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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Content Analysis as a Method of Researching Spatial and Social Presence</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Ural Federal University</institution>
          ,
          <addr-line>Ekaterinburg 620002, 19 Mira street, Ekaterinburg</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This paper is the continuation of previous research presented the forms which spatial, social and personal presence (self-presence) can take. Experiencing the presence phenomenon in virtual reality is accompanied by various contradictions and temporary distortions of the natural worldview. Earlier, phenomenological description of presence based on interviews with the participants of the test was obtained. This paper offers a quantitative content analysis of those same interviews. The categories of social virtual presence and absence have been introduced, as well as social presence and absence as relatively independent categories. Social virtual presence implies the feeling of somebody being next to you in virtual reality, while social virtual absence is when a person is under the impression that there is nobody there, even if there are indications of another person's presence. This paper will treat social presence as the feeling of another person's presence nearby, which also involves having a notion of the person's exact location. Social absence will be understood as the feeling of nobody being around. When in virtual reality, a person can simultaneously experience different combinations of these states and spatial presence, by which this paper implies the feeling of physically being in a virtual environment.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual Reality</kwd>
        <kwd>Phenomenon of Presence</kwd>
        <kwd>Spatial Presence</kwd>
        <kwd>Social Presence</kwd>
        <kwd>Content analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The distinctive feature of a person’s interaction with virtual reality is the fact that a
person’s perception of his or her location and the location of other people may
change. A person’s presence in the physical world is more or less devoid of
contradictions; i.e. being in a space, a person has the idea of who is nearby, what he or she can
touch and where he or she can move using certain means. Distortion of these
perceptions is usually connected with an altered state of consciousness. Virtual reality
presents bigger and smaller opportunities at the same time. A person can be underwater
while standing on an underwater cliff, but cannot touch the objects located there. One
should understand that, in a sense, a collision or even an injury resulting from it also
relates to the opportunities that are present in the physical world and not present in the
virtual one. When in virtual reality, people decide for themselves where they are, why
they can do things they could not do in the physical world and cannot do things that</p>
      <p>Copyright ©2020 for this paper by its authors.</p>
      <p>Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
they could do in the physical world. They may conclude that none of this is real and,
as a result, not experience the phenomenon of presence. They may assess the
environment they are in as partially real, accepting its natural opportunities as certain rules
of the game, may ignore their inability to perform certain operations, and, finally, may
perceive the circumstances as if they can do all the things they are able to do in the
physical world. All this relates to the variations in presence phenomenon experiences.</p>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], when in virtual reality, a person cannot fully tune out the
physical world because his or her body is in it. Experiencing the presence phenomenon in
virtual reality is a kind of a personal choice, at times conscious, at times not [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
      <p>Previous papers discussed these effects in detail through the example of
participants’ responses in a structured interview. The method of phenomenological analysis
was used, which made it possible to demonstrate manifestations of spatial, social and
personal presence (Self-presence) as the versatility of contradictive notions,
impossible in the real world but possible in virtual reality.</p>
      <p>The approach underlying the series of the conducted studies, described both in the
previous papers and in this one, is connected with the description of the presence
phenomenon experience manifestations. This approach includes the study of individual
cases, the experience of presence by each particular person. Such an approach allows
us to highlight the options of a person’s interaction with the surrounding space and
with other people, included in the virtual reality and/or present in the same physical
room. Based on the elicited options of interaction, one can further determine both the
state of a specific virtual reality environment user and the developed environment
itself. In the latter case, the responses of the whole group should be evaluated
collectively.</p>
      <p>The goal of this paper is the description of manifestations of different types of
presence in virtual reality participants, based on content analysis of their responses to
the questions of a structured interview.</p>
      <p>The question is raised regarding the applicability of the content analysis method for
processing the participants’ responses during a structured interview. Will content
analysis of the responses allow us to detect spatial and social presence as separate
types and describe their interaction with each other?</p>
      <p>Further, the effects emerging in virtual reality are discussed, when a person
includes or excludes the notion of other people in the same virtual environment that he
or she is in, who did or did not have the opportunity to manifest themselves in this
virtual environment. Manifestations of spatial presence are described quite simply: as
a situation when a person perceives himself or herself as being in the virtual
environment. Phenomena connected with the perception of other people are more complex in
their description. For example, we should separate the situation in which other people
are perceived as being in the same virtual environment and the situation in which a
person perceives the presence of other people in the same physical space while
interacting with a virtual environment. One can define the situation in which a person
perceives another person as a participant of the same virtual environment as a social
virtual presence. Equally important is social virtual absence, which is not simply a
situation when a person does not perceive other people in the same virtual environment,
but rather a situation when a person ignores the participation of other people
in the virtual environment. The perception of other people as being in the same
physical room with the person participating in a virtual environment can be defined as
social presence.</p>
      <p>This paper puts forward a hypothesis that the use of content analysis will make it
possible to elicit the descriptions of such phenomena as spatial presence, social virtual
presence, social virtual absence, social presence and social absence as separate
recognizable categories and to demonstrate their interaction with each other.</p>
      <p>It is of importance that, for this paper, of interest are the individual cases, certain
manifestations of the presence phenomenon experience. The responses presented here
do not cover all the possible options of experiencing the presence phenomenon and do
not profess to give exhaustive description.
