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Presence (telepresence)

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the determinants of presence are those that involve sensory richness or vividness - and the number and consistency of sensory outputs. Researchers believe that the greater the number of human senses for which a medium provides stimulation, the greater the capability of the medium to produce a sense of presence. Additional important aspects of a medium are visual display characteristics (image quality, image size, viewing distance, motion and color, dimensionality, camera techniques) as well as aural presentation characteristics, stimuli for other senses (interactivity, obtrusiveness of medium, live versus recorded or constructed experience, number of people), content variables (social realism, use of media conventions, nature of task or activity), and media user variables (willingness to suspend disbelief, knowledge of and prior experience with the medium). Lombard also discusses the effects of presence, including both physiological and psychological consequences of "the perceptual illusion of nonmediation." Physiological effects of presence may include arousal, or vection and simulation sickness, while psychological effects may include enjoyment, involvement, task performance, skills training, desensitization, persuasion, memory and social judgement, or
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gain wisdom, seek revenge, indulge greed and lust and violent impulses." While Rheingold focused on the environmental sense of presence that communication provided, Turkle focused on the individual sense of presence that communication provided. “MUDs are a new kind of virtual parlor game and a new form of community. In addition, text-based MUDs are a new form of collaboratively written literature. MUD players are MUD authors, the creators as well as consumers of media content. In this, participating in a MUD has much in common with script writing, performance art, street theater, improvisational theater – or even commedia dell’arte."
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objects" to specify that they may be either para-authentic or artificial. Further development of the concept of "psychological state" has led to study of the mental mechanism that permits humans to feel presence when using media or simulation technologies. One approach is to conceptualize presence as a cognitive feeling, that is, to take spatial presence as feedback from unconscious cognitive processes that inform conscious thought.
219:,' and that media provide individuals with access to information. With new and changing media, Meyrowitz says that the patterns of information and shifting accesses to information change social settings, and help do determine a sense of place and behavior. With the logic that behavior is connected to information flow, Meyrowitz states that front- and back-stage behaviors are blurred and may be impossible to untangle. 85: 125: 158:
prior to the graphics-heavy existence it has developed today. “MUDs... imaginary worlds in computer databases where people use words and programming languages to improvise melodramas, build worlds and all the objects in them, solve puzzles, invent amusements and tools, compete for prestige and power,
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Lombard's work discusses the extent to which 'presence' is felt, and how strong the perception of presence is regarded without the media involved. The article reviews the contextual characteristics that contribute to an individual's feeling presence. The most important variables that are important in
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in 1980. Minsky's research explained telepresence as the manipulation of objects in the real world through remote access technology. For example, a surgeon may use a computer to control robotic arms to perform minute procedures on a patient in another room. Or a NASA technician may use a computer to
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Cheryl Bracken and Lombard suggested that people, especially children, interact with computers socially. The researchers found, via their study, that children who received positive encouragement from a computer were more confident in their ability, were more motivated, recalled more of a story and
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Presence has been delineated into subtypes, such as physical-, social-, and self-presence. Lombard's working definition was "a psychological state in which virtual objects are experienced as actual objects in either sensory or nonsensory ways." Later extensions expanded the definition of "virtual
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Communication has been a central pillar of presence since the term’s conception. Many applications of the Internet today largely depend on virtual presence since its conception. Rheingold and Turkle offered MUDs, or multi-user dungeons, as early examples of how communication developed a sense of
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is a theoretical concept describing the extent to which media represent the world (in both physical and social environments). Presence is further described by Matthew Lombard and Theresa Ditton as “an illusion that a mediated experience is not mediated." Today, it often considers the effect that
