Presence Assessment in Virtual Reality: A Systematic Literature Review
Abstract
1. Introduction
- Some studies conduct the presence assessment solely based on subjective measures (questionnaires), while others prefer a combined approach with affect detection.
- The affect detection strategies are often focused on a limited set of physiological signals.
- There are no standards for designing and implementing VR stimuli to evoke presence; VR environments based on commercial video games, 360° videos, and in-house developments can be found; the latter are most recommended, as they provide full control of the environment.
- There is a lack of control approaches to modify VR stimuli to enhance VR experiences and enable users to achieve presence.
- RQ1. What approaches and instruments are currently used to evaluate presence in VR?
- RQ2. What kind of VR stimuli and hardware have recently been used to evoke presence?
- RQ3. Given the link between presence and affective states, which physiological signals are utilized in the affective computing strategies?
- RQ4. What areas of opportunity exist regarding presence in VR, and what could be the next steps toward personalized experiences?
2. Background
2.1. Presence’s Illusions
- Place illusion: This concept refers to the specific sense of “being there” and was proposed by [55] with the name “Telepresence” to describe the similar feeling that can arise when embodying a remote robotic device in a teleoperation system. In other words, place illusion is the sensation of feeling present within the virtual environment or as part of it [56,57].
- Plausibility: This illusion refers to the importance of generating virtual scenes whose dynamic behavior is congruent with the actual environment that the VR system is recreating. Generating plausibility represents an important challenge for developers because it requires guaranteeing the congruence and credibility of what happens in the virtual environment. For example, a flight simulator must fulfill specific hardware features and dynamics during operation while flying in a consistent virtual environment. Otherwise, the experience may be unrealistic for its target users.
- Body ownership: This illusion refers to the capability of a VR system to allow its users to see or feel their body through the avatar in the simulation. Through real-time body tracking, the virtual body should be able to move synchronously and correspondingly with its movements. Similarly, sensory feedback is desirable when the virtual body interacts with the virtual environment. This illusion is commonly also called embodiment.
- Copresence: Essentially, it refers to the degree to which a participant feels the illusion of being with other physically remote individuals in a VR system. In other words, it establishes a sense of virtual togetherness [58].
2.2. Relationship Between Presence and Affective States
3. Methodology and Data Collection
4. Synthesis of the Literature Review
4.1. Trending Presence Factors
4.2. Stimulus Signal Type
4.3. Main Display Devices
4.4. Presence Assessment
4.4.1. Subjective Assessment
- Slater–Usoh–Steed (SUS) questionnaire: This questionnaire, presented by Slater, Usoh, and Steed in 1994 [157], consists of six questions addressing three aspects of physical presence in a virtual environment (VE). The three items include the user’s sense of being in the VE, the extent to which the VE becomes the dominant reality, and the extent to which the virtual environment is remembered as an actual place.
- Presence Questionnaire (PQ): In 1998, Witmer and Singer identified involvement and immersion as the two necessary conditions for presence [158]. Consequently, they proposed a questionnaire to assess the presence of these two conditions by identifying the factors influencing them. Initially, the questionnaire comprised 32 items, and the factors were categorized into three categories: involved/control (perceived control over the events of the VE), natural (the degree to which interactions feel natural and the level of consistency between the VE and reality), and interface quality (how control and display devices either disrupt or distract users and the degree of concentration that users can devote to the tasks in the VE). In 2005, the authors modified the questionnaire [159], reducing the number of items to 29 and dividing the factors into four categories: involvement (the degree to which the user focuses their energy and attention on a coherent set of stimuli or meaningfully related activities and events), adaptation/immersion (the perceived proficiency of interacting with and operating in the VE and how quickly the user adjusted to the VE experience.), visual fidelity (the degree to which the VE configuration permits active search or examination of the objects in the VE using vision), and interface quality (the perceived quality of the VE interface and the extent to which it does not interfere with activities in the VE).
- Igroup Presence Questionnaire (IPQ): Schubert, Friedmann, and Regenbrecht [160] postulated that presence develops from constructing a spatial-functional mental model of the virtual environment, involving two cognitive processes: construction, or the representation of bodily actions as possible actions in the VE, and suppression of incompatible sensory input. They proposed that the conscious presence encompasses two key components: spatial presence and involvement. To investigate these components, they integrated items from previously published questionnaires (Witmer and Singer [158], Hendrix [161], Carlin, Hoffman and Weghorst [162], and Slater–Usoh–Steed [157]) with newly proposed items into a unified questionnaire. The latest version of this questionnaire comprises 14 items. The IPQ is organized into three subscales and one additional general item not belonging to a specific subscale: spatial presence (the sense of being physically present in the VE), involvement (measuring the attention devoted to the VE) and experienced realism (measuring the subjective experience of realism in the VE). The extra item, the general presence, determines the overall subjective sense of being in the VE by averaging the mean scores of the spatial presence, involvement, and experienced realism subscales.