1</p>
    </sec>
    <sec id="sec-2">
      <title>Modern approaches towards studying presence</title>
      <p>For the sake of this paper, of the most interest are the papers devoted to experiencing
spatial presence and its connection to the plausibility of the events taking place, as
well as to experiencing social presence.</p>
      <p>
        Let us recall the types of presence discussed in the paper [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]:
− spatial presence, recognized as presence in a certain space; in earlier papers,
for example, in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] it is referred to as environmental presence;
− social presence, recognized as joint presence in a certain space, as well as the
sense of other people’s presence nearby;
− self-presence, probably, corresponds with the notion of personal presence from
earlier papers, [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Self-presence is a type of presence occurring
when a person perceives the body, emotions and/or identity of a technological
version of themselves as their own.
      </p>
      <p>Further, this paper will use these particular types of presence.</p>
      <p>
        Some authors offer their own terms, in some respect close to the types of presence.
The paper [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] provides a discussion about perceptual and social real ism, which are
crucial aspects of presence. Perceptual realism occurs when an environment supports
actions in it, when the environment’s response is perceived as plausible and adequate.
Social realism refers to a more general notion: when an event, taking place in an
environment, is plausible, when it can happen in the real world. A virtual environment
may have high perceptual and low social realism. It can also be the other way around.
      </p>
      <p>
        The paper [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] offers the notions of social presence and co-presence, which imply
the ability of being somewhere together, perceiving other people and being perceived
by them, interacting with other people. The issue is raised regarding realism and
authenticity – a crucial issue in terms of this paper’s discussion. Authenticity does not
necessarily mean realism.
      </p>
      <p>
        Similar ideas are expressed by M. Slater, when he talks about place illusion and
plausibility [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. As it has been mentioned before [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], according to [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], there are
three main approaches to the research of presence: a mediated-objective school of
thought approach, mediated-subjective school of thought approach and inner presence
school of thought approach.
      </p>
      <p>The first two approaches describe presence as an essential element in mediated
experience. The third approach describes presence as a phenomenon that does not
require median systems (VR technologies etc.).</p>
      <p>
        The schools of mediated presence define presence as a perceptual illusion of
nonmediation. [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] criticizes this approach, whilst stating that mediated presence schools
of thought provide valid definitions for a number of notions, such as immersion and
involvement. According to [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], the mediated presence approach does not provide
answers to the grand questions: why do we feel presence and what is its role? Similar
questions are broached by S. Triberti and G. Riva, the inner presence school of
thought exponents, in their paper [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. They also discuss the schools of mediated
presence, which, according to them, do not provide answers for the questions
regarding the evolutionary reason for presence phenomenon emergence, regarding its causes
and its function.
      </p>
      <p>
        Exponents of the third approach define the presence phenomenon in their papers as
a conscious feeling of being in the outer world, as a phenomenon controlling the
differentiation between the inner and the outer [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. They suggest viewing presence as presence in any environment, not
necessarily created with VR technology. They regard presence as the central component of
conscious mental life [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. According to these researchers [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], the feeling of
presence allows continuous adaptation of one’s activities in an external environment. This
approach relates to the notions of intentions and actions: the more intentions the
environment enables to be fulfilled, turned into actions, the stronger is the feeling of
presence is.
      </p>
      <p>
        There are other papers as well, examining presence through a broader lens, not
only as presence in virtual reality. For example, [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], suggest that presence is linked
with successful execution of one’s intentions, with a person perceiving himself or
herself as a successful author of his or her own actions. In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] presence is defined as a
personal state occurring both in real and in virtual environments, while mediation is
regarded as not only a means of creating virtual reality, but any situation in general, in
which actions are executed indirectly. For this reason, presence is addressed through
the example of driving a car, in order to demonstrate the flexibility of this approach.
