October 2006, 599 – 610 © 2006 by the Massachusetts Institute of Technology Doron Friedman* Andrea Brogni Department of Computer Science University College London London, UK Christoph Guger g.tec Medical Engineering GmbH Graz, Austria Angus Antley Anthony Steed Department of Computer Science University College London London, UK Mel Slater Department of Computer Science University College London London, UK and ICREA—Centre de Realitat Virtual Barcelona, Spain *Correspondence to [email protected] Friedman et al. 599

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F O R U M

Sharing and Analyzing Data from PresenceExperiments

Abstract

Presence research relies heavily on empirical experimentsinvolving subjects in mediated environments. Since presenceis a complex, multidimensional concept, experiments onpresence can be extremely resource intensive and producelarge amounts of data of different types. As the presencecommunity matures, we would like to suggest that datacollected in experiments be made publicly available to thecommunity. This will allow the verification of experimentalresults, comparison of results of experiments carried out indifferent laboratories, and evaluation of new data-analysismethods. This will, eventually, lead to consistency in ap-proaches and increased confidence in results. In this paperwe present the complete dataset from a large-scale experi-ment that we have carried out in highly immersive virtualreality. We describe the data we have gathered and giveexamples of the types of analysis that can be made basedon that data.

1 Introduction

We regard presence as a successful substitution ofreal sensory data by artificially generated sensory data.By a successful substitution we mean that the participantacts upon these artificially generated stimuli as if theycame from the real world. By acting, we mean that weexpect the participant’s response to be similar to theresponse in the real world on many levels, ranging fromunconscious automatic responses through deliberatevolitional behavior, up to the subjective feeling of beingthere. Thus, we believe that presence should be studiedon multiple levels, using multiple types of data.

Many studies on presence are being carried out, andwe suggest that as a community, it would be advanta-

geous to start to standardize our experiments and meth-odology. To some extent this has started already, withthe development of reusable questionnaires (Witmer &Singer, 1998; Slater & Steed, 2000; Lessiter, Freeman,Keogh, & Davidoff, 2001; Schubert, Friedmann, & Re-genbrecht, 2001) and open source platforms on whichexperiments can be developed (e.g., VRJuggler; Bier-baum et al., 2001). However as we noted above, pres-ence is a complex phenomenon and there are manytypes of data being generated. Some of these datasources, such as physiological monitoring, are quitecomplex and difficult to analyze, others such as eventlogs are very specific to the experiment. Overall we aredealing with very rich and diverse data and thus itwould be useful to have some degree of standardizationin data collection and data analysis. This will serve thefollowing four goals.

Presence, Vol. 15, No. 5, October 2006, 599–610

© 2006 by the Massachusetts Institute of Technology

Doron Friedman*Andrea BrogniDepartment of Computer ScienceUniversity College LondonLondon, UKChristoph Gugerg.tec Medical Engineering GmbHGraz, AustriaAngus AntleyAnthony SteedDepartment of Computer ScienceUniversity College LondonLondon, UKMel SlaterDepartment of Computer ScienceUniversity College LondonLondon, UKandICREA—Centre de Realitat VirtualBarcelona, Spain*Correspondence to [email protected]

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● Researchers can test new methods of analysis with-out carrying out time-consuming experiments.

● Researchers who have experiments with hugeamounts of data could expect several groups totackle different aspects of the analysis.

● It would promote progress in presence methodol-ogy, by allowing a comparison of methodologiesand research techniques.

● It would make possible the comparison of resultsamong different experiments, and even among ex-periments carried out in different laboratories.

Standard datasets are common in other fields. Forexample, in medical imaging, standard datasets are animportant benchmark against which to test novel algo-rithms. A well known example is the Visible HumanProject, a project of the U.S. National Library of Medi-cine, which has recently made digitized datasets of maleand female human cadavers available for research andeducation. Other fields such as astronomy and geneticsmake strong use of shared datasets; and fields such asthese have been one of the main drivers behind recentinterest in Grid computing, specifically the sharing andindexing of very large datasets (Foster & Kesselman,2003).

