Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Mel Slater is active.

Publication


Featured researches published by Mel Slater.


Presence: Teleoperators & Virtual Environments | 1997

A framework for immersive virtual environments five: Speculations on the role of presence in virtual environments

Mel Slater; Sylvia Wilbur

This paper reviews the concepts of immersion and presence in virtual environments (VEs). We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomie responses and higher-level behaviors of a participant in a VE. The paper considers single and multiparticipant shared environments, and draws on the experience of ComputerSupported Cooperative Working (CSCW) research as a guide to understanding presence in shared environments. The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.


Presence: Teleoperators & Virtual Environments | 1994

Depth of presence in virtual environments

Mel Slater; Martin Usoh; Anthony Steed

This paper describes a study to assess the influence of a variety of factors on reported level of presence in immersive virtual environments. It introduces the idea of stacking depth, that is, where a participant can simulate the process of entering the virtual environment while already in such an environment, which can be repeated to several levels of depth. An experimental study including 24 subjects was carried out. Half of the subjects were transported between environments by using virtual head-mounted displays, and the other half by going through doors. Three other binary factors were whether or not gravity operated, whether or not the subject experienced a virtual precipice, and whether or not the subject was followed around by a virtual actor. Visual, auditory, and kinesthetic representation systems and egocentric/exocentric perceptual positions were assessed by a preexperiment questionnaire. Presence was assessed by the subjects as their sense of being there, the extent to which they experienced the virtual environments as more the presenting reality than the real world in which the experiment was taking place, and the extent to which the subject experienced the virtual environments as places visited rather than images seen. A logistic regression analysis revealed that subjective reporting of presence was significantly positively associated with visual and kinesthetic representation systems, and negatively with the auditory system. This was not surprising since the virtual reality system used was primarily visual. The analysis also showed a significant and positive association with stacking level depth for those who were transported between environments by using the virtual HMD, and a negative association for those who were transported through doors. Finally, four of the subjects moved their real left arm to match movement of the left arm of the virtual body displayed by the system. These four scored significantly higher on the kinesthetic representation system than the remainder of the subjects.


virtual reality software and technology | 1995

Taking steps: the influence of a walking technique on presence in virtual reality

Mel Slater; Martin Usoh; Anthony Steed

This article presents an interactive technique for moving through an immersive virtual environment (or “virtual reality”). The technique is suitable for applications where locomotion is restricted to ground level. The technique is derived from the idea that presence in virtual environments may be enhanced the stronger the match between proprioceptive information from human body movements and sensory feedback from the computer-generated displays. The technique is an attempt to simulate body movements associated with walking. The participant “walks in place” to move through the virtual environment across distances greater than the physical limitations imposed by the electromagnetic tracking devices. A neural network is used to analyze the stream of coordinates from the head-mounted display, to determine whether or not the participant is walking on the spot. Whenever it determines the walking behavior, the participant is moved through virtual space in the direction of his or her gaze. We discuss two experimental studies to assess the impact on presence of this method in comparison to the usual hand-pointing method of navigation in virtual reality. The studies suggest that subjective rating of presence is enhanced by the walking method provided that participants associate subjectively with the virtual body provided in the environment. An application of the technique to climbing steps and ladders is also presented.