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Philipp, Vanman, and Storrs demonstrated that unconscious feelings of social presence in a virtual environment can be invoked with relatively impoverished social representations. The researchers found that the mere presence of virtual humans in an immersive environment caused people to be more
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As technologies progressed, the need for an expanded term arose. Sheridan extrapolated Minsky’s original definition. Using the shorter “presence,” Sheridan explained that the term refers to the effect felt when controlling real world objects remotely as well as the effect people feel when they
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Nan, Anghelcev, Myers, Sar, and Faber found that the inclusion of anthropomorphic agents that relied on artificial intelligence on a Web site had positive effect on people’s attitudes toward the site. The research of Bracken and Lombard and Nan et al. also speak to the concept of presence as
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Further blurring the lines of behavioral spheres, Gabriel Weimann wrote that media scholars have found that virtual experiences are very similar to real-life experiences, and people can confuse their own memories and have trouble remembering if those experiences were mediated or
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presence can be a sense of transportation. This is a more complex concept than the traditional feeling of one being there. Transportation also includes users feeling as though something is “here” with them or feeling as though they are sharing common space with another person
48:, and the arts. The concept of presence accounts for a variety of computer applications and Web-based entertainment today that are developed on the fundamentals of the phenomenon, in order to give people the sense of, as Sheridan called it, “being there." 207:. Meyrowitz suggests that television alone will transform the practice of front-stage and back-stage behaviors, as television would provide increased information to different groups who may physically not have access to specific communities but through 199:" discusses the impact of electronic media on social behavior. The novel discusses how social situations are transformed by media. Media, he claims, can change one's 'sense of place,'by mixing traditionally private versus public behaviors - or 167:
emotionally expressive than when they were alone in the environment. The research suggests that even relatively impoverished social representations can lead to people to behave more socially in an immersive environment.
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transportation. The transportation in this case refers to the computer-generated identity. Users, through their interaction, have a sense that these fabricated personalities are really “there”.
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presence can provide users with the sense they are social actors within the medium. No longer passive viewers, users, via presence, gain a sense of interactivity and control
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Nan, X; Anghelcev, G.; Myers, J. R.; Sar, S.; Faber, R. J. (2006). "What if a website can talk? Exploring the persuasive effects of web-based anthropomorphic agents".
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control a rover to collect rock samples on Mars. In either case, the operator is granted access to real, though remote, places via televisual tools.
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Philipp, MC; Storrs, K; Vanman, E (2012). "Sociality of facial expressions in immersive virtual environments: A facial EMG study".
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Bracken, C; Lombard, M (2004). "Social presence and children: Praise, intrinsic motivation, and learning with computers".
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presence can be a sense of realism, such as computer-generated environments looking, feeling, or otherwise seeming real
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recognized more features of a story than those children who received only neutral comments from their computer.
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Schubert, Thomas W. (2009). "A New Conception of Spatial Presence: Once Again, with Feeling".
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Steuer, Jonathan (1995). "Defining virtual realities: Dimensions determining telepresence".
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Lombard and Ditton went a step further and enumerated six conceptualizations of presence:
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presence can be a sense of social richness, the feeling one gets from social interaction
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environment. The conceptualization of presence borrows from multiple fields including
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presence can be a sense of immersion, either through the senses or through the mind
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interact with and immerse themselves in virtual reality or virtual environments.