When it comes to human task performance, largedatasets such as these have not been so useful, mainlybecause of the variety of behaviors that are expected.The trend has been to attempt to standardize specificsmall tasks that characterize the likely performance of arange of aggregate tasks. From the HCl field, one goodexample is the very simple task of using a control tomove an object on a display from a start location to atarget box (e.g., simulating hitting a button with amouse cursor). The performance of this has been wellcharacterized by the use of Fitt’s law (MacKenzie &Buxton, 1992). Closer to the VE field, both Bowman,Johnson, and Hodges (1999) and Poupyrev, Weghorst,Billinghurst, and Ichikawa (1997) have proposed a test-bed of 3D user interaction tasks.

In this paper we present the complete data for an ex-periment we have carried out in a Cave-like system. (Weuse the term Cave to describe the generic type of systemas described in Cruz-Neira, Sandin, & DeFanti, 1993.)

We hope this will encourage other researchers in thefield, and will gradually result in a large corpus of dataavailable to researchers in the ways suggested in thispaper.

The experiment was large-scale including several typesof measurements, both quantitative data such as physio-logical measurements and qualitative data based onsemi-structured interviews. The hypothesis and the re-sults for this specific experiment are not the focus here.We describe the data itself and point to the analysistechniques we have used. We suggest other techniquesto analyze the same data, and some other types of datathat may be used in the future.

Analyzing large amounts of logged data is, of course,not unique to presence research—it plays a role in VR,mixed reality, and in human-computer interaction re-search in general. Perhaps in presence research, morethan in other areas, we are hoping that the integrationof multiple measurements would ultimately allow us toreconstruct the subjective experience of the subject,rather than just observe external behavior.

The data for the experiment, as described in this pa-per, can be downloaded from www.presencedata.info/.The data is organized in online tables, and details areprovided. In the paper below we refer to the data bymentioning the online table number; these can be ac-cessed from the main URL above. The experiment isdescribed in this issue (Slater et al., 2006).

2 The Data Sources and theirIndependent Analysis

Analysis methods are typically classified into quan-titative and qualitative methods. We do not disagreewith this distinction, but in this paper we find it usefulto make another distinction: between data that is tem-poral and data that is not.

2.1 Temporal Data

It has been argued that rather than being a stableconstant throughout the mediated experience, presence

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may vary over time (Biocca, Burgoon, Harms, &Stoner, 2001; Ijsselsteijn, Freeman, & de Ridder, 2001;Sheridan, 1992). Generally, we would like to be able tomeasure how presence varies over the duration of theexperience, and how it is affected by specific events inthe environment, and across a range of responses. Inparticular, we encourage the inclusion of physiologicaldata in the study of presence. One of the first studies toshow that presence can be studied as an objective, mea-surable response, based on galvanic skin response (GSR)and heart rate, was carried out by Meehan, Insko, Whit-ton, and Brooks (2002).

Ideally, all data could be placed on the same timeline,and visualized together. In this section we present thesetypes of data independently, and in later sections wediscuss possible ways to cross-analyze them.

Most of the temporal data is generated digitally andthe main challenge is synchronization. Accurate syn-chronization is critical for event-related responses and isdiscussed in Section 3.1. We make significant use of theVirtual Reality Peripheral Network (VRPN)1 to syn-chronize among the data and the VR system. VRPN isan open software platform that is designed to imple-ment a network-transparent interface between applica-tion programs and the set of physical devices (trackers,etc.) used in a VR system. Using VRPN, all data gener-ated during an experiment can be synchronized, sentover a network, and stored with uniform timestamps forlater analysis.

2.1.1 VE Events. Events and actions carried outby the system can be easily logged by the application. Inour experiment we recorded all the instances in whichthe virtual characters spoke. The data is included inonline Table 1A. It may be useful to record the positionof characters and objects during the session and theirpositions are provided in online Table 1A. The gazedirections of the characters were not recorded in thisexperiment, although this information may be useful insocial scenarios.

Events carried out by the participant typically involve

a tracked interaction device. In our experiment, we haveallowed, in one condition, for subjects to indicatebreaks in presence (BIPs), using a wireless mouse de-vice. The data is included in online Table 1B. Typically,VEs would allow interactions of subjects with the VEand such events would similarly be tracked and logged.We did not record when participants speak, but thiscould be done. The analysis of this type of data is typi-cally useful for detecting event-related physiological re-sponses. For example, one can look at the physiologicalstate of the participant whenever something happenedin the VE; examples are given in Section 3.1.