- ITC-presence Inventory (ITC-SOPI): In 2001, Lessiter et al. introduced a questionnaire focusing on users’ subjective experiences of media, without reference to objective system parameters [163]. Initially, the questionnaire comprised 63 items divided into two parts, A (7 items) and B (56 items), addressing participants’ experiences before and during the mediated environment, respectively. The primary objective was to encompass attributes considered relevant for defining presence based on the existing literature, including sense of space, involvement, attention, distraction, control and manipulation (autonomy), realness, naturalness, perception of time, awareness of behavioral responses, a sense of social interaction (parasocial and copresence), personal relevance, arousal, and adverse effects. Following a series of analyses, the authors presented a revised and reduced version of the questionnaire, totaling 44 items distributed across two parts: part A consists of 6 items, and part B comprises 38 items. Four factors were identified: sense of physical space (the feeling of being physically in the simulated environment, being able to physically control and manipulate elements of the VE, 19 items), engagement (the psychological involvement, interest, and user satisfaction with the content of the experience, 13 items), ecological validity (realism of the content and the naturalness and consistency of the VE, 5 items), and negative effects (the adverse psychological reactions of the immersion).
- Simulator Sickness Questionnaire (SSQ): Although not exclusively designed as a presence questionnaire, it is frequently employed with presence measures to evaluate the incidence of simulator sickness, a factor that can impact the overall presence. Developed by Kennedy et al. [164], the SSQ quantifies the severity of symptoms associated with simulator sickness. The questionnaire covers three main symptom clusters:
- Oculomotor symptoms—these include symptoms such as eyestrain, difficulty focusing, and blurred vision.
- Disorientation symptoms—these encompass feelings of dizziness, vertigo, and spatial disorientation.
- Nausea symptoms—symptoms related to nausea and general discomfort, such as headache and increased salivation.
Participants must complete the SSQ before, during, and after exposure to a simulator or virtual environment. Subsequently, the scores are analyzed to determine the level of discomfort or sickness experienced by the participants. Researchers and developers of virtual environments utilize the SSQ to evaluate the impact of virtual reality setups, applications, or experiences on users’ well-being. The SSQ comprises 16 items.
4.4.2. Objective Assessment
- Valence: This dimension refers to the degree of pleasure or displeasure associated with an emotion. Positive emotions, such as happiness and joy, are at the positive end of this dimension, while negative emotions, such as sadness and anger, are at the negative end.
- Arousal: This dimension refers to the physiological activation or energy level associated with an emotion. High-arousal emotions, such as anger, fear, or excitement, are at the high end of this dimension, while low-arousal emotions, such as calmness and boredom, are at the low end.
4.5. Cybersickness
- Strategies that minimize sensory mismatch demonstrate potential for reducing cybersickness and enhancing presence.
- Both presence and cybersickness are augmented by stereoscopy effect, high field-of-view display conditions, and by increasing the likelihood of inducing vection.
- Enhancing factors such as interaction and the control of navigation results in higher presence and lower cybersickness.
- Men and individuals with greater gaming experience exhibit lower cybersickness and higher presence, although the specific effects of gender and gaming experience are unclear.
5. Discussion
6. Future Perspectives
- Develop a comprehensive and standard characterization of stimuli: There is a need to systematically characterize a variety of stimuli of different modalities (visual, haptic, etc.), thereby facilitating the examination of a broader spectrum of affective states. Upon reviewing the existing literature, it becomes evident that the majority of experiments addressing this matter predominantly elicit states such as stress, anxiety, and heightened levels of arousal. Few studies delve into alternative emotional states or draw conclusions regarding valence and dominance. Moreover, no standard procedure currently exists to characterize and validate VR stimuli. This complicates following an overall procedure to reproduce previous literature experimental setups. For example, height exposure scenarios provide only general details of the experience without specifying the exposure heights, time, and illumination conditions in their virtual environments. These elements can vary in each setup, leading to different physiological/affective responses and presence states. Developing a VR stimuli database in popular game engines would mean a step towards achieving consistent and reproducible results.
- Expand the understanding of the relationship between stimuli and affective states: Section 4.4.2 discusses the use of physiological signals to estimate discrete affective states or continuous variables like arousal and valence. The extensive empirical results and conclusions around affect detection (beyond presence assessment) do not sufficiently address the fact that the relation between stimuli and affective states is not bijective. This means that different stimuli/virtual environments can produce the same affective response. For instance, height exposure scenarios [17] and first person shooter video games [173] have been used to elicit stress, despite the different nature of the stimuli and experimental purposes. Moreover, since such relation is not bijective, there does not exist an inverse function that relates arousal/valence levels or a discrete state with an specific set of stimuli. Given this issue, the relation between each stimuli or scenario and the affective responses must be carefully analyzed and validated. This could lead to the identification of specific patterns, or a combination of them that facilitates the understanding of such a complex relationship, especially for researchers outside the field of psychology. This problem also can be advanced with the characterization of stimuli described before.
- Enhance the modeling strategies used in affect detection: Most of the mathematical models involved in presence assessment consist of linear regressions or pattern recognition models. Typically, these models only determine whether presence was effectively elicited, discerning the efficacy of stimuli. Shifting this paradigm and proposing methodologies that address the question, “In which degree was presence attained by users?” will mean a step forward to advance the current results. In addition, mathematical tools like fuzzy logic, hybrid systems, or timed continuous Petri nets can be introduced to model and quantify presence, leading to its formal verification. However, the high variability among users’ characteristics, stimuli, and physiological responses makes this a challenging task that also needs to be supported by statistical tests that validate the obtained results for specific subject populations.
