- Emerging
Communication
Series and list of volumes
Communication in VR
Towards CyberPsychology
Say not to say
Being there
- Preface
- Introduction
- Contents
- Extra
Content Online
- Contributors
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Ambient
Intelligence
The hidden structure
of
interaction
From Communication to
Presence
IOS
Press
Editorial Board
|
Being
There
Concepts, effects and measurements of user presence in synthetic environments
Edited by:
G. Riva
Istituto Auxologico Italiano &
Centro di Psicologia della Comunicazione,
Milan, Italy
F. Davide
Telecom Italia Learning Services S.P.A.
Rome, Italy
W.A. IJsselsteijn
Eindhoven University of Technology,
Eindhoven, The Netherlands
Preface
What
do people do at work? They go to meetings. How do we deal with meetings?
What is it about sitting face to face that we need to capture? We need software
that makes it possible to hold a meeting with distributed participants --
a meeting with interactivity and feeling, such that, in the future, people
will prefer being telepresent.
Bill Gates, 1999
Media and laws of the mind
When I think about presence and the engineering of advanced media environments,
theres a slogan that keeps popping up in my mind. An early VR software
engineer, William Bricken, drunk with the boldness that swirled around the
idea of virtual reality at the 1990 SIGGRAPH conference, captured something
essential when he pithily proclaimed to an audience of hundreds: Psychology
is the physics of virtual reality. It was a clever formulation of
a powerful idea; one that has precursors.
The many voices that have penned some version of this idea have haunted
some of my own research since [1-7]. Although a very clever man, Im
not sure that William Bricken fully appreciated all the implications of
his slogan.
The first psychologist to systematically study media in the 20th century,
Hugo Munsterberg [8], hinted at what has not always been apparent: Media
obey laws of the mind. Bricken echoed this thought in a more pithy version
linked to the medium de jour.
But with his slogan he made clear to the many bright VR engineers in the
room that the physicality of virtual reality had not only some connection
to the simulation of real physics, but a much stronger connection to the
simulation of the minds reaction to physical stimuli. Merging the
phrasing of Munsterberg and Bricken today we can say that: Media obey not
the laws of physics, but the laws of the mind*.
My first encounter with this compelling idea was as an undergraduate philosophy
student listening to the controversial media theorist, Marshall McLuhan
[9-11], in a lecture hall in Canada. All media, he proclaimed,
are extensions of some faculty, psychic or physical.
Clearly, his slogan suggests that building virtual environments or any medium
can be greatly enhanced by some understanding of user psychology, the interaction
of body and brain. But McLuhan made it clear that there was more to the
brain and body; there was a technology, the extended mind. Therefore, it
is perhaps not surprising that issues in perception, what McLuhan would
call extensions of the senses, have been central to the design and user
experience of virtual and augmented reality hardware and software.
But the phrase, Psychology is the physics of virtual reality,
implies more to me. Like physics, psychology holds a key to our understanding
of reality.This fact suggests that virtual environments have less to do
with simulating physical reality per se, rather it simulates how the mind
perceives physical reality. Enter presence!
This is why presence has become a central issue in the engineering, design,
and evaluation of media technology; why a journal from a hardcore engineering
school like MIT bears the name of a psychological goal, Presence; and why
communities of engineers, designers, psychologists, and other researchers
are collaborating to understand, measure, and engineer presence.
As Munsterberg, McLuhan, Bricken and others have envisioned, presence is
about how the mind perceives reality, not the reality itself;
not physics, but psychology; the extended mind, the place where experience,
technology, and psychology meet.
Designing
Presence Machines: Cyclotrons for the Mind?
If virtual environments are technologies of the mind, then advanced media
environments may be to the mind, like cyclotrons are to physics. In cyclotrons,
engineers whirl atoms through space to see something essential about their
structure.
Advanced virtual environment engineers may whirl minds through cyberspace
to understand something fundamental about the structure of experience
-- in a word, consciousness. The study of presence can be seen as the
study of those traces of phenomenal experience that emerge when brains
and bodies are whirled through virtual spaces created by media. By tracing
those patterns that we call presence, we may come to understand something
fundamental about both mind and media, neuron and silicon. The authors
in this book offer to you, the reader, sightings and reports on the patterns
of presence they have observed. May you join them in their search for
the presence of mind.