2.1.2 Tracker Data. In VR the participants aretypically head tracked. This provides extremely usefulinformation about their position and head direction atany moment. We expect this gives us a good approxima-tion of what they were looking at, without the need toperform eye tracking, which is difficult in a Cave envi-ronment.

The tracker data from our experiment is included inonline Table 2. Examples of typical analysis of this kindof data are spatial analysis (see Section 3.3) and event-related analysis (see Section 3.2). We did not use head-tracker data to reconstruct what the subjects were look-ing at; this should be possible since the trackers includeorientation information as well as position.

2.1.3 Galvanic Skin Response. GSR, also calledgalvanic skin conductivity or electrodermal activity(EDA), is measured by passing a small current througha pair of electrodes placed on the surface of the skin andmeasuring the conductivity level. In our experimentGSR was sampled at 32 Hz, and the signal was obtainedfrom electrodes on the middle and index fingers.

The GSR data for the two experimental conditionsappears in online Tables 3A and 3D. More details aboutGSR, and about analyzing GSR data from this experi-ment, can be found in Slater et al. (2006) in this issue.

2.1.4 Electrocardiograph (ECG). An ECGrecords the electrical activity in the heart. The main pa-rameter extracted from the ECG is the heart rate. In1. See http://www.cs.unc.edu/Research/vrpn/index.html.

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addition, the heart rate variability (HRV) can be used todescribe the physiological behavior of the participant,and an event-related heart rate response may be usefulto study the reaction of the subject to an event (e.g.,such as a BIP).

The ECG data for the two experimental conditions isprovided in online Tables 3B and 3E. The sampling rateis 256 Hz. Slater et al. (2006) provide an analysis of theECG, including a comparison of the training and exper-imental phases, comparison of social phobic and non-social phobic participants, and event-related ECG.

2.1.5 Respiration. The respiration signal mea-sures the inhalation and exhalation phases of the humansubject. The signal can be used to extract the deepnessand frequency of the respiration. Therefore it is neces-sary to low-pass filter the signal to remove noise compo-nents and movement artifacts. Then each zero crossingof the bipolar respiration signal is detected in order tocalculate the frequency. Event-related respirationchanges around a BIP can be investigated. For example,it is possible to find a changed deepness and frequencyafter the BIP. One hypothesis that is possible to testwith this data is that generally subjects hold their breathfor a brief period after the BIP occurs.

The respiration also modulates the ECG signal with afrequency of about 0.1–0.2 Hz. This modulation effectshould be considered when the ECG is analyzed; detailscan be found in Florian et al. (Florian, Stancak, &Pfurtscheller, 1998). The respiration data for the twoexperimental conditions appear in online Tables 3C and3F.

2.1.6 Video. The whole experiment session wasvideotaped for all subjects. In our experiment we used aCave-like system (specifically a Trimension ReaCTor)where the projection takes place on three walls and onthe floor. The video camera was placed outside the Caveso that it captures the whole area. This is useful to ob-serve the subject’s motion throughout the physicalspace of the Cave, and also allows the analysis of theirmain body gestures and postures. However, the subjectis typically shown from the back. Generally it would bedifficult to pick up the subject’s facial expressions, given

the relative darkness in the Cave and the fact that sub-jects wear VR goggles. We still recommend placing an-other camera that picks up the subject from the front;for example, in our Cave setting, we could eventuallyplace one on the top of the front Cave screen.

The video can be used for testing hypotheses, for pro-viding information about the experiment to researcherswho were not present, and for later analysis of body lan-guage.

2.1.7 Video Interview. Following the experi-ment, the subject watched the video together with theexperimenter and reflected on his or her experience. Wehave used this video interview to gain some insight forlater exploration during the post-experiment interview(Section 2.2.4). Ideally, this interview by itself shouldbe recorded and provided with the data, because it pro-vides a potentially insightful glance into the subject’sexperience when it is still fresh, and in a way that allowsthe subjective impressions to be temporally aligned withthe experience.