- Test closed-loop frameworks to adapt online the VR stimuli: Most of the reviewed literature that includes experimental results works within an open-loop framework (see tenth column in Table 2). This means that participants are exposed to a VR experience with a predefined set of stimuli, physiological responses are recorded and/or questionnaires are administered (at the end of the experience), statistical analyses are carried out, and subsequently conclusions are derived. This implies that it is not possible to modify or adjust the VR stimuli in the event of a negative VR experience. For instance, a user could face a highly demanding and stressful task or the opposite; the VR experience could become boring and unrealistic, resulting in failure to achieve presence. To change the current approach, closed-loop strategies for online control, i.e., during the experience, must complement the modeling strategies mentioned in the previous point. Some initial strategies for online-adapted VR experiences have been proposed [120,174], and others for a variety of video games [171,172,175]. However, successful implementation of the online approach faces several challenges:
- textbfVariability among subjects: This particular matter becomes challenging when dealing with physiological signals. Since each subject has specific physiological features, variability in signal responses poses a major challenge for generalizing models and analyses. Each subject has a personal baseline heart rate or skin conductivity, and, additionally, factors such as hydration, body hair, skin care products, and weather conditions can affect signal acquisition and, consequently, the results. To overcome this issue, researchers may adopt adaptive classification strategies as a basis for signal processing [176,177].
- Online physiological signal processing: An important matter to take into account is that for online presence assessment and regulation of VR stimuli, physiological signals (and their characteristics) for affect detection must be evaluated in short time windows, making some signals, like EEG, not suitable for this task. Although portable systems have been developed for online signal acquisition [178,179], the most promising approach may be the multimodal fusion systems for affect detection [180].
- Cross-cultural research: To address the bias introduced by cultural context among populations, it is necessary to carry out cross-cultural studies. This may involve populations of exchange students, foreign collaborators, or visiting collaborators to investigate the extent to which the designed virtual environment stimuli, tasks, or experimental setup affect their performance and presence in VR [109]. Cross-cultural studies have revealed interesting differences and affinities across populations from different regions. For instance, Šašinková et al. [181] observe differences in cognitive styles among five cultural groups exposed to visual stimuli in virtual reality, using eye-tracking technology for this purpose. Moreover, Lin et al. [182] implement an emergency evacuation scenario across three populations in different countries and observe similar behavioral patterns across evacuation tasks. Despite these examples results present valuable information among three or five populations, a remarkable path to follow by researchers will be to carry out a multi-lab, multi-region/country experiment to test VR stimuli among several populations like the experiment implemented by Vaidis et al. [183]. This will would provide comprehensive insights into the effects of cultural background, language, and other factors on users’ presence, and allow testing and validation of the aforementioned modeling and closed-loop control approaches.
- Presence and VR for industrial applications. Currently the study of presence assessment has been mostly focused on testing virtual reality stimuli, signal processing methods or affective elicitation scenarios. However, its true potential can bring benefits for industrial developments or scenarios. Is it not casually that among the main enabling technologies of Industry 4.0 there are virtual reality and digital twins (DTs) [184]. Such technologies enable the implementation of complex scenarios for training, teaching, or remote operation of machinery and processes. For instance, Pérez et al. [185] presented an automation monitoring system based on the digital twin of a manufacturing process. The digital twin is developed within an immersive virtual environment, where user experience plays a key role for human–robot collaboration in classification, assembly, inspection, and delivery of parts. Researchers should start targeting real-world applications for testing their presence assessment approaches, since real world scenarios can obtain direct benefits from virtual environments that provide plausible and engaging experiences. More emphasis should be placed on technological development beyond academic purposes.
7. Conclusions
Author Contributions
Funding
Conflicts of Interest
Abbreviations
| AC | Affective Computing |
| ANS | Autonomic Nervous System |
| AQ | Acrophobia Questionnaire |
| BSIQ | Bouchard’s Single-Item Questionnaire |
| CIS | Checklist Individual Strength |
| DASS-21 | Depression Anxiety Stress Scales |