      </p>
      <p>
        An important aspect connected with the presence phenomenon is covered in the
paper [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], namely, the issue of interconnection between presence and a person’s
perception of his or her own movements in a virtual environment. Unlike the researchers
from the school of inner presence, who suggest that a virtual environment creates
unlimited opportunities, the paper [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] specifies that virtual environments are limited in
comparison with the real world; in particular, movements are highly encumbered. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
links presence and illusory own movement in a virtual environment. Experimental
materials demonstrate the connection of presence with a person’s perception of his or
her movements in a virtual environment.
      </p>
      <p>The phenomenon of presence, independent of which school’s definition a
researcher utilizes, is a subjective experience which involves a person interacting, in one way
or another, with the surrounding reality (for the representatives of the mediated
presence school of thought this would be virtual reality).</p>
      <p>
        Of interest for this paper are papers by Slater devoted to transitions from the state
of presence in virtual reality to presence in the real world. The paper [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] describes a
new measure for presence in immersive virtual environments (Ves), based on the
number of transitions from virtual reality to the real world, which are reported by the
participant while his or her interaction with virtual reality. According to [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ],
presence may be looked at as a selection mechanism that organizes the stream of sensory
data into an environmental gestalt or perceptual hypothesis regarding the current
environment. The environment hypothesis is continually reverified or else a break in
presence occurs.
      </p>
      <p>
        For the purposes of measuring presence, quantitative methods are mostly used, for
instance, those described in the paper [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        The paper [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] provides a description of qualitative methods, including that of
content analysis. Paper [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] uses content analysis to look for topics connected with
experiencing spatial and social presence.
      </p>
      <p>
        Paper [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] describes the results of a qualitative content analysis of immersive virtual
environments (IVEs). It discusses experience acquired by a person in virtual reality,
which is significantly structured by agency, when virtual reality experience causes
self-directed affect, thus somewhat unintentionally engaging a player’s body as a
feedback site.
2
2.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <sec id="sec-3-1">
        <title>Participants</title>
        <p>
          Eighteen people were chosen for the study of the connection between presence and
intellectual task accomplishment and exhibited experiencing presence in the course of
the study [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          A more in-depth description of them can be found in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>The experimental group included:
− 11 people (4 males and 7 females) in the experimental group, solving the
task in virtual reality.
− 7 people (1 male and 6 females) in the control group, solving the task on a
computer screen.</p>
        <p>
          The majority of the selected participants have manifested themselves as being able
to experience the presence phenomenon [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
2.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Study protocol: virtual environment, equipment, procedure</title>
        <p>
          As was already mentioned in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], a popular ‘Grand Theft Auto: San-Andreas’
game was chosen, which features both a sufficiently rich game world and the
opportunity to fly a helicopter with a reasonably realistic ‘behavior’.
        </p>
        <p>The image was broadcasted onto Emagin Visor Z800 head-mounted display.</p>
        <p>The participants were offered a flight over a virtual city, forest or lake, in slightly
overcast weather conditions, at time scale of 1 hour = 1 minute, starting at noon
and ending at 10 pm (so that the duration of stay in VR would not exceed 10
minutes). A ThrustMaster Top Gun Fox 2 Pro USB joystick was used as the
controller.</p>
        <p>For the participants to feel included into the environment they were given an
opportunity to act in first-person mode, i.e. during the flight, participants did not see the
helicopter or the character, as if they were ‘flying over the city themselves’.</p>
        <p>For the purposes of providing the naturalness of control, many excessive control
functions were blocked (exiting the helicopter, shooting etc.), with the exception of
the relatively obvious ones: joystick tilts, controlling forward – backward moves and
left – right moves, and the ascending button, which, when pressed, enables you to
gain altitude and when released – to go down.</p>
        <p>
          The participants were also able to move through the fog and clouds, which helped
intensify the sensation of movement through the environment [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Emagin
Visor Z800 does not provide full isolation, so the overhead lights in the physical room
where the test took place were turned off to minimize the number of distracting visual
stimuli.
