generated an average score of 6. This score further supports the system's effectiveness. Question 15, which determined how happy the participant thought their partner felt, generated an average score of 7. This question assumes that the participants are strangers (similar to questions 4, 6, and 7). All of the participants showed obvious signs of enjoying the experience as evidenced by the average score of 7 (the maximum score) for this question. Figures 4-2 to 4-6 detail the results of each questionnaire arranged by study . 4.3.2 Lack of Presence Distracted the Actors The results of the presence questionnaire that was given to the second and third study participants were average. Typical presence scoring involves adding a point for each response of 6 or 7, however that would give only one participant (ID number 3) a score above 0. According to Figure 4-5, the average of the responses for both studies also generates a score of 0. Since the average responses were all between 3 and 5, it can be said that the participants were only moderately engrossed in the environment. This affected the experience by distracting the participant. Several participants mentioned the experience would have been enhanced if they could see a representation of their hands on the screen. Had each participant's sense of presence been higher, they might have accepted the reality of acting with the character on the screen as opposed to feeling that they were physically controlling a character that is acting with the character on the screen. The following responses from the debriefing session were the basis for these conclusions: *"It's kind of like a first-person shooter sort of game where you don't really see any of yourself; you just see what' s going on. It' s a little bit disorienting."