| DEQ | Discrete Emotions Questionnaire |
| DTs | Digital Twins |
| ERQ | Emotion Regulation Questionnaire |
| FAS | Flight Anxiety Situations Questionnaire |
| FMS | Fast Motion Sickness Scale |
| HADS | Hospital Anxiety and Depression Scale |
| IPQ | Igroup Presence Questionnaire |
| ITC-SOPI | ITC Sense of Presence Inventory |
| KEDS | Kids’ Empathic Development Scale |
| M-DAS | Modified Differential Affect Scale |
| MEC-SPQ | MEC Spatial Presence Questionnaire |
| MEDEQ | Meditation Depth Questionnaire |
| NMSPI | Networked Minds Measure of Social Presence |
| PANAS | Positive and Negative Affect Schedule |
| PENS-PI | PENS Presence–Immersion Subscale |
| PRPSA | Personal Report of Public Speaking Anxiety Scale |
| PSS | Perceived Stress Scale |
| SAM | Self-Assessment Manikin |
| SIP | Single Item Presence |
| SPES | Spatial Presence Experience Scale |
| SPIE | Spatial Presence in Immersive Environments Questionnaire |
| SSAI | Short State Anxiety Inventory |
| SSQ | Simulator Sickness Questionnaire |
| STAI | State–Trait Anxiety Inventory |
| SUS | Slater–Usoh–Steed Presence Questionnaire |
| TCI | Temperament and Character Inventory |
| TEIQue-SF | Trait Emotional Intelligence Questionnaire Short Form |
| TPI | Temple Presence Inventory |
| TPI-SR | Temple Presence Inventory Social Richness |
| VAS | Visual Analogue Scale for Anxiety |
| VEQ | Virtual Embodiment Questionnaire |
| VHPQ | Virtual Human Plausibility Questionnaire |
| VRSQ | Virtual Reality Sickness Questionnaire |
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| Source | Citations | Year | Definition |
|---|---|---|---|
| [46] | 1183 | 1992 | The sense of being physically present with visual, auditory, or force displays generated by a computer. |
| [47] | 5944 | 1997 | The perceptual illusion of non-mediation. |
| [22] | 3248 | 1997 | A state of consciousness, the (psychological) sense of being in the virtual environment. |
| [43] | 8800 | 2000 | The experience of one’s physical environment; it refers not to one’s surroundings as they exist in the physical world but to the perception of those surroundings as mediated by automatic and controlled mental processes. |
| [48] | - | 2000 | A psychological state or subjective perception in which, even though part or all of an individual’s current experience is generated by and/or filtered through human-made technology, part or all of the individual’s perception fails to accurately acknowledge the role of the technology in the experience. |
| [49] | 2371 | 2004 | A psychological state in which virtual objects are experienced as actual objects in either sensory or non-sensory ways. |
| [50] | 89 | 2013 | A subjective experience of being bodily or physically located in a mediated environment. |
| [11] | 124 | 2018 | A psychological state of existence within an environment. |
| [51] | 132 | 2019 | The cognitive or psychological phenomena that a user is mediated and addicted in media technologies such as televisions, movies or games. |
| Research | Application Field | Affective State | Affective Recognition Approach | Questionnaires | Physiological Signals | Virtual Environment | Display | Stimuli Type | Control Approach |
|---|---|---|---|---|---|---|---|---|---|
| Buttussi and Chittaro (2018) [69] | Aviation safety training | Presence, engagement | Questionnaires, statistical analysis | IPQ, FAS | None | Serious game simulating an aircraft emergency evacuation | Monitor, Sony HMZ-T3W, Oculus Rift DK2 | Visual, auditory | Open loop |
| Zou et al. (2018) [70] | VR media quality evaluation | Spatial presence | Questionnaire, statistical modeling | 5-point Spatial Presence Scale [71] | None | Omnidirectional (360°) video viewing of 8 video clips | HMD not specified, monitor | Visual, auditory | Open loop |
| Khan et al. (2018) [72] | Telepresence and remote collaboration | Spatial presence, social presence | Questionnaire, descriptive statistics | Custom presence questionnaire | None | Remote collaboration setup | Google Cardboard HMD | Visual, auditory | Open loop |
| García et al. (2018) [32] | Multisensory VR | Presence | Questionnaire, statistical analysis | Custom presence/realism questionnaire | None | Post-explosion train station scenario | HTC Vive | Visual, auditory, active and thermal haptic | Open loop |
| Waltemate et al. (2018) [73] | VR embodiment and avatar personalization | Presence, arousal, valence | Questionnaires, statistical analysis | Presence single-item rating, SAM | None | Simple virtual room with mirror-based avatar embodiment setup | HTC Vive, CAVE | Visual | Open loop |
| Gromer et al. (2019) [25] | VR exposure therapy for acrophobia | Fear, presence | Questionnaires, statistical analysis | AQ, STAI, SSQ, MEC-SPQ | ECG (HR), EDA (SCL) | High mountainous environment | HTC Vive | Visual, auditory | Open loop |
| Selzer et al. (2019) [74] | Educational VR | Presence | Questionnaires, statistical analysis | PQ, single-item presence questionnaire [75] | None | Virtual wetland of Villa del Mar (Argentina) | Monitor, VR-Box, Oculus Rift CV1 | Visual, auditory | Open loop |
| Wei et al. (2019) [76] | Tourism | Presence | Questionnaire, statistical analysis | Presence scale | None | Real-world VR roller coaster | HMD not specified | Visual, auditory | Open loop |