2.1.8 Additional Measurements. In the futurewe hope to explore additional types of temporal data.Some experiments involve conversation, either amongmultiple subjects in a multi-user experiment or betweena subject and a confederate. Recording such conversa-tion and synchronizing it with the other types of datacan be extremely useful.

Other types of physiological data can also be used.Our system now includes an electroencephalograph(EEG) measurement as well. This has been used for abrain-computer interface for controlling the Cave(Friedman et al., 2006), but may also be used for post-experiment analysis. Similarly, it should be possible toanalyze muscle activation in the form of electromyo-gram (EMG) recordings.

It is also possible to track body parts in addition tothe head. However, the bar room environment was ap-proximately the same size as the physical Cave so thatsubjects could move around by actually walking ratherthan use the Wand tracking device. This was a deliberatedesign decision for the experiment in order to avoidsubjects having to learn to use the Wand, so that their

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main focus would be on interaction with the virtualcharacters. Therefore, hand-tracking data for this experi-ment is not available. For some experiments it may beuseful to include such tracking data since it is possible topartially reconstruct hand and arm gestures from suchdata. Naturally, full-body tracking is highly useful forexperiments that may involve body language and non-verbal communication. If such tracking devices are notavailable, it would still be possible to utilize experts inbody language who can observe the subjects and inter-pret their behavior; this can be done after the experi-ment by watching the video.2 Changes in posture havebeen used before in presence experiments (Freeman,Avons, Pearson, & IJsselsteijn, 2000).

In addition to documenting the experiment sessionsby video, it would be useful to be able to record thecomplete interaction session within the VE as a log filethat can be played back by the system software. Suchrecording of interactive environments, although not anew idea, is still not straightforward and is not providedby any of the standard VR toolkits. This means that re-searchers need to spend time modifying software to sup-port record and replay functionality.

Some researchers have experimented with such capa-bilities (e.g., Hart, 1993; Greenhalgh, Flintham, Pur-brick, & Benford, 2001). Although such logs are usuallyfor the purpose of debugging or creation of other typesof media representation, Steed et al. (Steed, Vinayaga-moorthy, & Brogni, 2005) used such a system in anexperimental process. They describe a system thatrecords a Dive session and allows the experimenter toplay it back within Dive and experience it as a first per-son or third person view. It is also possible to use intelli-gent tools that create summaries from interaction ses-sions. An example is a tool to create movies that reviewthe interaction from various angles, and allows focusingon specific events within a session (Friedman, Feldman,Shamir, & Dagan, 2004).

2.2 Nontemporal Data

In this section we discuss data that is collectedafter the experiment, and thus cannot be temporallyaligned with data collected during the experiment.

2.2.1 Questionnaires. It has been pointed outseveral times that questionnaires are problematic in thecontext of measuring presence—see the discussion inSlater (2004). Questionnaires may be made more usefuland reliable if their results are integrated with qualitativeresults and with physiological data.

In addition to presence questionnaires, it is often ap-propriate to administer psychological tests, such as per-sonality tests. Such tests may provide important explana-tory variables for a particular experiment, or may assistwith cross-experiment comparisons. As an example, inthe experiment described here correlation was foundbetween a score on a social phobia questionnaire andECG. The results for the psychological test that assessesthe degree of social phobia (Watson & Friend, 1969)are given in online Table 5.

Each participant in our experiment completed a ques-tionnaire prior to their immersion that gathered basicdemographic information, and background informationregarding their use of computer games. The informa-tion is included in online Table 5A.

The bar experiment included two conditions. In themain condition, which included 20 participants, noquestionnaires were administered. In a second condi-tion, with 10 participants, the participants were in-structed to click a wireless mouse whenever they experi-enced a “transition to real” (a BIP). In that secondcondition the subjects completed questionnaires; theresults are available in online Table 5.

3.2.2 Immediate Question. Immediately afterthe experience, and before taking off the equipment orleaving the Cave, participants were asked to answer twoquestions concerning their immediate impressions re-garding their overall sense of being in and responding tothe bar.

The purpose of these two questions was to captureparticipants’ immediate subjective response to the expe-

2. Note that we make sure that the subjects are completely sepa-rated from the lab surrounding by covering the Cave with curtains.This means the experimenters can only observe the subjects duringthe experiment by watching the video feed from the camera.

