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VHIL Presence Scale

VHIL Presence Scale

In many of our studies, we ask questions to help us measure immersion. Our Presence Scales have evolved over the last two decades and the nine item scale below is the latest iteration. At the bottom of the page, you will also find a PDF version of some of our legacy scales. You are free to use either. The old scales each have a citation noted. If using the new scale, please cite the following paper:

Han, E., Miller, M., Ram, N., Nowak, K., and Bailenson, J.N. (under review). 20,000 Shared Minutes in Virtual Reality: A Large-Scale, Longitudinal Field Study of the Evolution of Groups.

Presence Scales

Please rate the extent to which you felt the following (5-point; 1-Not at all, 2-Slightly, 3-Moderately, 4-Very, 5-Extremely)

Social Presence

  1. It felt like the other people in the room were with me.
  2. It felt like I was face-to-face with others.
  3. It felt like the other people were aware of my presence.

Self Presence

  1. I felt that my avatar represented me.
  2. When something happened to my avatar, I felt like it was happening to me.
  3. I felt like I was able to control my avatar as though it were my own.

Spatial Presence

  1. It felt as if I was inside the virtual world.
  2. It felt as if I was visiting another place.
  3. It felt like I could reach out and touch the objects in the virtual environment.

VHIL

Our Mission

Since its founding in 2003, researchers at VHIL have sought to better understand the psychological and behavioral effects of Virtual Reality (VR) and, more recently, Augmented Reality (AR). Almost two decades later, we are in the Dawn of the Virtual Revolution. VR is finally widely available for consumers, and every day we are seeing new innovations. It is critical, now more than ever, that we seek answers to these important questions: What psychological processes operate when people use VR and AR? How does this medium fundamentally transform people and society? What happens when anyone can have a perfect experience at the touch of a button? And how can we actively seek to create and consume VR that enhances instead of detracts from the real world around us?

Featured News

VHIL-Home-OLD-Draft

Our Mission

Since its founding in 2003, researchers at VHIL have sought to better understand the psychological and behavioral effects of Virtual Reality (VR) and, more recently, Augmented Reality (AR). Almost two decades later, we are in the Dawn of the Virtual Revolution. VR is now widely available for consumers, and every day we are seeing new innovations. It is critical, now more than ever, that we seek answers to these important questions: How does this medium fundamentally transform people and society? What happens when anyone can have a perfect experience at the touch of a button? And how can we actively seek to create and consume VR that enhances instead of detracts from the real world around us?

Recent News

The See Change, Stanford Magazine

We are going from essentially no VR to potentially pervasive use of the most powerful medium ever. VHIL studies the consequences of a world where anything can happen at the touch of a button and feel like it’s actually happening. read more…