| Jang and Park (2019) [51] | VR gaming | Presence and enjoyment | Questionnaires, structural equation modeling | Presence scale, enjoyment scale | None | Commercial VR gaming context | Not specified | Not applicable | Not applicable |
| Pallavicini et al. (2019) [77] | VR gaming, user experience | Happiness, surprise, anxiety, arousal, presence | Questionnaires, statistical analysis | Visual Analogue Scale, SUS | ECG (HR, HRV LF/HF) | Smash Hit mobile videogame | Samsung Gear VR | Visual, auditory | Open loop |
| Shu et al. (2019) [78] | Disaster education | Spatial presence | Questionnaires, statistical analysis | TPI | None | 3D earthquake simulation serious game | Monitor, HMD not specified | Visual, auditory | Open loop |
| Riches et al. (2019) [79] | Clinical psychology | Presence | Qualitative self-report | Semi-structured interviews | None | Virtual bar room | Oculus Rift DK2 | Visual, auditory | Open loop |
| Chirico and Gaggioli (2019) [80] | Emotion research in VR | Awe, amusement, anger, disgust, fear, pride, sadness, joy, presence | Questionnaires, statistical analysis | PANAS, ITC-SOPI, custom Likert emotional ratings | None | 360° nature environment | Samsung Gear VR | Visual, auditory | Open loop |
| Weech et al. (2020) [81] | VR user experience research | Presence | Questionnaires, statistical analysis | SSQ, PENS-PI, SIP, FMS | None | Lone Echo VR game | Oculus Rift CV1 | Visual, auditory | Open loop |
| Cadet and Chainay (2020) [82] | Cognitive psychology and VR research | Presence, emotion (valence and arousal) | Questionnaires, statistical analysis | ITC-SOPI, SAM, PANAS | None | Island (wildlife scenes) and City (urban scenes), each with emotional 3D stimuli (positive, neutral, negative) | HTC Vive, monitor | Visual, auditory | Open loop |
| Bourhim and Cherkaoui (2020) [7] | Emergency training and human behavior simulation | Presence, anxiety, stress | Questionnaire, behavioral analysis, statistical comparison | Custom VR experience questionnaire, Anxiety/stress response questions (self-reported) | None | Residential building fire simulation | HTC Vive | Visual, auditory | Open loop |
| Jeong and Oh (2020) [83] | VR content evaluation and user experience research | Presence | Questionnaires, correlation analysis | PQ, ITQ | None | VR contents with different purposes | HMD not specified | Visual, auditory | Open loop |
| Athif et al. (2020) [84] | Presence evaluation in VR | Presence | Questionnaires | PQ, SUS | EEG, ECG (HR, HRV LF/HF), EDA (SCL, SCR) | Forest | Oculus Rift DK2 | Visual, auditory | Open loop |
| Caldas et al. (2020) [85] | Serious games and emotional engagement | Valence, arousal, dominance, presence | Self-report emotional scales, behavioral performance analysis | SAM, VRSQ | ECG (HR, HRV LF/HF, RMSSD), EDA (SCL, SCR), RSP (breathing rate, breath variability) | Skydiving VR serious game | Oculus Rift | Visual, auditory | Open loop |
| Venkatakrishnan et al. (2020) [86] | VR user experience research | Presence | Questionnaires, structural equation modeling (SEM) | SSQ, SUS, NASA-TLX | EDA (SCL) | Virtual city driving simulation | HTC Vive Pro | Visual, auditory | Open loop |
| Gonçalves et al. (2020) [27] | Multisensory VR | Presence | Questionnaires, statistical analysis | IPQ, SSQ | None | Custom VR game “Illusions” | HTC Vive | Visual, auditory, passive haptic, olfactory | Open loop |
| Marto et al. (2020) [28] | Cultural heritage | Presence, enjoyment | Questionnaire, statistical analysis | IPQ | None | Roman archaeological ruins | Smartphone-based HMD | Visual, auditory, olfactory | Open loop |
| Hasanzadeh et al. (2020) [87] | Construction safety training and risk behavior analysis | Presence, arousal | Questionnaire, behavioral risk metrics | Single-item presence questionnaire [75] | HR, HRV | Rooftop construction hazard scenario | CAVE | Visual, auditory, passive haptic | Open loop |
| Khenak et al. (2020) [88] | Teleoperation and navigation performance research | Spatial presence | Questionnaires, behavioral metrics, statistical analysis | SPIE, SSQ | None | Warehouse-style navigation task | HTC Vive Pro | Visual, auditory | Open loop |
| Uhm et al. (2020) [89] | Sport marketing | Arousal, presence | Questionnaire, statistical analysis | Presence scale | EEG | 360° VR luge video | Samsung Gear VR, Smartphone-based HMD | Visual, auditory | Open loop |
| Clifton and Palmisano (2020) [90] | Locomotion techniques in VR | Presence | Questionnaires, statistical analysis | IPQ, SSQ | None | Nature Treks VR | HTC Vive | Visual, auditory | Open loop |
| Servotte et al. (2020) [91] | Emergency training | Presence, stress | Questionnaires, statistical analysis | PQ, SSQ | None | Mass casualty incident | HTC Vive | Visual, auditory | Open loop |
| Saghafian et al. (2020) [92] | Safety training, fire emergency response | Presence | Questionnaires, statistical analysis | Custom questionnaire | None | Room-scale VR fire training scenario | HTC Vive Pro | Visual, auditory, passive haptic | Open loop |
| Škola et al. (2020) [93] | Virtual tourism | Engagement, presence | Questionnaire, statistical analysis | VR UX questionnaire | EEG | 360° cultural heritage environments | HTC Vive | Visual, auditory | Open loop |