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Sheridan's view of presence earned its first pop culture reference in 1984 with
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Several studies provide insight into the concept of media influencing behavior.
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Lombard; Ditton (2006). "At the heart of it all: the concept of presence".
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No sense of place : the impact of electronic media on social behavior
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Communicating unreality: Modern media and the reconstruction of reality
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are able to determine a mental place within the program. He references
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Measuring Presence in Virtual Environments: A Presence Questionnaire
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Being There: The experience of presence in mediated environments.
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The specialist use of the word “presence” derives from the term “
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people experience when they interact with a computer-mediated or
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The virtual community: Homesteading on the electronic frontier
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Presence and the Self: a cognitive neuroscience approach.
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presence can be a sense of the medium as a social actor.
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Life on the screen: Identity in the age of the Internet
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Lee, Kwan Min (February 2004). "Presence, Explicated".
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Presence: Teleoperators and Virtual Environments (8)5
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Typology of human experience in the study of presence
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Presence: Teleoperators and Virtual Environments (1)
777: 723: 646: 617: 495: 818: 171: 755:(Reprint. ed.). Harmondsworth: Penguin. 587:"International Society for Presence Research" 342: 668:. Thousand Oaks, CA: Sage Publications, Inc. 611: 609: 607: 528:Journalism and Mass Communication Quarterly 445:Communication in the Age of Virtual Reality 387: 385: 383: 381: 780:Understanding Media: The Extensions of Man 345:Journal of Computer-Mediated Communication 798:Bob G. Witmer, Michael J. Singer (1998). 753:The presentation of self in everyday life 721: 715: 615: 604: 491: 489: 338: 336: 334: 332: 330: 328: 326: 324: 322: 457: 438: 436: 391: 378: 369: 363: 123: 83: 55: 775: 769: 750: 744: 672: 663: 657: 88:Lombard's conceptualization of presence 819: 644: 638: 486: 442: 319: 653:. New York, NY: Simon & Schuster. 521: 519: 433: 294: 292: 290: 70:Massachusetts Institute of Technology 579: 201:back-stage and front-stage behaviors 128:Lee's typology of virtual experience 52:Evolution of 'presence' as a concept 298: 13: 792: 516: 406: 357:10.1111/j.1083-6101.1997.tb00072.x 287: 14: 858: 810:W. IJsselsteijn, G. Riva (2003). 472:10.1111/j.1468-2885.2009.01340.x 804:G. Riva, J, Waterworth (2003). 693:10.1016/j.biopsycho.2012.05.008 624:. Reading, MA: Addison-Wesley. 136: 451: 400: 1: 280: 203:, respectively, as coined by 7: 223: 172:Presence in popular culture 10: 863: 776:McLuhan, Marshall (1964). 722:Meyrowitz, Joshua (1986). 540:10.1177/107769900608300309 217:the medium is the message 847:Philosophy of technology 784:. New York: McGraw Hill. 751:Goffman, Erving (1990). 498:Journal of Communication 392:Sheridan, T. B. (1992). 370:Sheridan, T. B. (1999). 230:Collective consciousness 562:"Presence-Research.org" 185:science fiction novel " 129: 119:parasocial interaction 89: 61: 837:Mass media technology 681:Biological Psychology 616:Rheingold, H (1993). 421:on September 24, 2006 127: 87: 59: 460:Communication Theory 301:Communication Theory 664:Weimann, G (2000). 510:10.1093/joc/54.1.22 396:. pp. 120–126. 374:. pp. 241–246. 255:Hyperpersonal model 156:presence on the Web 121:and relationships. 645:Turkle, S (1995). 313:10.1093/ct/14.1.27 130: 90: 62: 22:computer-generated 842:Cognitive science 737:978-0-19-504231-3 270:Pictorial realism 215:'s concept that ' 209:media consumption 197:No Sense of Place 854: 786: 785: 783: 773: 767: 766: 748: 742: 741: 729: 719: 713: 712: 676: 670: 669: 661: 655: 654: 652: 642: 636: 635: 623: 613: 602: 601: 599: 597: 583: 577: 576: 574: 572: 558: 552: 551: 523: 514: 513: 493: 484: 483: 455: 449: 448: 440: 431: 430: 428: 426: 420: 414:. 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Index

computer-generated
communication
computer science
psychology
science
engineering
philosophy

telepresence
Massachusetts Institute of Technology
Marvin Minsky

parasocial interaction

presence on the Web
William Gibson
World Wide Web
Neuromancer
Joshua Meyrowitz
No Sense of Place
back-stage and front-stage behaviors
Erving Goffman
media consumption
Marshall McLuhan
the medium is the message
Collective consciousness
Social presence
Telepresence
Virtual reality
Surround sound

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