        </p>
        <p>Special conditions were also created, in which the effect of these factors was
intensified, and the conditions in which the effect of these factors was mitigated (except
the realism, which remained at the same level throughout the entire test: the level
provided by the ‘Grand Theft Auto: San-Andreas’ game).</p>
        <p>The participants were offered two episodes, with a small break in between. In one
of the episodes, they were piloting the helicopter themselves, and in the other episode,
the operator piloted the helicopter. The choice of delivery order was random.</p>
        <p>In addition, some of the participants (randomly chosen) had the opportunity to give
commands to the operator during the passive episode. In the active episode, some of
the participants were intentionally exposed to difficulties with joystick control: its
response level to tilts dropped, which led to delayed reaction of the system to the
participant’s actions.</p>
        <p>These episodes will be further referred to as:
− ‘fully functional activity’ (an active episode with controlling the flight
without additionally introduced obstructions),
− ‘activity with reduced sensitivity’ (an active episode, where flight control
was hampered by reduced sensitivity of the joystick),
− ‘flight with oral control’ (a passive episode, where a participant could give
commands to the operator regarding the direction of flight for the helicopter;
if a participant did not give commands, the helicopter remained at one spot)
and
− ‘flight without control’ (a fully-passive episode, where the operator made his
own decisions in directing the virtual flight).</p>
        <p>
          Participants were given a task to fly around the city following the special marker
rings that were located in the sky; however, if they got off track and lost the rings or
flew in the other direction, this was not considered a failure. The main goal was the
flight itself and observation of the views [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Interview: questions and discussion</title>
        <p>When both episodes were completed, the participants were interviewed and asked
questions relating to their impressions, their expectations and fears connected with the
virtual environment.</p>
        <p>In general, the interview is divided into several main blocks. The first block is
conditionally labelled as environmental or spatial and includes questions connected with
expectations regarding the environment (for instance, whether the participant had
expected the opportunity to touch virtual objects or the possibility of these objects
touching him or her). The first block also includes questions connected with the
participant’s notion of his or her own location: in the virtual environment, in the physical
room where he or she really is, or, possibly, both at the same time.</p>
        <p>The second block, conditionally labelled as social, refers to other people or a
person in the same room. Depending on the possibilities of the environment, this block
may include only questions of whether the participant had remembered about the
location of other people in the room, or it may also feature questions about the notion of
other people in the virtual reality.</p>
        <p>As part of this research, the participants were asked about their perception of their
own location: whether they were in the air, in the helicopter, in the real room (where
the test took place), or simultaneously in the room and in the helicopter. In their
opinion, who controlled the helicopter (in cases where the helicopter was controlled by the
operator): the operator, a character from the environment, or did the helicopter act on
its own? In what way was the operator controlling the helicopter perceived: as an
environment character; as a person from another (real) world, controlling the helicopter
from there; as an instrument; or did the participant not think about it? Where, in
participants’ opinion, was the experimenter (or the experimenter together with the
operator) in case of the independent flight? Nearby in the helicopter? Nearby in the real
room? Did the participant think of them at all? Were they nonexistent at all to him or
her? The questions were asked in no particular form, in the course of conversations
with participants, with reference to the events occurring while interacting with the
virtual environment.</p>
        <p>
          The participants’ responses have been subjected to phenomenological analysis the
results of which are described in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], as well as to content analysis, the
outcomes of which are given below.
2.4
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>Content analysis</title>
        <p>Quantitative content analysis of the participants’ responses to the structured interview
has been performed. Content analysis was performed by a group of experts including
a specialist in the field of method conformance inspection, with vast experience in
analyzing texts, and a specialist in the field of computer psychology.</p>
        <p>The procedure of the analysis involved several stages.</p>
        <p>The first stage involved experts determining which elements can be ascribed to the
topic of spatial and social presence. The decision was based on the context that had
been created by the participant’s preceding words or questions from the experimenter
in the course of the interview. At this stage, experts defined the categories within
which word count was to be carried out:
− Spatial presence, which covered all the responses where participants directly
confirmed their feeling of being in the virtual environment, and responses in
which they reported their location being in the sky, in the helicopter, their
expectations when touching virtual objects etc. – Social virtual presence, which
included all the references to other actors of the virtual environment,
regardless of whether the participant associated them with real people or not.
− Social virtual absence, which included all the cases when the participant
directly denied the presence of other people in the virtual environment, even
though he or she had interacted with them. For instance, the participant
claimed giving voice commands directly to the helicopter, not to the operator,
or asking questions, but claimed he or she had been doing that into the void.
− Social presence, including all the cases when the participant noted the presence
of other people nearby in the real world (‘You were here, in the room’.).