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rience in a way that was as far as possible unclouded bypost hoc rationalizations. Afterwards, they were able toexpand on their answers in the semi-structured inter-views. The responses to the immediate questions aregiven in online Table 6C.

3.2.3 Presence Graph. During the interview,participants were asked to draw a graph describing theextent to which they felt they were in the bar versus thelaboratory throughout the experience. A sample graph isshown in Figure 1.

This was an attempt to bridge the gap between tem-poral and nontemporal data. While the diagrams pro-vide some temporal information, they cannot be alignedwith the temporal data, and thus are not consideredhere to be temporal. Ideally, they could serve as a linkbetween the interview and the temporal data. For exam-ple, while drawing the diagram, the subject can point tocertain extreme points in their presence function anddescribe how they relate to their responses during theirinterview. The presence graphs were abstracted and clas-sified into four types (Garau et al., 2004); the data isprovided in online Table 6C.

3.2.4 Post-Experiment Interview. The post-experiment interview is vital for understanding the sta-tistical data in a deep way, beyond what questionnairescan reveal, and can additionally provide hypotheses forfuture research. Such interviews typically contain a lot offascinating insights that are often unexploited because,due to their subjective nature, they are difficult to ana-lyze in a rigorous manner. However, one possibility is

the use of Grounded Theory, which was used by Garau(2003) and by Thomsen (2004) for analyzing inter-views in the context of presence research. By includingthe interview transcriptions with the data we hope otherresearchers can get an insight into the subject’s experi-ence, and perhaps suggest methods of analyzing thisdata in a systematic way.

In our experiment each interview was conducted us-ing a semi-structured interview agenda, to ensure that itdid not stray from the research questions in which wewere interested. The interviews were taped and thentranscribed verbatim. Garau et al. (2004) discuss theinterview techniques and the results obtained for thisexperiment. The transcripts for the two experimentalconditions are included in online Tables 6A and 6B.

3 Compound Analysis

In the previous sections we described the individ-ual data types and the analysis we have carried out basedon single data sources. In this section we describe analy-sis of two or more elements together. Again, the inten-tion here is to explain what types of analysis are possible,rather than to focus on specific results from this experi-ment.

3.1 Event Related Analysis

It was of great interest to see if we could detectmeasurable responses to events in the experience. Ourexperiment was specifically designed to find out if wecould detect a physiological signature to BIPs and phys-iological responses to other events such as when thevirtual characters spoke.

Another possibility that we are examining is whetherthe stiffening stabilizing reaction that subjects have toan anomaly in the VE is detectable as a loss in heightthat can be seen in the head tracker data. In the futurewe could combine this with EMG data from the soleusmuscle in the lower leg to detect when a subject is expe-riencing a BIP.

An example of one subject’s height following a BIP

Figure 1. Presence graph illustrating BIPs (P8 female). The

participants were asked to draw their subjective level of presence as a

function of the time, during the experience.

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appears in Figure 2. The subject is reduced in height bynearly two centimeters after the BIP. Due to high vari-ance in most peoples’ standing height, our results in thisdirection are so far inconclusive. However, given thatmany emotions, such as stress, are manifested as muscu-lar tension in the body, looking at the results of thismuscular activity whether through EMG or posturalchange is a promising method to analyze a response toVR.

3.2 Spatial Analysis

A spatial representation of time-variant signals is avery useful tool for the experimenter. A quick glancemay allow detection of areas of the VE where the signalhas extreme values, and this may provide clues for fur-ther analysis.

Specifically, an interesting approach in the data analy-sis is through linking the physiological values with theposition of the subject in the virtual space. The resultinggraph shows how the signal spatially changes over theVE and it can be useful to detect whether there is a dif-ference in the way different areas affect the subjects’physiological responses.

While such plots may not alone qualify as conclusiveevidence, they could be a useful starting point for fur-ther analysis of physiological responses and proximity tovirtual characters. Figure 3 illustrates this point for somesubjects in the bar experiment: Figures 3a and 3b showsubjects who had stronger GSR values next to the bar-

keeper whereas Figures 3c and 3d show subjects withthe opposite trend. Of course, many subjects did notshow a clear pattern at all.

