Richard Skarbez

Dr. Richard Skarbez

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Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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14 November 2017 in ACM Computing Surveys
Verified
Journal Article
Open access
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RSRichard Skarbez
Richard Skarbez
JBJr. Frederick P. Brooks
Jr. Frederick P. Brooks
MWMary C. Whitton
Mary C. Whitton
The presence construct, most commonly defined as the sense of “being there,” has driven research and development of virtual environments (VEs) for decades. Despite that, there is not widespread agreement on how to define or operationalize this construct. The literature contains many different definitions of presence and many proposed measures for it. This article reviews many of the definitions, measures, and models of presence from the literature. We also review several related constructs, including social presence, copresence, immersion, agency, transportation, reality judgment, and embodiment. In addition, we present a meta-analysis of existing presence models and propose a model of presence informed by Slater’s Place Illusion and Plausibility Illusion constructs.

24 March 2021 in Frontiers in Virtual Reality
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Journal Article
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RSRichard Skarbez
Richard Skarbez
MSMissie Smith
Missie Smith
MWMary C. Whitton
Mary C. Whitton
Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.

25 January 2017 in IEEE Transactions on Visualization and Computer Graphics
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Journal Article
Closed access
RSRichard Skarbez
Richard Skarbez
SNSolene Neyret
Solene Neyret
FBFrederick P. Brooks
Frederick P. Brooks
MSMel Slater
Mel Slater
MWMary C. Whitton
Mary C. Whitton
We report on the design and results of an experiment investigating factors influencing Slater's Plausibility Illusion (Psi) in virtual environments (VEs). Slater proposed Psi and Place Illusion (PI) as orthogonal components of virtual experience which contribute to realistic response in a VE. PI corresponds to the traditional conception of presence as “being there,” so there exists a substantial body of previous research relating to PI, but very little relating to Psi. We developed this experiment to investigate the components of plausibility illusion using subjective matching techniques similar to those used in color science. Twenty-one participants each experienced a scenario with the highest level of coherence (the extent to which a scenario matches user expectations and is internally consistent), then in eight different trials chose transitions from lower-coherence to higher-coherence scenarios with the goal of matching the level of Psi they felt in the highest-coherence scenario. At each transition, participants could change one of the following coherence characteristics: the behavior of the other virtual humans in the environment, the behavior of their own body, the physical behavior of objects, or the appearance of the environment. Participants tended to choose improvements to the virtual body before any other improvements. This indicates that having an accurate and well-behaved representation of oneself in the virtual environment is the most important contributing factor to Psi. This study is the first to our knowledge to focus specifically on coherence factors in virtual environments.

10 September 2019 in Frontiers in Robotics and AI
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Journal Article
Open access
PDF file
RSRichard Skarbez
Richard Skarbez
NPNicholas F. Polys
Nicholas F. Polys
JOJ. Todd Ogle
J. Todd Ogle
CNChris North
Chris North
DBDoug A. Bowman
Doug A. Bowman
Advances in a variety of computing fields, including “big data,” machine learning, visualization, and augmented/mixed/virtual reality, have combined to give rise to the emerging field of immersive analytics, which investigates how these new technologies support analysis and decision making. Thus far, we feel that immersive analytics research has been somewhat ad hoc, possibly owing to the fact that there is not yet an organizing framework for immersive analytics research. In this paper, we address this lack by proposing a definition for immersive analytics and identifying some general research areas and specific research questions that will be important for the development of this field. We also present three case studies that, while all being examples of what we would consider immersive analytics, present different challenges, and opportunities. These serve to demonstrate the breadth of immersive analytics and illustrate how the framework proposed in this paper applies to practical research.

28 November 2018
Verified
Conference Paper
Open access
PDF file
RSRichard Skarbez
Richard Skarbez
FBFrederick P. Brooks
Frederick P. Brooks
MWMary C. Whitton
Mary C. Whitton

13 July 2021 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
RSRichard Skarbez
Richard Skarbez
JGJoseph L. Gabbard
Joseph L. Gabbard
DBDoug A. Bowman
Doug A. Bowman
TOTodd Ogle
Todd Ogle
TTThomas Tucker
Thomas Tucker
As virtual reality (VR) technology becomes cheaper, higher-quality, and more widely available, it is seeing increasing use in a variety of applications including cultural heritage, real estate, and architecture. A common goal for all these applications is a compelling virtual recreation of a real place. Despite this, there has been very little research into how users perceive and experience such replicated spaces. This article reports the results from a series of three user studies investigating this topic. Results include that the scale of the room and large objects in it are most important for users to perceive the room as real and that non-physical behaviors such as objects floating in air are readily noticeable and have a negative effect even when the errors are small in scale.