− Social absence, when the participant forgot about other people present nearby
in the room (maybe, for a while).</p>
        <p>The difference between social virtual absence and social absence is that in the case
of social virtual absence other people influenced the events in the virtual environment
(in our test, the operator was piloting the helicopter and obeyed commands), but the
participant ‘forgot’ about their participation; while in the case of social absence, the
participant simply ‘forgot’ that other people were in the same room with him or her.</p>
        <p>The third stage involved counting the observation units included in a certain
category. A word from the fragment of a response, dealing with the chosen topic, was
considered a unit of measure; whether the word is a noun, an adjective, a verb, a
particle, a conjunction or a preposition was of no significance.</p>
        <p>For instance, in the following dialogue, the ‘spatial presence’ category featured
seven words (the experimenter’s questions in this case are not considered an element
of the text, although they may provide context): Did you have any expectations of the
environment? Headwinds, branches grazing?. – ‘With the branches – yes’. – Like
what? – ‘That they will lash, or there will be a sound’.</p>
        <p>Some words fell into several categories at the same time; for instance, the
information about the experimenter seen with peripheral vision belonged simultaneously to
the negative statements of spatial presence, being a part of the real world, and to
social presence, because the participant admitted the presence of another person near. A
number of controversial cases, when it was impossible to determine, for example,
whether these words really describe spatial presence or are a description of the virtual
environment as a picture, were not included into any category.</p>
        <p>The responses of one of the female participants were excluded from the content
analysis because they were recorded as a summary, not a verbatim transcript.</p>
        <p>During the fourth stage, for the purposes of evaluating spatial presence, the
coefficient of imbalance was calculated, where all the statements confirming the presence
hypothesis were considered positive, and all the statements relating to the feeling of
being in the real world (from direct claims to references of circumstances,
such as a knock on the door or catching a glimpse of the screen or even the
experimenter with peripheral vision) were considered negative.</p>
        <p>In order to assess social virtual presence, social virtual absence, social presence
and social absence, the specific weight was calculated.</p>
        <p>The fifth stage was the interpretation of the results and it is described in the
following section.
3</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results and discussion</title>
      <p>Results of content analysis can be observed in Table 1. As previously noted, the
coefficient of imbalance was calculated for spatial presence, defining the representation of
statements in the text relating to this type of presence. Positive meanings correspond
with those self-reports in which the participants mainly claimed having experienced
spatial presence. Negative meanings correspond with self-reports in which the
participants mostly claimed not having experienced spatial presence, either by stating it
directly or by describing impressions from the real world. It should be noted that social
virtual presence and the state which we will refer to as ‘social virtual absence’, in the
same way as social presence and social absence, are not directly opposed to each
other. For this reason, specific weight is calculated separately for each of them. It is
assumed that, to ignore another person’s presence nearby, efforts are required, probably,
non-conscious ones, that is why absence should be considered a special state, not just
a negation of presence.</p>
      <p>As this paper focuses on individual cases, neither the coefficient of imbalance, nor
the specific weight of certain categories was calculated for the group – only for each
participant separately. However, in other studies, when evaluating the intensity of the
feeling of presence (be it spatial or social presence) caused by the environment, the
calculation of these coefficients for the group as a whole may be carried out.</p>
      <p>
        The numeration of participants in Table 1 corresponds with the numeration used in
previous research [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>The participants’ responses differed in the total number of words. Some responded
briefly, others gave detailed answers. Table 1 shows that both the coefficient of
imbalance ratios, calculated for the spatial presence category, and the specific weight
ratios, connected with the sphere of social presence, are relatively low. This can be
explained by the fact that participants not only answered the questions regarding their
presence experience given by the experimenter, but also expressed their impressions,
associations, gave examples from personal experience, not connected directly with the
events happening during the experiment.</p>
      <p>Before analyzing the acquired ratios, mean values should be calculated, as well as
the relative range of variability, see Table 2. Before the calculation, the ratios of those
participants, whose coefficient of imbalance, calculated for spatial presence, turned
out to be below zero, were excluded from the selection, because negative ratios
indicate the prevalence of responses stating the fact that they had not experienced spatial
presence.</p>
      <p>Total
number of words</p>
      <p>uttered
during the
interview
1213
428
794
389
970
498
519
351
534
177
144
658
–
114
770
655
418
565
A low level of the relative range of variability of the measured parameters indicates
sufficient conformance of the sample group selection with all the parameters: the
coefficient of imbalance, calculated for the spatial presence, and the specific weight for
the social virtual presence, social virtual absence, social presence and social absence.</p>
      <p>Of principal interest during the analysis of the results are, obviously, the
participants with the maximum level of spatial presence. There were two such participants:
participant 6 (female), with c = 0.45, and participant 7 (female), with c = 0.43,
followed by participant 1 (female), with c = 0.24 and participant 16 (female), with c =
0.28. All the four participants demonstrated the coefficient of imbalance above
average.</p>
      <p>Some participants show negative values for the coefficient of imbalance calculated
for spatial presence. This is participant 2 (male), with c = −0.11, participant 9
(female), with c = −0.20, participant 12 (male), with c = −0.04, and participant 15
(female), with c = −0.09. This means that denial of spatial presence prevailed in their
responses over the statements indicating them having experienced spatial presence.</p>
      <p>Participant 1 (female) demonstrated the specific weight for social virtual presence
Ksocial virtual presence = 0.07, which is significantly higher than the average in the group.
