Assessment of the Effect of Presence and Immersion as Psychometric Constructs in Virtual Reality

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Abstract

Presence and immersion are key psychometric constructs in the study of human interaction with virtual environments. Although often used interchangeably, immersion refers to the objective technological characteristics of a VR system, whereas presence captures the subjective experience of “being there” regardless of technical specifications. This paper reviews theoretical models and empirical findings that distinguish these constructs and explores related dimensions such as engagement, social presence and embodiment. It highlights cognitive, affective and sensory factors that jointly determine the depth of immersion and the intensity of presence, as well as individual differences that modulate adaptation to virtual environments. The paper discusses subjective assessment methods - such as the Presence Questionnaire (PQ), ITC-SOPI and Slater-Usoh-Steed (SUSQ) - alongside emerging objective psychophysiological approaches (EEG, fMRI, HRV, eye tracking) and behavioural metrics (body movements, startle responses, spatial navigation). Combining these measures can increase validity and reliability, but also raises methodological and ethical challenges. The review concludes that developing hybrid instruments integrating subjective and objective indicators, standardising VR protocols and accounting for user characteristics are necessary steps toward accurate measurement of presence and immersion as distinct yet interrelated constructs in virtual reality.

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