## 3 Results: Publication Analysis
### Relationships between Sense of Presence and the Study Variables
#### 3.4.1 Relationships between Sense of Presence and Environmental Stimuli
 & \(\begin{array}{c}\equiv\) \\ (Control) + \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular} & \(\begin{array}{c}(Smell)\\ (Control) + \\ \(\geq\) \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular} \\ \hline
[26] & \begin{tabular}{c} Stimulus \\ Scenery \\ Condition \\ \end{tabular}  & \begin{tabular}{c} Biological, \\ MIP, \\ User \\ \end{tabular}  & \ \begin{tabular}{c} Smell \\ Benign/Terror \\ New/Repeated \\ \end{tabular}  & Naturalness (Nat) & M & \begin{tabular}{c} (Smell) + (Horror \\ Scenario) 1 \\ \end{tabular}  & \(>\) & \(\begin{array}{c}(Control) \\ (Control) + \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular} \\ \hline  & & & & & & \\
[32] & \ \begin{tabular}{c} Stimulus \\ Stimulus \\ Biological \\ \end{tabular}  & \(\begin{array}{c}Biological \\ Smell \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular} & Tactile (Temp., \\ Stimulus & Biological, \\ Stimulus & Biological, \\ \end{tabular} & Tactile (Wind) & \(\begin{array}{c}\equiv\) \\ (Smell) \\ (Smell) \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \(\geq\) \\ \(\geq\) \(\geq\) \\ \end{tabular} & \( \begin{tabular}{c}(Control) \\ (Smell) \\ (Control) \\ (Control) \\ (Control) \\ (New \\ Scenario) \\ \end{tabular}  & \(>\) & (Control) \\ \hline
[32] & \begin{tabular}{c} Stimulus \\ Stimulus \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \(\geq\) \\ \(\geq\) \\ \end{tabular}  & \(\begin{array}{c}Biological \\ \(\geq\) \\ (\geq\) \\ (\geq\) \\ (\geq\) \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular} & \(\ \begin{tabular}{c}\(Realsim, \\ Implication \\ Sell \\ \(\geq\) \\ (\geq\) \\ \(\geq\) \\ (\geq\) \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular}  & \( \begin{tabular}{c}(Weil, \\ Implication \\ Sell \\ \(\geq\) \\ (\geq\) \\ (\geq\) \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular}  & \(\begin{array}{c}(Autitory)\\ (Temp., Wind), \\ (Control) \\ (Control) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \hline
[59] & \ \begin{tabular}{c} Stimulus \\ Biological, \\ \end{tabular}  & Auditory & \(\begin{array}{c}\equiv\) \\ (\(\geq\) \\ (\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \(\geq\) \\ \end{tabular} & \(
\begin{tabular}{c}(Control) \\ (Control)Only three studies addressed sociocultural environmental stimuli. Studies [19; 69] found that coppence and interactive affordances had positive effects on intensity of presence. However, [70] did not observe any changes when animation was added, which had been expected to generate a greater sense of place in the user. It is important to note that the animations went unnoticed by some participants, highlighting that the method used did not have the desired impact on users. These findings emphasize the importance of examining presence in interrelation with the physical and sociocultural attributes of the simulated environment, given its modulating influence on the subjective experience. To construct successful virtual environments, it will be key for the built space discipline to gather empirical evidence on how different environmental configurations affect sense of presence. When examining the indicators used to evaluate presence it can be seen that several studies focused on biological stimuli, such as smells, sounds and temperature [21; 22; 59], consistently finding that perceived realism increased when these environmental variables were manipulated. These findings provide solid evidence supporting the modulating role of biological stimuli in terms of the subjective experience of realism in virtual environments. In addition, research focused on the interaction between smells and emotional scenarios [26] provided novel results, revealing that the effects of smells on engagement and cybersickness are mediated by the threatening or tranquil nature of the simulation.