| Filter et al. (2020) [94] | Environmental education | Interest, joy, fear, presence | Questionnaires, statistical analysis | SPES, M-DAS | None | 360° nature videos of wild wolves in their habitat | Oculus Quest, monitor | Visual, auditory | Open loop |
| Wang et al. (2021) [33] | Virtual reality locomotion | Presence | Questionnaires, statistical analysis | SSQ, IPQ | HR | Virtual mountain slope environment | HTC Vive | Visual, passive haptic | Open loop |
| Guo et al. (2021) [12] | Education | Positive and negative affect, presence | Questionnaires, statistical analysis | PQ, PANAS, SSQ | None | Educational VR content | HTC Vive Focus | Visual, auditory | Open loop |
| Grassini et al. (2021) [6] | VR-based procedural training and skill acquisition | Presence | Questionnaires, statistical analysis | PQ, SSQ | None | Warehouse training task (assembling model airplane) in VR | HTC Vive Pro | Visual | Open loop |
| Wu et al. (2021) [95] | VR journalism | Empathy | Questionnaires, statistical analysis | TEQ, PANAS | None | Custom interactive VR news simulation based on SARS hospital investigative news | Oculus Rift | Visual, auditory | Open loop |
| Zuniga et al. (2021) [96] | Stress reduction | Presence, stress | Questionnaires, statistical analysis | PQ, SUS, Self-reported stress rating | HR | Virtual counseling room with intelligent virtual agent (IVA) | HTC Vive | Visual, passive haptic | Open loop |
| Brade et al. (2021) [97] | VR training and simulation design | Presence, engagement | Questionnaires, statistical analysis | ITC-SOPI | None | Virtual toy truck assembly environment | HTC Vive | Visual | Open loop |
| Qorbani et al. (2021) [98] | VR safety training | Presence | Questionnaire | SUS | None | Interactive virtual chemistry laboratory | Oculus Quest | Visual | Open loop |
| Pedersen and Nordahl (2021) [26] | Immersive media | Presence | Questionnaire, statistical comparison | SUS | Eye-tracking | Custom-designed VR music video environment | HTC Vive Pro Eye | Visual, auditory | Open loop |
| Eiler et al. (2021) [9] | Addiction therapy | Presence, copresence, motivation, craving | Questionnaires, behavioral task performance metrics | IPQ, PQ, VRSQ | None | Virtual bar environment | HTC Vive Pro | Visual, auditory, passive haptic | Open loop |
| Mayor et al. (2021) [99] | VR interaction/locomotion evaluation | Presence | Questionnaires, statistical analysis | IPQ, SSQ | None | Custom unity scene | HTC Vive | Visual, auditory | Open loop |
| Nakano et al. (2021) [100] | VR hardware design | Presence | Questionnaires, statistical analysis | IPQ | None | Simple indoor virtual room | HTC Vive (modified) | Visual | Open loop |
| Song et al. (2021) [101] | Virtual reality exposure therapy | Anxiety, presence | Self-report, statistical analysis | TCI, STAI, ITC-SOPI | HR, EDA, skin temperature, RSP | The Conjuring 2 VR teaser | HTC Vive | Visual, auditory | Open loop |
| Aseeri and Iterrante (2021) [102] | Communication and collaboration in virtual environments | Social presence | Questionnaire, statistical analysis | NMSPI | None | Collaborative VR interaction space | HTC Vive | Visual, auditory | Open loop |
| Magalhães et al. (2021) [103] | Cybersickness and presence research in VR navigation | Presence | Questionnaire, statistical analysis | IPQ, SSQ | None | Two virtual place experiences corresponding to real locations | Oculus Rift DK2 | Visual, auditory | Open loop |
| Kim et al. (2021) [104] | VR quality of experience | Presence | Questionnaires, statistical prediction model | 5-point single-item ratings | None | 100 Unity-based VR videos | HMD not specified | Visual, auditory | Open loop |
| Morélot et al. (2021) [8] | Safety training | Presence | Questionnaire, statistical analysis | PQ, SUS | None | Interactive fire emergency scenario | Monitor | Visual, auditory, passive haptic | Open loop |
| Teixeira and Palmisano (2021) [105] | VR interaction design | Presence | Questionnaire, statistical analysis | SSQ | Postural metrics | Marvel Powers United VR | Oculus Rift CV1 | Visual, auditory | Open loop |
| Gall et al. (2021) [106] | Affective VR, embodiment research | Embodiment, valence, arousal, dominance presence | Questionnaires, statistical analysis | SAM, Custom Embodiment Questionnaire | None | Minimalistic VR room with a virtual arm and table | HTC Vive | Visual, auditory, passive haptic | Open loop |
| Yung et al. (2021) [107] | Tourism marketing | Presence, valence, arousal | Questionnaires, statistical analysis | ITC-SOPI, SAM | None | Fully synthetic, interactive 3D model of a cruise ship | HTC Vive | Visual | Open loop |
| Brivio et al. (2021) [108] | Affective VR | Presence, anxiety | Questionnaires, statistical analysis | VAS, PANAS, SUS | HR | Relaxing nature environments | Smartphone-based HMD | Visual, auditory | Open loop |
| Shadiev et al. (2021) [109] | Cross-cultural education | Trait emotional Intelligence, presence | Questionnaires, qualitative analysis | TEIQue-SF, PQ | None | 360° cross-cultural experience videos | Samsung Gear VR | Visual, auditory | Open loop |
| Gibbs et al. (2022) [110] | VR interaction research | Presence | Questionnaires, statistical analysis | IPQ | None | Virtual stick and ball-bouncing task | Oculus Rift S | Visual, active haptic | Open loop |
| Dunmoye et al. (2022) [111] | VR in engineering education | Social presence | Qualitative affective analysis using coded interaction indicators | None | None | Desktop VR land surveying simulator | Monitor | Visual | Open loop |
