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Koichi Toida

Publications and source records attributed to Koichi Toida.

4 recordsLinked to original sources

Being and Time in XR: Other-Presentness Beyond Co-Presence

Research in XR (Extended Reality) has conventionally centred upon concepts such as Presence, Embodiment, Social Presence, and Co-presence. Within these traditions, bodily action, sensory contingencies, synchronous interaction, and possibilities for action have generally been regarded as constitutive conditions for the experience of "being there" and of being with others. XR environments, however, permit the partial separation of conditions that ordinarily co-vary in everyday experience. Bodily co-presence, temporal simultaneity, spatial configuration, and social interaction need not remain inseparable. This paper approaches this possibility as a problem of other-presentness. Other-presentness refers to the conditions under which another individual is experienced as existing "here and now". The contribution of this paper does not lie in arguing that asynchronous others can evoke social responses; such observations have already been addressed within parasocial interaction and social presence research. Rather, the novelty lies in theorising XR as a technological condition capable of separating and operationalising the constitutive elements of other-presentness as design variables. Reconsidering Bodyless Presence as a methodological precedent and drawing upon experimental findings from Immersive Video research, this paper formulates Bodyless Presentness as a condition in which another individual continues to be experienced as presently existing despite attenuated bodily co-presence and weakened real-time simultaneity.

cs.HC

Enhancing Presence, Deepening Fan Intensity: How Presence in Immersive Video Shapes Psychological Closeness to Performers

Immersive video differs from conventional flat 2D video in that it is experienced as 180-degree stereoscopic video on a head-mounted display, thereby eliciting bodily and spatial subjective experience. Previous studies have shown that viewing and interpersonal distance affect Presence; however, it remains insufficiently understood how Presence differences are related to psychological closeness to content. In the present study, we examined whether differences in Presence could increase viewers' psychological closeness to performers within the content. This psychological closeness was operationally defined as fan intensity. Specifically, a live performance by a Japanese idol group was recorded as 180-degree immersive video, and a high-Presence condition (1.2 m) and a low-Presence condition (7.6 m) were established by manipulating filming distance. Twenty-four participants with different levels of prior involvement, comprising Avid fans and Casual fans, experienced both conditions in a counterbalanced within-participants design. Fan intensity was measured before and after the experience as perceived psychological overlap between the self and the performers. The results showed that, compared with the low-Presence condition, the high-Presence condition significantly increased all Presence-related measures except the Slater-Usoh-Steed questionnaire, with the largest condition differences observed for Possible Actions, Social Presence, and Observability. Moreover, a mixed analysis of variance on changes in fan intensity revealed a significant main effect of Presence condition, indicating that the high-Presence video produced a greater increase in fan intensity than the low-Presence video. These findings suggest that filming distance in immersive video is not merely a factor that determines angle of view or composition, but a design variable that can enhance Presence and deepen fan intensity.

cs.HC

Bodyless Presence: Reconsidering the Minimal Self in Immersive Video

Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes an important boundary case between interactive VR and conventional two-dimensional video viewing for reconsidering self-experience in XR. In immersive video, the user can select the direction of the viewpoint through head rotation, while being unable to actively change the recorded environment through walking, approaching, grasping, or manipulating. In many cases, no explicit body or avatar corresponding to the user is provided. This paper reinterprets presence in immersive video not as bodily extension or body ownership of an avatar, but as a form of self-experience in which self-location becomes relatively dominant under conditions of reduced body schema availability. This paper calls this condition a self-location-dominant state. In this state, viewpoint-directed agency is retained, whereas environment-directed agency and body ownership are constrained. Nevertheless, events such as viewpoint motion, impact, contact, and direct address may be experienced not merely as changes within an image, but as events concerning the viewpoint position at which the self is located. This paper examines this structure by connecting research on presence, the sense of embodiment, bodily self-consciousness, and the minimal self. The minimal self in immersive video is thereby redescribed not primarily in terms of agency or ownership, but in terms of viewpoint-based self-location established under conditions in which the contribution of the body schema is reduced. This perspective provides a basis for theorising self-experience in non-interactive immersive media and for reconsidering the relation between body, viewpoint, and presence in XR.

cs.HC

Immersive XR That Moves People: How XR Advertising Transforms Comprehension, Empathy, and Behavioural Intention

Extended Reality (XR) affords an enhanced sense of bodily presence that supports experiential modes of comprehension and affective engagement which exceed the possibilities of conventional information delivery. Nevertheless, the psychological processes engendered by XR, and the manner in which these processes inform subsequent behavioural intentions, remain only partially delineated. The present study addresses this issue within an applied context by comparing non-immersive 2D viewing advertising with immersive XR experiential advertising. We examined whether XR strengthens internal responses to a product, specifically perceived comprehension and empathy, and whether these responses, in turn, influence the behavioural outcome of purchase intention. A repeated-measures two-way ANOVA demonstrated a significant main effect of advertising modality, with XR yielding higher ratings on all evaluative dimensions. Mediation analysis further indicated that the elevation in purchase intention was mediated by empathy, whereas no significant mediating effect was observed for comprehension within the scope of this study. These findings suggest that immersive XR experiences augment empathic engagement with virtual products, and that this enhanced empathy plays a pivotal role in shaping subsequent behavioural intentions.

cs.HC