The specific weight of social virtual absence was Ksocial virtual absence = 0.012, which is
below average. This shows that participant 1, mostly perceiving herself as present in
the virtual environment, included other people into the virtual environment as well
and did not forget about their influence on the virtual environment events. The
specific weight of social presence was Ksocial presence = 0.013. This is significantly lower than
the average in the group. The specific weight of social absence was Ksocial absence =
0.007, which is significantly lower than the average. This means that in the
participant’s responses the presence or absence of other people nearby did not take a lot of
place.</p>
      <p>Participant 6 (female) demonstrated the specific weight of social virtual presence
Ksocial virtual presence = 0, which is significantly lower than the average. Her specific
weight of social virtual absence was Ksocial virtual absence = 0.026, which is proximal to the
average. This means that participant 6, perceiving herself as significantly present in
the virtual environment, did not include other people into this virtual environment, but
did not ignore their influence on the events either. The specific weight of social
presence was Ksocial presence = 0.032, which is below average in the group. The specific
weight of social absence was Ksocial absence = 0.038, which is above average in the
group. This means that participant 6 forgot about the fact that other people were near
her in the physical room.</p>
      <p>
        Participant 7 (female) demonstrated the specific weight of social virtual presence
Ksocial virtual presence = 0, which is significantly below average. The specific weight of
social virtual absence was Ksocial virtual absence = 0.104, which is significantly higher than
the average and is the top value in the group. This shows that participant 7, while
perceiving herself as present in the virtual environment, did not include other people into
this environment and ignored their influence on the events in this environment. The
papers [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] demonstrate that the participant thought that she was giving
commands directly to the helicopter. This case is one of the examples of contradictory
experiences when interacting with virtual reality. The specific weight of social
presence was Ksocial presence = 0.037, which is slightly lower than the average in the group.
The specific weight of social absence was Ksocial absence = 0.008, which is significantly
below average in the group. This shows that participant 7 noted the presence of other
people in the same room but did not pay much attention to them.
      </p>
      <p>Participant 16 (female) demonstrated the specific weight of social virtual presence
Ksocial virtual presence = 0, which is significantly lower than the average.
The specific weight of social virtual absence was Ksocial virtual absence = 0, which is
significantly below average. This shows that participant 16, while perceiving herself as
present in the virtual environment, did not include other people into this environment,
and did not ignore their influence on the events of the environment either. The
specific weight of social presence was Ksocial presence = 0.108, which is significantly higher
than the average and is the top value in the group. The specific weight of social
absence was Ksocial absence = 0.07, which is significantly higher than the average in the
group. This shows that, while perceiving herself as present in the virtual environment,
she did not include other people into this environment, feeling their presence nearby
at one moment and forgetting about them the next moment. This result is an example
of contradictory experiences when interacting with virtual reality.</p>
      <p>Participant 18 (female) demonstrated the top value of the specific weight of social
virtual presence in the group. Her values of spatial presence are below average, with c
= 0.108. Her specific weight of social presence was also above average, with Ksocial
presence = 0.62. This means that, despite the fact that participant 18 perceived herself as
not strongly present in the virtual environment, she simultaneously included other
people into the virtual environment and remembered about their presence in the same
physical room. This is another example of contradictory experiences when interacting
with virtual reality.</p>
      <p>Further, we are going to examine the correspondence between the negative values
of the coefficient of imbalance, calculated for spatial presence, and the types of social
presence. Participants 2, 9, 12 and 15 gave responses indicating the fact that they had
perceived themselves as present in the real, physical room more than in virtual reality.</p>
      <p>Participant 2 (male), with c = −0.11, demonstrated the specific weight of social
virtual presence, Ksocial virtual presence = 0, which is significantly below average in the
group, and the specific weight of social virtual absence Ksocial virtual absence = 0, which is
significantly lower than the average. This means that participant 2 did not perceive
himself as present in the virtual environment, did not include other people into it, but
did not ignore their influence on the events of the virtual environment. The specific
weight of social presence was Ksocial presence = 0.033, which is below average. The
specific weight of social absence was Ksocial absence = 0.026, which is proximal to the