| Bayro et al. (2022) [112] | Remote collaboration in VR | Presence, copresence, arousal | Questionnaire | IPQ | EDA (NS-SCRs) | Spatial™ mixed reality platform | Oculus Quest 2, monitor | Visual, auditory | Open loop |
| Bayro et al. (2022) [113] | Presence research | Spatial presence | Questionnaire, statistical modeling | IPQ | None | Multiple virtual environments | Not specified | Not specified | Open loop |
| Muravevskaia and Gardner (2022) [114] | VR educational games | Social presence, empathy, fear, distress | Qualitative affective analysis | KEDS | None | VR Empathy Game | HMD not specified | Visual, auditory | Open loop |
| Wang et al. (2022) [115] | Collaborative VR training and teamwork analysis | Social presence, engagement, satisfaction and stress | Questionnaires | Custom collaboration and engagement questionnaire | ECG (HR, HRV) | Collaborative VR game | HTC Vive | Visual | Open loop |
| Wriessnegger et al. (2022) [116] | Presence research | Presence | Questionnaires, statistical comparison | IPQ, NASA-TLX | ECG (HR, HRV) | Four virtual rooms with different visual realism and lighting conditions | HTC Vive | Visual | Open loop |
| Tao et al. (2022) [117] | VR stress induction and affective computing | Stress, anxiety, presence | Supervised machine learning classification | SSAI | ECG (HR), EDA, Eye-blink rate | Three custom interactive VR stress scenes | HTC Vive Pro | Visual, auditory | Open loop |
| Ito et al. (2022) [31] | Multisensory VR | Presence | Questionnaire, statistical analysis | IPQ | None | Custom VR underwater scene | HTC Vive Cosmos | Visual, auditory, thermal haptic | Open loop |
| Jun et al. (2022) [118] | VR media psychology | Arousal, presence | Questionnaires, behavioral metrics, statistical analysis | SAM, Custom 3-item presence scale | Head movement tracking | 360° real-world videos | HTC Vive | Visual, auditory | Open loop |
| Meirinhos et al. (2022) [119] | VR marketing | Presence | Questionnaire, statistical analysis | IPQ | None | Virtual product showroom | HTC Vive Pro | Visual | Open loop |
| Hernández et al. (2022) [120] | Presence control in VR systems | Presence | Real-time computational estimation, control theory | None | ECG (HR) | Park, height exposure environment | Oculus Rift | Visual, auditory, active haptic | Closed loop |
| Miguel and Hartmann (2022) [121] | Social VR | Spatial presence, social presence | Questionnaires, statistical analysis | NMSPI, SPES | None | Social VR platforms | Not specified | Not applicable | Not applicable |
| Melo et al. (2022) [30] | Virtual tourism | Enjoyment, presence | Questionnaires, statistical analysis. | IPQ, Enjoyment scale, Positive affect scale | None | VR reconstructed São Leonardo da Galafura viewpoint (Portugal) | HTC Vive | Visual, auditory, passive haptic, olfactory | Open loop |
| Lemmens et al. (2022) [122] | VR gaming, affective VR | Fear, hostility, enjoyment, presence, arousal | Questionnaires, statistical analysis | MEC-SPQ, Fear scale, Enjoyment scale, State Hostility Scale [123] | HR, HRV LF/HF | Resident Evil 7 VR, Doom VR | PlayStation VR, monitor | Visual, auditory | Open loop |
| Mizuho et al. (2023) [124] | VR cognitive research | Presence | Questionnaire, statistical analysis | IPQ | None | Virtual replica of a real room | Meta Quest 2 | Visual | Open loop |
| Westermeier et al. (2023) [125] | Interaction research | Presence (spatial and plausibility dimensions) | Questionnaires, statistical analysis | IPQ, Custom Plausibility Questionnaire | None | Interactive room | Varjo XR-3 | Visual | Open loop |
| Covaci et al. (2023) [126] | Cinematic VR | Presence | Questionnaire, statistical analysis | SUS | None | 360° videos | Smartphone-based HMD | Visual, auditory, olfactory | Open loop |
| Mal et al. (2023) [127] | Embodiment research in VR | Spatial presence, embodiment | Questionnaires, statistical analysis | VHPQ, VEQ, IPQ, SSQ | None | Sports fitness room, office environment | Valve Index HMD | Visual | Open loop |
| Llinares et al. (2023) [128] | Environmental psychology | Presence | Questionnaire, statistical analysis | SUS | EEG, HRV (HF), EDA | Replicated classroom environment | HTC Vive | Visual, auditory | Open loop |
| Salminen et al. (2023) [129] | Neurofeedback-based VR for meditation training | Presence | Questionnaires, statistical analysis | ITC-SOPI, MEDEQ | EEG | “RelaWorld” | Oculus Rift DK2 | Visual, auditory | Closed and Open loop |
| Li and Kim (2024) [130] | Virtual workspace design | Presence, positive and negative affect | Questionnaires, statistical analysis | IPQ, PANAS | ECG (HR) | Simulated virtual home office workspace | HMD not specified | Visual, auditory, olfactory | Open loop |
| Chittaro et al. (2024) [131] | Anxiety and stress reduction | Presence, relaxation, stress | Questionnaires, statistical analysis | IPQ, STAI, PANAS | HR, EDA, RSP | Natural coastal VR environment | Meta Quest 2 | Visual, auditory | Closed loop |
| Maymon et al. (2024) [132] | Emotion induction in VR | Fear, presence | Questionnaires, statistical analysis | PQ, IPQ, DEQ, AQ, ITQ, ERQ, SSQ | ECG (HR), EDA (SCL) | Simulación VR “Richie’s Plank Experience” | HTC Vive | Visual, auditory | Open loop |
