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IJsselsteijn, W. (2003). Presence in the past: What can we learn from media history? In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Vol. 5, (pp. 17–40). Amsterdam: IOS Press.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 01/11/2018, 09:43
"Given the expectations of current media-aware audiences, attaining an illusion of reality will often require excursions into the hyperreal, presenting a more 'vivid' copy of reality than reality itself has to offer."  
A footnote on HMDs describes "its immersive characteristics, sealing off the physical environment and presenting the senses with an inclusive virtual environment"  
"people's responses to media are not a linear product of the extent of sensory information that the medium provides, but are very much shaped by people's previous experiences with and expectations towards media. It would seem a little odd to us now if people should panic and run out of a movie theatre at the sight of an approaching train on the screen. This is because our media schemata, or knowledge representations of what media are, and are capable of, tell us what to expect from mediated experiences, including the many perceptual tricks that cinema or VR can play on us [...] media schemata may act as an attenuating factor on our initial response to take the stimulus at face value and act accordingly. Despite this clear inhibitory effect of media schemata, there are numerous examples where we still exhibit a tendency to respond to media in much the same way as we would to reality. At a non-cognitive response level, our perceptual system has simply not evolved to deal with media as something separate from reality."  
Presents two forms of user-system interaction in VR: navigation and manipulation. The first allows for exploration of the world including looking around and moving through while the second allows for "a meaningful change" in the world.
IJsselsteijn, W., & Riva, G. (2003). Being there: The experience of presence in mediated environments. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Vol. 5, (pp. 3–16). Amsterdam: IOS Press.    
Added by: Mark Grimshaw-Aagaard 13/02/2019, 16:04
"Characteristics of the medium can be subdivided into media form and media content variables. Both of these are known to have a significant impact on the individual's sense of presence such that, depending on the levels of appropriate, rich, consistent, and captivating sensory stimulation, varying levels of presence can be produced."
Mantovani, G., & Riva, G. (1999). "Real" presence: How different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence: Teleoperators and Virtual Environments, 8(5), 540–550.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 27/02/2022, 18:21
In combining ecological perception with cultural psychology, the authors explain the resolution of everyday ambiguity: "Culture is the device that human societies use to reduce the ambiguity intrinsic to everyday situations: the space in which actors' interests and environmental affordances meet is defined and shaped by the mediation exerted by artifacts [...] Ambiguity of everyday situations does not disappear, but it is made tractable by the presence of the cultural tools and by the social negotiations of the meaning of situations that these tools make possible. This can happen to the extent to which an (at least partially) shared frame of reference exists among the participants."  
  1. Presence is always mediated by both physical and conceptual tools that belong to a given culture. Physical presence in an environment is in principle no more "real" or more true than telepresence or immersion in a simulated virtual environment.
  2. The criterion for presence does not consist of simply reproducing the conditions of physical presence but in constructing environments in which actors may function in an ecologically valid way. We accept the emphasis of the ecological approach on the adaptive and active dimensions of perception.
  3. Action is essentially social (as knowledge in everyday situations is often distributed among various actors and various artifacts). Human presence in a given situation requires freedom of movement both in the physical environment (locomotion) and in the social environment composed of other actors and objects (task and goal definition, negotiation of the course of action to choose).
 

Disputing Schloerb's (1995) "definition of objective presence as success in completing a task" the authors point out that it is possible to be present in an environment attempting to repair an engine but being unable to fix it. (Perhaps lacking the knowledge or tools to do so.)

Riva, G., Davide, F., & IJsselsteijn, W. A. (Eds). (2003). Being there: Concepts, effects and measurements of user presence in synthetic environments. Vol. 5. Amsterdam: IOS Press.   
Added by: Mark Grimshaw-Aagaard 08/10/2018, 12:55
Riva, G., & Waterworth, J. A. (2014). Being present in a virtual world. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 205–221). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 09/02/2014, 10:36
Riva, G., Waterworth, J. A., & Murray, D. (Eds). (2014). Interacting with presence: HCI and the sense of presence in computer-mediated environments. Berlin: De Gruyter.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 16/11/2025, 03:11
Triberti, S., Sapone, C., & Riva, G. (2025). Being there but where? sense of presence theory for virtual reality applications. Humanities and Social Sciences Communications, 12(1), 79.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 26/10/2025, 22:32
Waterworth, E. L., & Waterworth, J. A. (2003). The illusion of being creative. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Vol. 5, (pp. 223–236). Amsterdam: IOS Press.    
Added by: Mark Grimshaw-Aagaard 14/02/2019, 08:48
experiencing the same data set through different representations and sensory modalities "increases the range of concrete perceptions  through which information is experienced. These richer perceptions may then lead to more original concepts."
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