I suspect that many of the readers of this book have talked about great
interface design or heard others talk about it. When you hear
interface designers talk about great interfaces or write about how to
design them, you often hear words like intuitive, simple,
or transparent. What do these terms really mean? Let me suggest
to you that they point to a fundamental assumption that lies behind these
terms.
Phrases such as transparent or intuitive suggest
interfaces that are more or less in harmony with the functioning of the
mind. An interface that is in better harmony with the way the mind works
is more intuitive. If it is in strong harmony with the way
the mind works it becomes not just intuitive, but transparent.
For some, transparency is what presence means, the elimination
of mediation [12]. This very old idea echoes the famous painter
Alberti who wanted to learn the laws of perspective so that his paintings
would simply become a transparent window pane on the simulated environment
of his painting.
But is transparency, the elimination of mediation, the only goal of the
engineering of presence? Is this all a medium can be when it obeys the
laws of the mind? Surely the implied claim does not stop there.
Let me continue my optics analogy a little further. If an interface were
completley transparent, would that be enough? Is transparency, a kind
of physical fidelity worthy of physics, the heart of presence? What do
I mean? Let me make an analogy with another technology.
Let us say that I want to produce a technology -- an interface if you
will -- that assists the eye. If I produce a clear sheet of glass and
place it before the eye; it is surely transparent. But it is not clear
that it actually assists the functioning of the eye. A technology that
was just transparent might have little function. But what if, on the other
hand, I mold the glass when designing my eye interface, if
I make a lens? It is still transparent, but I somehow augmented the functioning
of the eye. By analogy, does the design of presence really seek a lens
for the mind, not just a piece of transparent glass? Is that why the study
of presence is often preoccupied with the relationship between presence
and the physical and cognitive performance of users? In the design of
virtual reality and augmented reality, there is a claim that the interfaces
are more transparent to the functioning of the brain than say television,
but it is also claimed that this greater transparency somehow augments
human intelligence [4].
Presence is not just about the illusion of being there, but also about
how the simulation of future, past, or imaginary space can sharpen the
minds performance when flying a plane; considering the architecture,
space, and function of the Roman forum; exploring the sinewy bonds of
a DNA molecule; identifying with the life experience of a character in
a novel or a film; or accessing the thoughts and emotions
of a virtual agent in a collaborative virtual environment.
Advanced virtual reality and augmented reality interfaces are among those
that push the outer limits of interface design.
When designers push the outer limits, possibly the designers are looking
for something that is to psychology what the cyclotron is to physics,
a presence machine a technology that accelerates, reveals, and
probes the essence of reality.
But as interface design makes clear, a cyclotron of the mind can only
be created by perfectly simulating the medium of the mind, the body, or
what McLuhan called the extended senses.
If the mind is anchored by the body, it is on this thought where I can
join the long line of Munsterberg, McLuhan, and Bricken to say: The mind
is in the heart of presence.
Frank Biocca
M.I.N.D. Labs, Michigan State University,
East Lansing, Michigan, USA
* Actually Munsterberg was referring at his
time only the new visual media film, so he said Film obeys the laws
of mind. But had he lived later in the media century, he surely
would have seen that his instinct about film applied to all media.
References
[1] F. Biocca, Sampling from the museum of forms: Photography and visual
thinking in the rise of modern statistics, in Communication Yearbook 10,
M. McLaughlin, Editor. 1987, Sage: Beverly Hills. p. 684-708.
[2] F. Biocca, The Pursuit of Sound: Radio, Perception, and Utopia in
the Early Twentieth Century. Media, Culture, & Society, 1988. 10:
p. 61-80.
[3] F. Biocca, What does it mean for consciousness to feel "presence"
in virtual reality? in Towards a science of consciousness "Tuscon
II". 1996. Tuscon.
[4] F. Biocca, Intelligence augmentation: The vision inside virtual reality.,
in Cognitive technology: in search of a humane interface, B. Gorayska
and J.L. Mey, Editors. 1996, Elsevier: Amsterdam ; Oxford. p. 59-73.
[5] F. Biocca, The cyborg's dilemma: progressive embodiment in virtual
environments. Journal of Computer-Mediated Communication, 1997. 3(2):
http://www.ascusc.org/jcmc/vol3/issue2/biocca2.html
[6] F. Biocca, T. Kim, and M. Levy, The vision of virtual reality, in
Communication in the age of virtual reality, F. Biocca and M. Levy, Editors.
1995, Lawrence Erlbaum Press: Hillsdale, NJ. p. 3-14.