This technique is typically more useful when the VE islarge, and the exploration of the VE is of interest in itself.In the case of the bar experiment, the room was spatiallylimited by the Cave’s walls, and movement was restricted.

Interestingly, the qualitative analysis of the interviewsseemed to reveal that the subjects responded differentlyto different areas in the virtual space, as related to thespatial organization and to the virtual characters (Garauet al., 2004). It would be interesting to compare this quali-tative evidence with the objective physiological measure.Our tracker data definitely seems to indicate that subjectsspent more time on the side of the barkeeper (barman inBritish English) than in the other side of the bar.

3.3 Merging Temporal andNontemporal Data

Subjective post-experiment descriptions of theexperience can be insightful; examples from the experi-ment discussed here appear in Garau et al. (2004).However, how do we associate these with temporaldata? We would like to have an equivalent of the inter-view, which is obtained during the experiment.

One such option may be to ask the subject to verbal-ize their subjective experience out loud, during the ex-perience, and such a think aloud technique is discussedin van Someren, Barnard, and Sandberg (1994).

Another option is possible if the VE scenario includesa well-defined narrative. If so, subjects can be encour-aged, in the interview, to describe their feelings as re-lated to certain events. For example, in a modified barexperiment, subjects could be encouraged to describetheir feelings when a character tells them somethingintimate. Even though a few minutes pass from the timeof the real experience to the time of the reconstruction,the information gathered in this way may be useful. Suchrecollection of the experience may be done during thevideo interview, as mentioned in Section 2.1.7, or with areplay of the VE events as suggested in Section 2.1.8.

Figure 2. A graph of one subject’s head height, as measured by the

head tracker, following a BIP event.

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3.4 Inter-Experiment Comparisons

Ideally, it should be possible to compare experi-ments carried out by different researchers in differentlaboratories, even if only part of the data overlaps. Oneof the problems may be that different researchers havedifferent underlying theoretical and methodological ap-proaches to presence. This results in substantial differ-ences among experimental designs and data collection.Our view is that such differences are a reflection of thefact that presence research is still a very young area. Infact, by sharing data among researchers, in the mannersuggested in this paper, we hope to provide a more con-crete context for the presence research community todiscuss such issues.

4 Towards Standardization of PresenceData

In this section we provide some initial recommen-dations for such a future standard, based on the experi-ence we have gathered in the experiment reported here.

4.1 Time

All temporal data items need to be synchronizedwith timestamps. It is important that all logs be re-corded with enough timestamping data so that logfiles from different sources can be synchronized posthoc. Because of clock drift and time interruptions werecommend including absolute timestamps even for

Figure 3. Plots of GSR for four different volunteers. The positions of the five virtual characters are displayed. Darker colors

indicate higher GSR values. Color pictures can be found in online Table 3. Barman is the British term for barkeeper.

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physiological data that are recorded with high fre-quencies. For example, if the ECG is recorded at 256Hz, each of the 256 samples should include a pair ofvalues: the timestamp and the recorded ECG value.We recommend using the complete time for eachtimestamp, including day, month, and year. Thiswould make it easy, for example, to detect whethertwo chunks of data belong to the same experimentsession or not. The only disadvantage of keeping suchdetailed time logging is file size and storage space,but this is typically not a problem with contemporaryhardware and software systems. The IEEE standardfor time series, or IEEE 1858 Precision Time Proto-col (PTP), may be a considered a candidate.

Aside from timestamping rigorously, care must betaken to make sure that clocks are synchronized be-tween machines or that a correspondence between thetimes can be made. The usual way to do this is to have a“clapper-board-signal,” a signal that can be identified inall log files. If this is not possible (or in addition), theclocks themselves can be synchronized. In increasing orderof accuracy, this can be done manually, by a network timeprotocol, or by installation of an external radio clock.

4.2 Space

Many of the data items collected in experimentshave a spatial component. There will be a need to stan-dardize coordinate systems and metrics for both virtualand real space data. Such position data might have vari-ous degrees of accuracy. Collecting, logging, and ana-lyzing position data is a main research area in mixed andaugmented reality (Newman et al., 2004), and theirconclusions should feed into any standard adopted.