Presence: Teleoperators & Virtual Environments | 1999

Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire

Mel Slater

Witmer and Singer recently published a questionnaire for eliciting presence in virtual environments together with a questionnaire for measuring a person’s immersive tendencies (Witmer & Singer, 1998). The authors mentioned that they did not agree with my notion of immersion: ‘Though the VE equipment is instrumental in enabling immersion, we do not agree with Slater’s view that immersion is an objective description of the VE technology’. On first reading I was happy to take this as simply a difference of terminology which is what it is. I had defined the term immersion to mean the extent to which the actual system delivers a surrounding environment, one which shuts out sensations from the ‘real world’, which accommodates many sensory modalities, has rich representational capability, and so on (described, for example, in Slater & Wilbur, 1997). These are obviously measurable aspects of a VE system. For example, given two VE systems, and other things being equal, if one allows the participant to turn their head in any direction at all and still receive visual information only from within the VE then this is called (in my definition) a more ‘immersive’ system than one where the participant can only see VE visual signals along one fixed direction. Given two systems, if one has a larger field of view than the other, then the first is (in my definition) more immersive than the second. As a last example, if one generates shadows in realtime and the other does not, then again, the first is called (by me) more immersive. These are examples of what I mean by more or less ‘immersion’. Clearly for all of these types of things metrics can be established which are descriptions of the system, and not descriptions of people’s responses to the system. Witmer and Singer, however, define immersion as the person’s response to the VE system. This difference in terminology is unfortunate, but not a matter of any great concern. In order to


Philosophical Transactions of the Royal Society B | 2009

Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments

Mel Slater

In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.


collaborative virtual environments | 2000

An experimental study on the role of touch in shared virtual environments

Cagatay Basdogan; Chih-Hao Ho; Mandayam A. Srinivasan; Mel Slater

Investigating virtual environments has become an increasingly interesting research topic for engineers, computer and cognitive scientists, and psychologists. Although there have been several recent studies focused on the development of multimodal virtual environments (VEs) to study human-machine interactions, less attention has been paid to human-human and human-machine interactions in shared virtual environments (SVEs), and to our knowledge, no attention paid at all to what extent the addition of haptic communication between people would contribute to the shared experience. We have developed a multimodal shared virtual environment and performed a set of experiments with human subjects to study the role of haptic feedback in collaborative tasks and whether haptic communication through force feedback can facilitate a sense of being and collaborating with a remote partner. The study concerns a scenario where two participants at remote sites must cooperate to perform a joint task in an SVE. The goals of the study are (1) to assess the impact of force feedback on task performance, (2) to better understand the role of haptic communication in human-human interactions, (3) to study the impact of touch on the subjective sense of collaborating with a human as reported by the participants based on what they could see and feel, and (4) to investigate if gender, personality, or emotional experiences of users can affect haptic communication in SVEs. The outcomes of this research can have a powerful impact on the development of next-generation human-computer interfaces and network protocols that integrate touch and force feedback technology into the internet, development of protocols and techniques for collaborative teleoperation such as hazardous material removal, space station.


Presence: Teleoperators & Virtual Environments | 2000

A Virtual Presence Counter

Mel Slater; Anthony Steed

This paper describes a new measure for presence in immersive virtual environments (VEs) that is based on data that can be unobtrusively obtained during the course of a VE experience. At different times during an experience, a participant will occasionally switch between interpreting the totality of sensory inputs as forming the VE or the real world. The number of transitions from virtual to real is counted, and, using some simplifying assumptions, a probabilistic Markov chain model can be constructed to model these transitions. This model can be used to estimate the equilibrium probability of being present in the VE. This technique was applied in the context of an experiment to assess the relationship between presence and body movement in an immersive VE. The movement was that required by subjects to reach out and touch successive pieces on a three-dimensional chess board. The experiment included twenty subjects, ten of whom had to reach out to touch the chess pieces (the active group) and ten of whom only had to click a handheld mouse button (the control group). The results revealed a significant positive association in the active group between body movement and presence. The results lend support to interaction paradigms that are based on maximizing the match between sensory data and proprioception.