[7] F. Biocca and K. Nowak, Plugging your body into the telecommunication
system: Mediated embodiment, media interfaces, and social virtual environments,
in Communication technology and society, C. Lin and D. Atkin, Editors.
2001, Hampton Press: Waverly Hill, VI. p. 407-447.
[8] H. Munsterberg, The Photoplay: A Psychological Study. 1916, New York:
D. Aplleton & Co.
[9] M. McLuhan, The Gutenberg Galaxy. 1964, New York: Signet.
[10] M. McLuhan, Understanding Media: The extension of man. 1964, New
York: Signet. 318.
[11] M. McLuhan, and E. McLuhan, Laws of media:
The new science. 1992, Toronto: University of Toronto Press.
[12] M. Lombard and T. Ditton, At the heart of it all: The concept of
presence. Journal of Computer-Mediated Communication, 1997. 3 (2).
http://www.ascusc.org/jcmc/vol3/issue2/lombard.html
Start of the page
Introduction
The biggest challenge to developing telepresence
is achieving that sense of being there. Can telepresence be
a true substitute for the real thing? Will we be able to couple our artificial
devices naturally and comfortably to work together with the sensory mechanisms
of human organisms?
Marvin Minsky, 1980
According to different analysts, during the next ten years a new infrastructural
paradigm will emerge, the Ambient Intelligent Space. This
is the collection of infrastructural technologies, applications and services
that will enable the seamless interoperation of the applications and services
of Ambient Intelligence: a pervasive and unobtrusive intelligence in the
surrounding environment supporting the activities and interactions of
the users.
However, there are many outstanding requirements in order to reduce the
lag between the availability of (hardware) technologies and the availability
of applications and services based on those technologies, including support
for rapid prototyping, user acceptance trials, real life experiments and
demonstrations. In particular, achieving this vision will require the
development of more natural ways of interacting with computer and information
technology systems. This for example, will help to eliminate barriers
that arise from difficulties that people experience in using current interaction
devices such as screens and keyboards.
A more advanced human-centered interaction with systems would provide
users with a sense of being there, close to if not equivalent to the experience
of actual presence. Creating this sense of presence remains a major challenge
and is leading to the development of new interdisciplinary research, combining
cognitive psychology, haptic (sense of touch) studies, computer graphics
and multimedia design, advanced communication theory and socio-cultural
issues. A theory of presence, emerging through this interdisciplinary
research, that explores the cognitive and affective roots of sensory perception,
is expected to give rise to the design of innovative systems that offer
"richer" experiences than any current media and communication
technologies.
However, this is not an easy task.
This book is an attempt to help designer and researchers in reaching this
goal, by developing a better understanding of how a real sense of presence
can be achieved. It involves learning and discovering what is going on
when people use their senses to understand and interpret their surrounding
environment and when they interact with objects in that environment. For
the complexity of the discussed topic, we have put a great deal of thought
and effort in the definition of the structure of the book and the sequence
of the contributions, so that those in search of a specific reading path
will be rewarded. To this end we have divided the book in four main Sections
comprising 21 chapters overall:
1. Presence: Past, Present and Future
2. Presence: Theory and Methods
3. Presence in Practice: Applications
4. Social Presence: Creating a Common
Ground
Each
chapter begins with a brief abstract and a table of contents that help
the reader to identify the relationships among the sections chapters.
1. Presence: Past, Present and Future
In
Chapter
1, IJsselsteijn and Riva present the forms of the experience
of being there in a mediated environment by discussing different
types of presence: physical presence, social presence and co-presence.
Two main approaches are considered. On the one hand the fidelity-based
approach, which emphasizes the role of perceptual realism and immersiveness
in creating a more convincing experience of presence. On the other hand,
the ecological-cultural approach, which points out the importance of a
common cultural framework and of the possibility of action in the mediated
environment.
IJsselsteijn in Chapter
2 provides an historical review of the development of cinema,
television, telerobotics and virtual environments in search for the roots
of the concept of presence in todays media technology. Such investigation
shows how, despite current technological advances allow for more and more
perceptual realism, peoples responses to media do not appear to
be a linear product of the extent of sensory information provided by the
medium. A significant role is instead played by previous experiences with
and expectations towards the media.
