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Francis, A. L.

Publications and source records attributed to Francis, A. L..

2 recordsLinked to original sources

Immersion as inference: An active inference account of induced realities and its relation to the two-competitor model

Immersive technologies are designed for a single target: the human perceptual system. Engineers of virtual and augmented reality have long recognized that a display does not have to replicate the physical world, it only has to provide the inputs that satisfy the senses at the level at which the brain samples them. This engineering intuition is, in fact, a statement about brain function. Here we develop it into a formal account of immersion within the active inference framework. We treat an induced reality (a virtual, augmented, or mixed reality, but also a book or a daydream) as a candidate generative model that competes with the model of the actual reality for the explanation of a shared sensorium and for the control of action. Immersion is then defined as the ensuant belief that the induced reality best explains the current sensory signals and supports the current perceived reality of the winning model, despite any break in immersion by Bayesian model switching driven by a high-precision prediction error that the induced model cannot absorb. Exogenous and endogenous attention, implemented as weights governing stream selection in our earlier two-competitor model, which treated attention as necessary but not sufficient for immersion, appear as two routes of precision allocation: likelihood precision of evolutionarily entrenched sensory events, and precision that follows the expected free energy of policies. Affect and motivation enter through the pragmatic and epistemic value of remaining in the induced reality and through the rate of change of free energy. We show that the two-competitor attentional focus vector and its angle are recovered from the active inference variables, and we reproduce the two scenarios of the original model, a rewarding and a fatiguing activity interrupted by a slamming door, in a minimal simulation. The account links presence, embodiment, cybersickness, and narrative absorption to a single quantity, and it yields concrete predictions for the psychophysiological assessment and closed-loop control of immersion. We discuss implications for neuroergonomic design in which the evolutionarily entrenched core of perception is non-negotiable while its experience-dependent periphery can be trained.

neuroscience↗

The Role of Attention in Immersion: The Two-Competitor Model

Currently, we face an exponentially increasing interest in immersion, especially sensory-driven immersion, mainly due to the rapid development of ideas and business models centered around a digital virtual universe as well as the increasing availability of affordable immersive technologies for education, communication, and entertainment. However, a clear definition of immersion, in terms of established neurocognitive concepts and measurable properties, remains elusive, slowing research on the human side of immersive interfaces. To address this problem, we propose a conceptual, taxonomic model of attention in immersion. We argue (a) modeling immersion theoretically as well as studying immersion experimentally requires a detailed characterization of the role of attention in immersion, even though (b) attention, while necessary, cannot be a sufficient condition for defining immersion. Our broader goal is to characterize immersion in terms that will be compatible with established psychophysiolgical measures that could then in principle be used for the assessment and eventually the optimization of an immersive experience. We start from the perspective that immersion requires the projection of attention to an induced reality, and build on accepted taxonomies of different modes of attention for the development of our two-competitor model. The two-competitor model allows for a quantitative implementation and has an easy graphical interpretation. It helps to highlight the important link between different modes of attention and affect in studying immersion.

neuroscience↗