Computational Intelligence and Neuroscience | 2007

Self-paced (asynchronous) BCI control of a wheelchair in virtual environments: a case study with a tetraplegic

Robert Leeb; Doron Friedman; Gernot R. Müller-Putz; Reinhold Scherer; Mel Slater; Gert Pfurtscheller

The aim of the present study was to demonstrate for the first time that brain waves can be used by a tetraplegic to control movements of his wheelchair in virtual reality (VR). In this case study, the spinal cord injured (SCI) subject was able to generate bursts of beta oscillations in the electroencephalogram (EEG) by imagination of movements of his paralyzed feet. These beta oscillations were used for a self-paced (asynchronous) brain-computer interface (BCI) control based on a single bipolar EEG recording. The subject was placed inside a virtual street populated with avatars. The task was to “go” from avatar to avatar towards the end of the street, but to stop at each avatar and talk to them. In average, the participant was able to successfully perform this asynchronous experiment with a performance of 90%, single runs up to 100%.


Presence: Teleoperators & Virtual Environments | 2000

Using Presence Questionnaires in Reality

Martin Usoh; Ernest Catena; Sima Arman; Mel Slater

A between-group experiment was carried out to assess whether two different presence questionnaires can distinguish between real and virtual experiences. One group of ten subjects searched for a box in a real office environment. A second group of ten subjects carried out the same task in a virtual environment that simulated the same office. Immediately after their experience, subjects were given two different presence questionnaires in randomized order: the Witmer and Singer Presence (WS), and the questionnaire developed by Slater, Usoh, and Steed (SUS). The paper argues that questionnaires should be able to pass a reality test whereby under current conditions the presence scores should be higher for real experiences than for virtual ones. Nevertheless, only the SUS had a marginally higher mean score for the real compared to the virtual, and there was no significant difference at all between the WS mean scores. It is concluded that, although such questionnaires may be useful when all subjects experience the same type of environment, their utility is doubtful for the comparison of experiences across environments, such as immersive virtual compared to real, or desktop compared to immersive virtual.


Presence: Teleoperators & Virtual Environments | 2002

An experiment on public speaking anxiety in response to three different types of virtual audience

David-Paul Pertaub; Mel Slater; Chris Barker

This paper describes an experiment to assess the anxiety responses of people giving 5 min. presentations to virtual audiences consisting of eight male avatars. There were three different types of audience behavior: an emotionally neutral audience that remained static throughout the talk, a positive audience that exhibited friendly and appreciative behavior towards the speaker, and a negative audience that exhibited hostile and bored expressions throughout the talk. A second factor was immersion: half of the forty subjects experienced the virtual seminar room through a head-tracked, head-mounted display and the remainder on a desktop system. Responses were measured using the standard Personal Report of Confidence as a Public Speaker (PRCS), which was elicited prior to the experiment and after each talk. Several other standard psychological measures such as SCL-90-R (for screening for psychological disorder), the SAD, and the FNE were also measured prior to the experiment. Other response variables included subjectively assessed somaticization and a subject self-rating scale on performance during the talk. The subjects gave the talk twice each to a different audience, but in the analysis only the results of the first talk are presented, thus making this a between-groups design. The results show that post-talk PRCS is significantly and positively correlated to PRCS measured prior to the experiment in the case only of the positive and static audiences. For the negative audience, prior PRCS was not a predictor of post-PRCS, which was higher than for the other two audiences and constant. The negative audience clearly provoked an anxiety response irrespective of the normal level of public speaking confidence of the subject. The somatic response also showed a higher level of anxiety for the negative audience than for the other two, but self-rating was generally higher only for the static audience, each of these results taking into account prior PRCS.

Collaboration


Dive into the Mel Slater's collaboration.

Top Co-Authors

Avatar

Anthony Steed

University College London

View shared research outputs
Top Co-Authors

Avatar

Martin Usoh

Queen Mary University of London

View shared research outputs
Top Co-Authors

Avatar

Angus Antley

University College London

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Doron Friedman

Interdisciplinary Center Herzliya

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Robert Leeb

École Polytechnique Fédérale de Lausanne

View shared research outputs
Top Co-Authors

Avatar

Gert Pfurtscheller

Graz University of Technology

View shared research outputs
Top Co-Authors

Avatar

Xueni Pan

University College London

View shared research outputs
Researchain Logo
Decentralizing Knowledge