Davide and Walker, starting from the analysis of the techniques used by
artists try to outline in
Chapter 3 a four-stage strategy for engineering presence
using virtual environments. The proposed strategy involves simplification
of the physical world, decomposition of complex situations so as to identify
simple situations for which the user already possesses adequate mental
imagery; identification of cues capable of effectively evoking this imagery,
recomposition of complex realities via the creation of sequences of cues
capable of generating complex and novel mental imagery.
Chapter
4 by Riva, Loreti, Lunghi, Vatalaro and Davide, shows how
the significant advances in three different technological areas
virtual environments, mobile communication and sensors/biosensors
allow the emergence of a new vision: the Ambient Intelligence. As we have
seen before, it is a pervasive and unobtrusive intelligence in the surrounding
environment supporting the activities and interactions of the users.
Implications of such a perspective for the evolution of the concept of
presence are also discussed. In particular the authors underline how the
sense of being there covers only the simulation side of the
sense of presence. To be present in the augmented context
offered by Ambient Intelligence, the user has to be aware of its meaning.
2.
Presence: Theory and Methods
Main
focus of Chapter
5 by Marsh is the discussion of an activity-based approach
to the analysis and design of interactive mediated environments. According
to the author, during the mediated experience, participants are generally
absorbed in the illusion of interacting within the context created by
the media and their attention is shifted from the real world to the mediated
environments. In order to avoid a break-down in this illusion (called
by the author virtual corpsing) and allowing for the user
staying there, two features play a main role: transparency of the equipment
and continuity of interacting within the social and cultural environment
depicted virtually. Both of these aspects are considered within the holistic
activity-based scenario and narrative perspective proposed in the chapter.
In the chapter by Gamberini and Spagnolli (Chapter
6), the authors analyze the relationship between presence
and usability in virtual environments. Main drawbacks for this analysis
reside in the divide between the symbolic and the physical realm, on the
one side, and between the simulation and the real world, on the other.
The authors propose a situated, action-based approach which may avoid
these problems. Within this perspective, users presence is taken
to emerge from the actions performed, and usability is referred to the
complex object created by the situated interaction with the simulation.
Some significant aspects of a recent evaluation work carried out within
this framework by the authors are also presented.
In Chapter
7 (Insko) and Chapter
8 (Gaggioli, Bassi and Delle Fave) methodological issues
concerning the measurement of the sense of presence are presented.
Insko makes a review of subjective, behavioral and physiological methods
to measure presence, discussing their use in the field, advantages and
disadvantages and providing a comparison of such methods in terms of reliability,
validity, objectivity and sensitivity criteria.
Gaggioli, Bassi and Delle Fave present a theoretical and methodological
approach to the study of presence focusing on the analysis of the quality
of experience associated with the virtual environments, in its emotional,
cognitive and motivational components. The specific research instruments
(the ESM-Experience Sampling Method and the FQ-Flow Questionnaire), which
can be used to study the quality of subjective experience in virtual environments,
are also presented.
The chapter by Zhao (Chapter
9) differentiates two basic modes of mediated presence,
remote presence and virtual presence, through the use of the metaphor
of being there. Remote presence (being there)
refers to presence in a virtual environment through sensory extension,
where users believe that they are in contact with a real, albeit remote,
environment, and their sense of being there is affected by
the perceptual fidelity they receive. Virtual presence (being there),
on the other hand, is characterized by the fact that users feel present
in an environment simulated by a presence medium in the form of a mental
model; in this case, the sense of being there is affected
by the realism of the simulation users perceive.
The merging of this two modes of the sense of being there
can constitute a synthetic environment that combines remote and virtual
presence.
3.
Presence in Practice: Applications
Chapter
10
by Davies, Rydberg, Mitchell, Hornyansky, Dalhom and Nichols focuses on
the role played by presence in mixed reality for participatory design.
Case studies are presented in which virtual reality and other forms of
synthetic reality representation are used in order to portray how a particular
design is going to look and fit in the surrounding context. Feeling present
in the portrayed environment offers an end-user the opportunity to obtain
a full appreciation of space, by allowing him to think himself into that
environment and to consider how that environment will function in daily
usage.
In Chapter
11 by Mantovani F. and Castelnuovo, the role of the sense
of presence in Virtual Training Environments is explored. As pointed out
by the authors, in order to be effective, the learning experience should
seem real and engaging to participants, as if they were in there:
they should feel (emotionally and cognitively) present in the situation.
Goal of the chapter is to investigate the relationships existing among
the factors that are critical for the emergence of a sense of presence
in virtual training environments. The relationship between sense of presence
and training efficacy is also discussed.
