This paper describes a new measure for presence in immersive virtual enviro
nments (VEs) that is based on data that can be unobtrusively obtained durin
g the course of a VE experience. At different times during an experience. a
participant will occasionally switch between interpreting the totality of
sensory inputs as forming the VE or the real world. The number of transitio
ns from virtual to real is counted, and, using some simplifying assumptions
, a probabilistic Markov chain model can be constructed to model these tran
sitions. This model can be used to estimate the equilibrium probability of
being "present" in the VE. This technique was applied in the context of an
experiment to assess the relationship between presence and body movement in
an immersive VE. The movement was that required by subjects to reach out a
nd touch successive pieces on a three-dimensional chess board. The experime
nt included twenty subjects. ten of whom had to reach out to touch the ches
s pieces (the active group) and ten of whom only had to click a handheld mo
use button (the control group). The results revealed a significant positive
association in the active group between body movement and presence. The re
sults lend support to interaction paradigms that are based on maximizing th
e match between sensory data and proprioception.