average in the group. Thus, despite the fact that participant 2 did not perceive himself as
present in virtual reality, he was inclined to ignore the presence of other people
nearby.</p>
      <p>
        When analyzing the responses of participant 9 (female), a contradiction arises
between the results of the phenomenological analysis and the content analysis. She, see
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], gave responses regarding spatial presence, from which it was clear that
she perceived herself at times in the virtual world and at times in the real world;
however, the results of the content analysis indicated the negative values of the coefficient
of imbalance, c = −0.202. The specific weight of social virtual presence was Ksocial
virtual presence = 0, which is significantly lower than the average in the group, and the
specific weight of social virtual absence was Ksocial virtual absence = 0, which is
significantly lower than the average. This means that participant 9 did not include other people
into the environment either and ignored their influence on the events of the
environment. Her specific weight of social presence was Ksocial presence = 0.099, which is
significantly higher than the average in the group. The specific weight of social absence
was Ksocial absence = 0, which is significantly lower than the average. Thus, participant 9
did not forget about the presence of other people near her.
      </p>
      <p>Participant 12 (male), c = −0.041, demonstrated the specific weight of social
virtual presence, Ksocial virtual presence = 0.076, which is significantly higher than the average
in the group. The specific weight of social virtual absence was Ksocial virtual absence = 0,
significantly lower than the average in the group. This means that participant 12,
although mostly perceiving himself as present in the physical room, not in virtual reality,
included other people into the virtual environment and did not ignore their influence
on the events of the virtual environment. The specific weight of social presence was
Ksocial presence = 0.102, which is significantly higher than the average in the group. The
specific weight of social absence was Ksocial absence = 0, which is significantly lower
than the average. Thus, participant 12 did not forget about the presence of other
people near him.</p>
      <p>Participant 15 (female), c = −0.085, demonstrated the specific weight of social
virtual presence, Ksocial virtual presence = 0.003, which is significantly lower than the average
in the group. The specific weight of social virtual absence was Ksocial virtual absence =
0.031, which is above average in the group. Thus, we can assume that, although
participant 15 did not perceive herself as present in the virtual environment and did not
include other people into it, she mostly ignored the influence of other people on the
events of the virtual environment.</p>
      <p>It should be mentioned that participant 11 (female) demonstrated the highest
specific weight of social absence in the group, although her other indicators do not stand
out. We can assume that the fact of forgetting about other people itself is not
necessarily connected with intense spatial presence.</p>
      <p>It should be noted that by no means all the participants” responses can be regarded
as striking examples of the presence phenomenon experience. This is because not all
the participants of the experiment had intense or contradictory experiences.</p>
      <p>Another outcome of this paper is the division into social virtual and social
presence. Social presence is a phenomenon that does not require immersion into virtual
reality; it occurs when a person feels there is somebody else near. Social presence is a
crucial phenomenon that, essentially, allows communication between people. It does
not always correspond with reality. A person may be involved in his or her work, may
even be in virtual reality, feeling somebody nearby, while the other person has already
left the room. Experts testing computer games in virtual reality demonstrate how often
the feeling of another person’s presence nearby fails them, when they are about to
point out an important element of virtual reality, but the colleague, who had been
present at the beginning of their work, has already left.</p>
      <p>
        There is one more crucial aspect of social presence, understood here as the feeling
experienced by a VR user of another person’s presence in the same real-life room as
he or she is. It lies in the fact that experiencing social presence indicates at the same
time a low level of spatial presence experience. This is due to the fact that another
person is, undoubtedly, a part of a physical world, and realizing his or her presence
nearby ‘yanks’ the person out of the virtual environment. However, this connection is
indirect, which is indicated by the results of the previous papers [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
and is supported by the results of content analysis (participant 3 shows high level of
spatial presence and big specific weight for social presence).
      </p>
      <p>
        Social virtual presence, as the name suggests, occurs only in virtual reality. As
shown by these and further experiments, to experience social virtual presence it is not
necessary for a real or virtual partner to be present in virtual reality. The paper [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
shows the way a participant imagined the presence of another person in virtual reality.