Da Bormida and Lefrere discuss in Chapter
12 three forms of mobile-supported user presence considered
within a distance-learning context. The authors talk about anticipatory
user presence, super-real presence and retrospective
presence. The first one concerns the kind of presence needed to
prepare for a meeting or a visit; the second one is focused on increasing
sense of participation during a meeting or a visit by the use of a combination
of real and computer-generated images; the third form is about the possibility
of changing the apparent nature of ones presence, and perhaps even
level and nature of ones participation, after the event.
The persuasive effects of presence in immersive virtual environments are
the topic covered by Grigorovici in Chapter
13. The author reviews empirical findings from a recent
research program studying information processing consequences of presence
in virtual environments. Moreover, he presents a two-step theoretical
model of persuasion-related effects. The paper proposes that due to their
specific characteristics, immersive virtual environments could be more
effective persuasion channels than the classical advertising media. Possible
applications in entertainment VR, e-marketing, advertising, public or
health communication are also discussed.
Chapter 14
by Farshchian deals with the analysis of presence technologies for supporting
informal collaboration: all those spontaneous and unplanned interactions
that occur frequently and transparently within the organization and that
are recognized to be crucial for developing working and social relations,
as well as for long-time learning. The author investigates a number of
existing presence applications that are designed to support informal collaboration,
and compares them to presence technologies for supporting formal collaboration.
A system model that attempts to integrate support for presence needed
in both informal and formal collaboration is finally introduced.
Waterworth and Waterworth in Chapter
15 present an approach to presence focused on its role
in eliciting creativity. The authors point out the importance of encouraging
switches between presence and absence in order to stimulate everyday creativity
in specific types of situation. They discuss the role of Perceptually-Seductive
Technology and provide an example of a novel immersive environment
the Interactive Tent and an artistic production within it
The Illusion of Being. Finally, their chapter describes an experiment
used to assess the degree of presence within this environment.
Chapter
16 by Hofmann and Bubb reports the concept and results
of an empirical study that explored presence in industrial virtual environment
applications. The work analyzed the effects of immersion and pictorial
realism on the sense of presence in the virtual environment and differentiated
among three presence facets: reality appraisal, involvement and spatial
presence. Practical implications of these results for the design of virtual
reality systems are also proposed.
4.
Social Presence: Creating a Common Ground
In
Chapter
17, Cottone and Mantovani G. discuss the importance of
creating a common ground and support to co-reference in distant
learning in order to enhance social presence and the situation awareness
of participants to CMC environments. According to the authors, one level
of awareness consists in being informed of the presence, positions and
actions of other people in the virtual space. A further level of awareness
is offered by collaborative virtual environments, which allow participants
to be represented by avatars, thus fostering the experience of embodiment.
Combination of this technological environments and tools can help transforming
virtual spaces into social places inhabited by real
communities of learners.
Chapter
18 by Markopoulos, IJsselsteijn, Huijnen, Romijn and Philopoulos
discusses research carried out to understand the requirements of elderly
for informal social telecommunication media that may be addressed through
awareness technologies. In particular, it discusses the relation between
the concept of social presence and the notion of awareness that the class
of systems studied supports. Finally, the authors draw attention to the
research method used, which they feel is the most appropriate for gauging
the social effects of technologies introduced to support social activities
through ICT.
In Chapter
19, Heeter, Gregg, Climo, Biocca and Dekker present findings
from case studies focusing on the use of Tele-windows, a telecommunication
system aiming at extending participation in social groups for homebound
and mobility-limited people. The system enable a new kind of social experience:
an ambient presence, a shared window between a homebound seniors
living room and the senior center they used to frequent. Such an environment
allows the development of a form of asymmetrical social presence, connecting
one virtual participant with a group of physically present seniors.
In Chapter
20, Manninen presents the findings of ethnographical research,
which elaborates and analyses the interaction forms of a contemporary
multi-player game. This investigation shows that participants of collaborative
virtual environments can use various forms of non-verbal communication
and perceivable actions to enhance social presence. The findings also
indicate that players tend to communicate outside the game system and
try to overcome the limitations of the systems by inventing various imaginative
ways to communicate, co-ordinate and co-operate.
Finally, Boucouvalas (Chapter
21) describes a real-time text-to-emotion engine used to
allow expressive Internet communications. Such an interface enhances text
communication in multi-user environments by automatically extracting emotional
states from the content of typed sentences, and displaying on the screen
appropriate facial expression images in real time. The system also supports
text to speech synthesis and the use of a shared whiteboard.