4.3 Events

Actions performed by the subject or by the systemneed to be logged in with accurate timestamps. Due tothe large variability in scenarios and applications studiedin presence research, it would be difficult to come upwith a standard at a low level of granularity. A simple,initial approach might be to use a tuple structure, where

each event is a tuple �actor, action, parameters�, and thelegal parameters are derived from the action.

4.4 Software Tools

Assuming a corpus of data gradually becomesavailable, we expect it would be useful to share tools fordata recording, collection, and analysis. We have usedone such tool that is already available and used by sev-eral labs: VRPN (discussed in Section 2.1); this is acombination of a networking protocol and open soft-ware that implements the protocol.

4.5 Media Resources

We also recommend sharing media resources, spe-cifically 3D environments. This is necessary to allowreplication of experiments by other labs. Exchangingstatic 3D models is possible since there are some for-mats that can be imported and exported from most soft-ware tools, such as VRML973, and Collada4 is a specificproject aimed at open exchange of digital assets.

Unfortunately, it is much more complicated to shareinteractive applications. Even if researchers are willing toshare their software, including the source code, for useby the community, it is often time consuming to portan application to different hardware and software plat-forms. This is a major problem for VR and mixed real-ity, faced by both industry and the research communityalike. Open source platform software such as VRJugglerand Diverse are promising avenues of research. For ex-ample, although on selection techniques, not presenceexperiments, Steed and Parker (2005) have made thecomplete VRJuggler-based source code and data filesneeded to run their experiments available online.

5 Discussion

In this paper we detail the types of data that wecollected during one experiment, and the techniques we

3. www.web3d.org.4. www.collada.org.

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used to analyze this data. There is still a long way to setstandards for data sharing and analysis in the presencecommunity.

Two main ethical considerations come to mind. Thefirst concerns data usage and the need to maintain theprivacy of subjects. In our experiments subjects sign aconsent form, and they are free to withdraw from theexperiment at any moment. The experiments are agreedwell in advance by an institutional Ethics Committee.We suggest mentioning the fact that the data may bemade available to a shared pool in the consent form. Anadditional problem arises with photographs and video,as they potentially violate anonymity. We recommendthe inclusion of a separate item in the consent form—subjects should be able to opt for participating in theexperiment yet request that the video and images willnot be made publicly available.

Another ethical consideration is the assignment ofcredit to the researchers who collected the data. We ex-pect this would take place by citing the original in anypaper that refers to data from the shared pool. In thefuture, copyright mechanisms could be elaborated,probably in the lines of the Creative Common License(CCL; http://creativecommons.org). Existing ques-tionnaires require specific consent for use in an experi-ment and publishing the questionnaire online. If suchconsent is not provided, data sharing for that question-naire would not be possible.

6 Conclusions

We encourage presence researchers to study pres-ence using multiple methods and analysis techniques,and to publish their data, in addition to their results, aswe have done in this paper. This will allow the commu-nity to analyze and compare experiments as a sharedeffort, assigning credit where due, of course.

Once more data is available and arranged in a system-atic way, we can strive towards additional analysis meth-ods. In particular we encourage researchers to investi-gate analysis of physiological data. The integration ofthe different data types presents an interesting chal-lenge. We feel this would allow presence research to be

established as a more rigorous scientific discipline bysuch eventual data publication and sharing.

We regard the next steps as a challenge for the wholecommunity: we hope more researchers will follow bysharing their data and tools, and we expect the need fordata standardization and data repositories to becomeself evident in that stage. We also intend to continuallyrefine the methodologies mentioned in this paper; someof the recommendations in this paper are a result of ourexperience, and will only be deployed in our next exper-iments.

We encourage other researchers to use differentmethods to analyze the data from our experiment.There are large parts of our data that have not yet beenanalyzed, or only partially analyzed, and we welcomeother researchers to apply other techniques to the datathat we have already analyzed.

Finally, we encourage researchers to use this method-ology, which relies on large amounts of synchronizedrecorded data in a mediated experience, beyond pres-ence research; we expect our setting to be useful forresearchers in many areas of human research.

Acknowledgments

This project was funded by the European Union projectPRESENCIA, IST-2001-37927. We would also like to thankthe anonymous reviewers for their useful comments.

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