      </p>
      <p>
        No less remarkable is the distinction of social virtual absence and social absence
as independent terms. Our previous paper [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] has already discussed ‘social
absence’, but this term included both social virtual and social absence. However, it is
crucial to separate them. Social absence can be described as a feeling of nobody being
around. It can be explained as ‘a person not noticing anyone around them’. As can be
seen from the example of participant 11 (and everyday life experience indicates the
same), social absence is not necessarily connected with high spatial presence.
Perhaps, it can be caused by intense involvement. Social virtual absence is a feeling
when a person denies the presence of the other person with whom he or she is
interacting, as demonstrated in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>The method of content analysis applied to analyzing the responses of the participants
in the structured interview has shown interesting results, supporting and extending the
outcomes of the phenomenological analysis. It is important to realize that not all
people who have experienced interaction with virtual reality will necessarily report
experiencing the presence phenomenon. This explains the fact that not all the participants
provided results with high coefficients of the types of presence in question. It should
be noted, that content analysis provides results not only in the form of acquired
coefficients. In the process of distinguishing categories, one can elicit crucial notions,
uncovering the details of experiencing the presence phenomenon. In this case, the
notions of social virtual presence, social presence and social absence have been
identified as separate, stand-alone experiences.</p>
      <p>The specific feature of this paper is the fact that another person (the operator),
physically present in the same room as the participant and not visually presented in
the virtual environment, influenced the events of the environment by controlling the
virtual helicopter in one of the two episodes. In a number of cases, participants
interacted with him, giving him oral commands; in other cases, they were deprived of the
possibility to give commands. Social virtual absence can be applied to this research: it
is the denial of the fact that the helicopter was controlled by the operator, not a
mechanism or a program. In other environments, it can manifest itself in other ways or not
manifest itself at all.</p>
      <p>This paper uses content analysis individually, because the experiences of each
separate participant are under the magnifying glass. As can be seen from previous
papers and from the content analysis results, each person reacts differently to the
same environment: what may disturb and distract one person, may have no influence
on another person’s experiences.</p>
      <p>However, changes in the environment and in the interaction scenario may alter the
experiences, increasing the probability of experiencing certain types of presence. In
order to understand the extent to which changes in the environment and in the
interaction scenario differ, content analysis has been applied to the responses of the whole
group.</p>
      <p>Based on the defined categories, one can see manifestations of both contradictory
experiences, such as in participants 7, 16 and 18, when a person’s notion of his or her
location contradicts his or her notion of the location of other people, and
noncontradictory experiences, as in the other described examples.</p>
      <p>Content analysis has shown that a person can perceive himself or herself as
present in the virtual environment and, while interacting with other people who influence
the virtual reality but are not presented there as an avatar, ignore this influence and his
or her own interactive actions. While perceiving himself or herself in the virtual
environment, he or she can at the same time understand that there are other people nearby,
in the same physical room. A person can simultaneously include other people into the
virtual environment and remember about their presence nearby, in the physical space.</p>
      <p>In the course of content analysis, such phenomena have been detected as
experiencing spatial presence, social virtual presence, social virtual absence, social presence
and social absence; interaction between them has been demonstrated, which proves
the hypothesis put forward in the introduction.</p>
      <p>Obviously, applying content analysis to the responses of a structured interview
devoted to virtual reality experiences has its limitations and issues that need to be
addressed. First, the question arises of what should be regarded as one message
subject to analysis. In this case, the summation of all the responses of a participant in the
course of the interview was chosen as one message. That is why presence values
calculated in the course of the content analysis turned out to be quite low. Another
important issue is the absence of clear criteria for high and low values. In this paper, the
results of each participant were compared to the average value. Apart from that, in
those cases when participants noted perceiving themselves in the virtual environment
and in the room where the experiment took place, the results of the content analysis
could indicate the fact the a participant had not experienced spatial presence.</p>
      <p>This paper does not discuss the influence of the program providing the virtual
scene, the VR devices, and the scenario of possible events and individual features of the
participants on experiencing the presence phenomenon, because the focus is on the
method that allows detection of ways in which a person can interact with space and
perceive other people. One cannot suppose that users of other virtual environments
will necessarily experience the same effects as described in this paper. However, one
can be sure that this method makes it possible to detect manifestations of the effects
connected with spatial interactions and perception of other people. Naturally, when
evaluating the developed environment by means of content analysis, be it educational,
academic or entertaining virtual reality, requirements are raised for the selection of a
participants sampling group, for its representativeness and compliance with the
environment’s target audience.</p>
    </sec>
  </body>
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