For the on-line version only Riva and Waterworth prepared a new paper
(Extra
content for the on-line version) outlining a cognitive-neuroscience
theory of presence. The paper, published on the on-line journal Presence-connect,
describes the sense of presence as a defining feature of self and it is
related to the evolution of a key feature of any central nervous system:
the embedding of sensory-referred properties into an internal functional
space. Without the emergence of the sense of presence it is impossible
for the nervous system to identify the separation between an external
world and the internal one.
The wide array of disciplines and applications described in the four Sections
strengthens the idea of the importance of presence for real-life applications.
As the field continues to grow, we eagerly expect larger on-the-field
trials as well as outcomes comparisons to existing methods of practice,
supporting continued growth of new applications.
Moreover, the book also outlines how the vision of Ambient Intelligence
can be a strong starting point for giving direction to presence research
over the coming five/ten years. Major opportunities to create an integrated
Ambient Intelligence landscape, based on advanced and intuitive interfaces,
can be built in areas such as mobile communications, portable devices,
systems integration, embedded computing and intelligent systems design.
The design goal of achieving optimal presence within Ambient Intelligence
requires an interdisciplinary approach, integrating knowledge and ideas
from disciplines such as neuroscience, social and cognitive psychology,
multisensory perception, cognition, artificial intelligence, multimedia
development, video compression or telecom engineering. In order to build
environments which can efficiently transmit remote presence, it will be
necessary to incorporate and integrate ongoing insights from these fields
into next-generation research for advanced, wideband multisensory services
and novel telecommunications architectures.
Moreover, the vision of Ambient Intelligence also emphasizes the social
dimension of innovation, and the ability as well as the willingness of
society to use, absorb or adapt to technological opportunities. Alongside
technological and economic feasibility, the implications for issues such
as social sustainability, privacy, social robustness and fault tolerance
may in the longer run determine the success or failure of both Ambient
Intelligence and any presence-enhanced application.
In the end, we hope that the contents of this book will stimulate more
research on technical, cognitive and human factors connected to the sense
of being there and on how best use it in communication, education,
commerce, design and telemedicine.
F. Davide, Ph.D.
TELECOM ITALIA Learning Services S.p.A.
Rome, Italy
Giuseppe Riva, Ph.D.
Istituto Auxologico Italiano
& Centro di Psicologia della Comunicazione
Milan, Italy
W.A. IJsselsteijn, Drs.
Eindhoven University of Technology
Eindhoven, The Netherlands
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Contents
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Preface
Frank Biocca
go to preface
Introduction
Fabrizio
Davide, Giuseppe Riva, Wijnard A. IJsselsteijn
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to introduction
Extra Content
for the Online Version (Presence-Connect, Vol.3,
Issue 3, 2003)
Presence and Self: A cognitive-neuroscience approach (HTML file)
G. RIVA and J. A. WATERWORTH
go to
extra content
PART
1 - Presence: Past, Present and
Future
1. Being There: The experience of presence in mediated
environments (180 kb)
W.A.
IJSSELSTEIJN and G.RIVA
download
2.
Presence in the Past: what can we learn from Media History? (460 kb)
W.A. IJSSELSTEIJN
download
3.
Engineering Presence: an Experimental Strategy (870 kb)
F. DAVIDE, R.WALKER
download
4.
Presence 2010: The Emergence of Ambient Intelligence (950 kb)
G. RIVA, P. LORETI, M. LUNGHI,F. VATALARO, F. DAVIDE
download
PART
2 - Presence: Theory and Methods
5. Staying there:
an activity-based approach to narrative design
and evaluation as an antidote to virtual corpsing (190 kb)
T. MARSH
download
6. On the Relationship between Presence and Usability:
a Situated, Action-Based Approach to Virtual Environments (180 kb)
L. GAMBERINI and A. SPAGNOLLI
download
7.
Measuring Presence: Subjective, Behavioral and Physiological Methods (410
kb)
B. E. INSKO
download
8.
Quality of Experience in Virtual Environments (190 kb))
A. GAGGIOLI, M. BASSI, A. DELLE FAVE
download
9.
"Being there" and the Role of Presence Technology (140 kb)
S. ZHAO
download
PART
3
- Presence in Practice: Applications
10.
