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Loomis, J. M. (1992). Distal attribution and presence. Presence: Teleoperators and Virtual Environments, 1(1), 113–119.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:19
Acknowledging that the operator of a teleoperation system experiences sensory information from remote/simulated environment and physical environment and that this often conflicts, Loomis makes use of Polyani's notions of subsidiary awareness and focal awareness. Where sensory stimulation from the remote environment is insufficient for true presence, the operator experiences a subsidiary awareness of the physical environment and/or teleoperation system he/she is actually in/using despite a focal awareness of the remote environment.

True telepresence is not possible as it is not possible to present the operator with precisely the same sensory stimulation they would receive were they to be actually in the remote environment.

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.   
Last edited by: Mark Grimshaw-Aagaard 27/02/2022, 19:21
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.)



Schloerb, D. W. (1995). A quantitative measure of telepresence. Presence: Teleoperators and Virtual Environments, 4(1), 64–80.
Montgomery, R. (Director) (1947). Lady in the lake [Film]. USA: MGM.   
Added by: Mark Grimshaw-Aagaard 20/01/2006, 16:40
Part of the tag line is: "YOU and ROBERT MONTGOMERY solve a murder mystery together!"
Mori, S., Ikeda, S., & Saito, H. (2017). A survey of diminished reality: Techniques for visually concealing, eliminating, and seeing through real objects. IPSJ Transactions on Computer Vision and Applications, 9.   
Last edited by: Mark Grimshaw-Aagaard 25/03/2020, 08:35
"methods for visually removing objects have been considered one DR methodology."
Four methods for achieving DR:
  • Diminish degrading aspects of the image such as the colour saturation or sharpness
  • See-through replace part of the image with the background that would be seen were that image part not present
  • Replace replace part of the real image with a virtual image
  • Inpaint similar to see-through but the replacement image is generated from the surrounding parts.

 

Superficial mention in a few sentences at the end of the possibility of removing sound waves as a route to DR.
Acknowledges the negative connotations of the word 'diminish.'
Rettie, R. 2004, October 13–15, Using Goffman's frameworks to explain presence and reality. Paper presented at Presence 2004, Valencia.   
Last edited by: Mark Grimshaw-Aagaard 27/09/2018, 15:34

"presence is engrossing involvement in a spatial frame"

Ribbens, W., & Malliet, S. (2010). Perceived digital game realism: A quantitative exploration of its structure. Presence: Teleoperators and Virtual Environments, 19(6), 585–600.   
Last edited by: Mark Grimshaw-Aagaard 17/10/2018, 13:57
"whether a media text is perceived as realistic [...] is important because research suggests that user perceptions can be better predictors of behavioral outcomes than the features of the medium itself"
Has a different take on authenticity than might be expected – one that is subjective rather than objective (i.e. the shotgun in Terminator is not objectively authentic but might be subjectively perceived as authentic).
"rule-based characteristics of an electronic game count as better contributors to its overall reality impression than its audiovisual characteristics. The three most important factors [...] were simulational realism, freedom of choice, and character involvement. Graphical aspects such as perceptual pervasiveness or narrative aspects such as authenticity accounted for a substantially smaller amount of the explained variance."
Schafer, D. M., Carbonara, C. P., & Popova, L. (2011). Spatial presence and perceived reality as predictors of motion-based video game enjoyment. Presence: Teleoperators and Virtual Environments, 20(6), 591–619.   
Added by: Mark Grimshaw-Aagaard 17/10/2018, 12:03
Interactivity is the starting point in the chain of variable relationships "which then proceeds to influence perceived reality and presence. Perceived reality then also predicts presence, which in turn leads to enjoyment."

 

Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators and Virtual Environments, 1(1), 120–127.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
"given sufficiently high-fidelity display, a mental attitude of willing acceptance, and a modicum of motor "participation" [...] the human operator experiences "telepresence" (sense of being physically present with virtual object(s) at the remote teleoperator site) or "virtual presence" (sense of being physically present with visual, auditory, or force displays generated by a computer)."
Slater, M. (2007). If you respond as if it were real, then it is Presence. Starlab, Retrieved September 30, 2010, from http://www.cs.ucl.ac.uk ... ater-June07-STARLAB.pdf   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:16
Presence occurs in virtual environments when you respond to that environment as if it were real.
Wagner, I., Broll, W., Jacucci, G., Kuutii, K., McCall, R., & Morrison, A., et al. (2009). On the role of presence in mixed reality. Presence: Teleoperators and Virtual Environments, 18(4), 249–276.   
Added by: Mark Grimshaw-Aagaard 27/09/2018, 11:10
Quoting Milgram and Kishino (1994): mixed reality is "the merging of real and virtual worlds somewhere along the virtuality continuum which connects completely real environments to completely virtual ones. It is a sliding scale of complete virtuality on one end (virtual environments) to complete reality on the other (the real world)." (p.250)

Following Gibson, "there is no fundamental difference between the real and artificial environment—both of them are mediated" (p.252)

"Presence is a phenomenon of human experience that occurs in the context of technologically mediated perception"
Wasik, B. 2006, September. Grand theft education: Literacy in the age of video games. Harper's Magazine, 31–39.   
Added by: Mark Grimshaw-Aagaard 23/09/2006, 16:12
Ralph Koster states: "Games, fundamentally, are models. They're little toy simulations of some aspect of reality."
Youngblood, G. (1970). Expanded cinema. London: Studio Vista.   
Last edited by: Mark Grimshaw-Aagaard 05/03/2006, 11:41
"If the visual subsystems exist today, it is folly to assume that the computing hardware won't exist tomorrow. The notion of 'reality' will be utterly and finally obscured when we reach that point ... [of generating] totally convincing reality within the information processing system ... We're entering a Mythic age of electronic realities that exist only on a metaphysical plane."
Zahorik, P., & Jenison, R. L. (1998). Presence as being-in-the-world. Presence: Teleoperators and Virtual Environments, 7(1), 78–89.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:15
Re presence research: "it has been shown that much of this research utilizes rationalistic tools: distinctions between subject and object, recourse to mental representations, and atomistic formalization."
Re Heidegger's 'concernful action' (in this action, no stable representations of tools etc. – readiness-to-hand where objects are conceived of in terms of their usefuless): "It is therefore crucially important [...] that the potential for concernful action be provided in virtual reality and teleoperation systems in order for presence to result."
Relating Gibson to presence, "the perception of self-existence is completely determined by physical stimulation. To the extent that successful action is supported, perceptions of self-existence are veridical [cf 'throwness'] Hence, presence is tied to action in the environment."
"Presence is tantamount to successfully supported action in the environment [...] Successfully supported action in the environment is a necessary and sufficient condition for presence [...] When actions are made in an environment, the environment reacts, in some fashion, to the action made. When the environmental response is perceived as lawful, that is, commensurate with the response that would be made by the real-world environment in which our perceptual systems have evolved, then the action is said to successfully support our expectations. Since our knowledge of such environmental response is necessarily gained through perceptual processes, it may be seen that the coupling between perception and action is crucial in determining the extent to which actions are successfully supported. Such ecological perception/action coupling must therefore be ultimately related to presence." [their italics]
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