| Coelho et al. (2024) [133] | Virtual training | Presence | Questionnaires, statistical analysis | IPQ, SSQ | None | Virtual workshop | HTC Vive Pro | Visual | Open loop |
| Oliveira et al. (2024) [134] | Firefighter training | Positive and negative affect, presence, engagement | Questionnaires, statistical analysis | PANAS, ITC-SOPI, DASS-21 | ECG (HR), EDA (SCL), EEG | FLAIM Trainer VR | HTC Vive Pro | Visual, auditory, passive and active haptic | Open loop |
| Safikhani et al. (2024) [135] | Presence research | Presence | Questionnaire, statistical analysis | IPQ | EEG | Two desert scenes | Meta Quest 2 | Visual | Open loop |
| Chen et al. (2024) [136] | Cognitive rehabilitation | Presence | Questionnaires, statistical analysis | PQ | HR, HRV, EDA | Unity-based everyday scenarios | HTC Vive Cosmos | Visual | Open loop |
| Pears et al. (2024) [137] | Healthcare education | Presence | Questionnaires, statistical analysis | SUS | None | Three VR reusable e-resources | Smartphone-based HMD | Visual, auditory | Open loop |
| Narciso et al. (2024) [138] | Firefighter training | Stress, fatigue, presence | Questionnaires, statistical analysis | IPQ, SSQ, PSS, CIS, VAS | ECG (HRV LF/HF) | Virtual training replica of real firefighting door-opening procedure | HTC Vive Pro | Visual, auditory, thermal haptic | Open loop |
| Spyridonis et al. (2024) [139] | VR exposure therapy for public speaking anxiety | Anxiety, presence | Questionnaires, statistical analysis | PRPSA, IPQ | None | Boardroom and Auditorium scenarios | Oculus Rift S | Visual, auditory | Open loop |
| Gronowski et al. (2024) [140] | Data visualization usability | Presence | Questionnaire, statistical analysis | IPQ | None | VROOM (Virtual Reality for the Observation of Oncology Models) | Oculus Quest 2 | Visual | Open loop |
| Pavic et al. (2024) [141] | Emotion induction in VR | Valence, arousal, presence | Questionnaires, statistical analysis | SAM, PANAS, SPES, TPI-SR, HADS | HR, EDA (SCL) | 360° videos | Samsung HMD Odyssey, monitor | Visual, auditory | Open loop |
| Berni et al. (2024) [142] | Product and architectural design evaluation in VR | Presence | Questionnaire, statistical analysis | Single-item Presence rating | Eye-tracking | 360° images of a real tiny-house interior | HTC Vive | Visual | Open loop |
| Shah and Lawson (2025) [143] | Height-exposure VR | Fear, presence | Questionnaires, statistical analysis | IPQ, Custom emotion questionnaire | HR | “Richie’s Plank Experience” | Pico 4 Enterprise | Visual, auditory, passive haptic | Open loop |
| Bayro et al. (2025) [144] | Remote collaboration in VR | Arousal, presence | Questionnaire, statistical analysis | IPQ | ECG (HRV, RMSSD), EDA (NS-SCRs) | Spatial.io shared 3D workspace | Meta Quest 2, monitor | Visual, auditory | Open loop |
| Ronca et al. (2025) [145] | Presence assessment in VR | Presence, arousal | Questionnaire, statistical analysis | Custom sense of presence questionnaire | EEG; ECG (HR, HRV), EDA (SCL) | Racetrack driving environment | Oculus Rift DK2 | Visual, auditory, passive haptic | Open loop |
| Ribé et al. (2025) [146] | VR exposure therapy for acrophobia | Anxiety, fear, presence | Questionnaires, statistical analysis | AQ, SUS, STAI | None | “Top Floor” height scenario | HTC Vive | Visual, auditory, passive and active haptic | Open loop |
| Khundrakpam et al. (2025) [147] | Stress elicitation and assessment in VR | Stress, presence | Questionnaires, statistical analysis | PSS, SSQ | HR, HRV, EMG | bWell platform | HTC Vive Pro Eye | Visual, auditory | Closed and Open loop |
| Archer et al. (2025) [148] | Emotion/stress manipulation in narrative VR | Arousal, stress, presence | Questionnaires, statistical analysis | SSQ, Custom questionnaire | HR, HRV LF/HF, EDA, skin temperature | London bus narrative environment | Meta Quest 2 | Visual, auditory | Open loop |
| Naud et al. (2025) [149] | Disaster risk and evacuation research | Stress, presence | Questionnaire, statistical analysis | IPQ | HR; EDA (ISCR) | Tsunami scenario | HTC Vive Pro | Visual, auditory | Open loop |
| Pannattee et al. (2025) [150] | Presence assessment | Presence | Questionnaire, statistical analysis, machine learning | IPQ | None | Eight Unity scenes | Oculus Quest Pro | Visual | Open loop |
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Ojeda de Ocampo, F.; Hernández-Melgarejo, G.; Ramírez-Treviño, A.; Fuentes-Aguilar, R.Q. Presence Assessment in Virtual Reality: A Systematic Literature Review. Appl. Sci. 2026, 16, 3102. https://doi.org/10.3390/app16063102
Ojeda de Ocampo F, Hernández-Melgarejo G, Ramírez-Treviño A, Fuentes-Aguilar RQ. Presence Assessment in Virtual Reality: A Systematic Literature Review. Applied Sciences. 2026; 16(6):3102. https://doi.org/10.3390/app16063102
Chicago/Turabian StyleOjeda de Ocampo, Fernando, Gustavo Hernández-Melgarejo, Antonio Ramírez-Treviño, and Rita Q. Fuentes-Aguilar. 2026. "Presence Assessment in Virtual Reality: A Systematic Literature Review" Applied Sciences 16, no. 6: 3102. https://doi.org/10.3390/app16063102
APA StyleOjeda de Ocampo, F., Hernández-Melgarejo, G., Ramírez-Treviño, A., & Fuentes-Aguilar, R. Q. (2026). Presence Assessment in Virtual Reality: A Systematic Literature Review. Applied Sciences, 16(6), 3102. https://doi.org/10.3390/app16063102