Are you with us? The role of presence in Mixed Reality
for Participatory Design (310 kb)
R. C. DAVIES, B. Rydberg MITCHELL, E. Hornyanzsky DALHOM,
S. NICHOLS
download
11.
Sense of Presence in Virtual Training:
Enhancing Skills Acquisition and Transfer of Knowledge
through Learning Experience in Virtual Environments (180 kb)
F. MANTOVANI, G. CASTELNUOVO
download
12.
User Presence in Mobile Environments (140 kb)
G. DA BORMIDA, P. LEFRERE
download
13.
Persuasive Effects of Presence in Immersive Virtual Environments (300
kb)
D. GRIGOROVICI
download
14.
Presence Technologies for Informal Collaboration (160 kb)
B. A. FARSHCHIAN
download
15.
The Illusion of Being Creative (520 kb)
E. L. WATERWORTH and J. A. WATERWORTH
download
16.
Presence in Industrial VirtualEnvironment Applications
Susceptibility and Measurement Reliability (160 kb)
J.
HOFMANN and H. BUBB
download
PART
4
- Social Presence: Creating a Common Ground
17.
Grounding "subjective views"
Situation awareness and co-reference in distance learning (170 kb)
P. COTTONE, G. MANTOVANI
download
18.
Supporting Social Presence Through Asynchronous Awareness Systems (300
kb)
P. MARKOPOULOS, W. IJSSELSTEIJN, C. HUIJNEN, O. ROMIJN and A. PHILOPOULOS
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19.
Telewindows: Case Studies in Asymmetrical Social Presence (200 kb)
C. HEETER, J. GREGG, J. CLIMO, F. BIOCCA, D. DEKKER
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20.
Interaction Manifestations in Multi-player Games (210 kb)
C. HEETER, J. GREGG, J. CLIMO, F. BIOCCA, D. DEKKER
download
21.
Real Time Text-to-Emotion Engine for Expressive Internet Communications
(510 kb)
F. C. BOUCOUVALAS
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Contributors
Marta BASSI
Laboratorio di Psicologia, Dipartimento di Scienze Precliniche LITA Vialba,
Facoltà di Medicina e Chirurgia, Università degli Studi
di Milano,
Milan, Italy
Frank
BIOCCA
MIND Lab, Michigan State University,
Michigan, USA
Anthony
C. BOUCOUVALAS
Multimedia Communications Research Group,
Bournemouth University,
School of DesignEngineering and Computing,
Fern Barrow, United Kingdom
Heiner
BUBB
Society and Technology Research Group, DaimlerChrysler AG
Berlin, Germany
Gianluca
CASTELNUOVO
Applied Technology for Neuro-Psychology, Istituto Auxologico Italiano,
Milan, Italy.
Laboratorio di Psicologia, Dipartimento di Scienze Precliniche LITA Vialba,
Facoltà diMedicina e Chirurgia, Università degli Studi di
Milano,
Milan, Italy
Jacob
CLIMO
Cpartment of Antropology, Michigan State University,
Michigan, USA
Paolo
COTTONE
Dipartimento Psicologia Generale, Università di Padova,
Padova, Italy
Giorgio
DA BORMIDA
GIUNTI Interactive Labs, Italy
Elisabeth
Hornyanzsky DALHOM
Div. of Ergonomics and Aerosol Technology, Dept. of Design Sciences, Lund
Institute of Technology,
Lund University, Sweden
Fabrizio
DAVIDE
TELECOM ITALIA Learning Services S.p.A.,
Rome, Italy
Roy
C. DAVIES
Div. of Ergonomics and Aerosol Technology, Dept. of Design Sciences, Lund
Institute of Technology,
Lund University, Sweden
David
DEKKER
Michigan Office of Services to the Aging,
Michigan, USA
Antonella
DELLE FAVE
Laboratorio di Psicologia, Dipartimento di Scienze Precliniche LITA Vialba,
Facoltà di Medicina e Chirurgia, Università degli Studi
di Milano,
Milan, Italy
Babak
A. FARSHCHIAN
Telenor Research, Norway
Andrea
GAGGIOLI
Applied Technology for Neuro-Psychology, Istituto Auxologico Italiano,
Milan, Italy.
Laboratorio di Psicologia, Dipartimento di Scienze Precliniche LITA Vialba,
Facoltà di Medicina e Chirurgia, Università degli Studi
di Milano,
Milan, Italy
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