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Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50.   
Last edited by: Mark Grimshaw-Aagaard 01/07/2021, 07:58

Points out that the term virtual presence refers to presence caused by the technology of virtual reality in order to differentiate it from the term telepresence (first used in the 1980s and 1990s to refer to the feeling of being physically transported – or being there – to a remote physical [not virtual] location) (Sheridan 1992; Minsky 1980).



Minsky, M. (1980). Telepresence. Omni, 45–51.
Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators and Virtual Environments, 1(1), 120–127.
Follows others in arguing that, as perception is a mediation of sensation, there is mediation at play in the perception of both nautral (first-order mediated experience) and technological worlds (second-order mediated experiences).
Presence "is desirable, because the special information-processing mechanism enabling subjective perception of the world out of pure sensation has given humans enormous survival advantages in the course of human evolution"
 "The term actual simply means that something can potentially be experienced by human sensory systems without using technology. It does not require the existence of something independent of human mentality; instead, it requires only the possibility of experiencing something without using any human-made technology. Therefore, the categorization of objects according to virtual and actual criteria is not concerned with the validity of rationalistic assumption that the subjective mental world exists independent of an objective physical world (the assumption behind cogito ergo sum). Nor does the categorization succumb to solipsism, which denies the existence of any objective reality and maintains only purely subjective reality, because it acknowledges the existence of actual objects independent of subjective reality [...] Real experience is the sensory experience of actual objects. Hallucination is the nonsensory experience of imaginary objects. Virtual experience is the sensory or nonsensory experience of virtual (either para-authentic or artificial) objects. Presence research is about virtual experience and has nothing to do with real experience of hallucination"

"If sensation is the sole basis for the perception of physical objects, the feeling of compelling reality will not be possible unless all human sensory cues are provided. Thanks to the subjective nature of the perception process, however, people can sometimes have the feeling of presence despite the poverty of sensory stimuli in current media. That is, imagination and other information-processing mechanisms simulate the remaining sensory cues and create a compelling sense of reality. That might be the reason people can sometimes feel a strong sense of presence based solely on cognitive stimuli for imagination (e.g., written narratives) without receiving any direct sensory stimuli."

"a virtual environment reacts to users as if they were there"
Defines three types of presence:
  • physical presence: "a psychological state in which virtual (para-authentic or artificial) physical objects are experienced as actual physical objects in either sensory or nonsensory way"
  • social presence: "a psychological state in which virtual (para-authentic or artificial) social actors are experienced as actual social actors in either sensory or nonsensory ways"
  • self presence: "a psychological state in which virtual (para-authentic or artificial) self/selves are experienced as the actual self in either sensory or nonsensory ways"

"Authenticity, by definition, is more likely to depend on prior cognition of the valid connection be- tween virtual and actual objects [...] Objects can be artificial at one point and then can become para-authentic at another point. For example, an artificial house (e.g., a cyber model house) becomes para-authentic when an actual house is constructed according to the cyber model’s specifications and users of the cyber model are clearly aware of the existence of the actual house."

 

Presence is "a psychological state in which virtual (para-authentic or artificial) objects are experienced as actual objects in either sensory or nonsensory ways."

Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13(4), 494–505.   
Last edited by: Mark Grimshaw-Aagaard 15/11/2018, 11:30
Discusses humans' natural tendency to accept incoming stimuli as sourced from reality first and only then to reject after assessment – a suggestion as to why users accept technologically mediated stimuli as real (thus presence).
Asks "why humans usually do not notice the virtuality of incoming stimuli and feel presence with little mental effort."
"Humans are psychologically compelled to believe in relatively stable cause-effect structures in the world, even though they are not a perfect reflection of reality."
A lack of knowledge of cause-effect structures poses a survival threat.
Noting that, despite knowing that virtual objects and effects are not real, "people keep using their old brains" and so their first reaction is to treat virtuality as real.
Discussing the reason why high fidelity of image is not necessary to presence – much of what we see is actually from peripheral vision and thus out of focus.
Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. (2001). A cross-media presence questionnaire: The ITC-sense of presence inventory. Presence: Teleoperators and Virtual Environments, 10(3), 282–297.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:19

"Draper et al. (1998) define telepresence as “the perception of presence within a physically remote or simulated site,” which suggests, de facto, that presence is a valid construct in relation to experience of the real (physical) world. This is a contentious issue, a full discussion of which is beyond the scope of this paper. However, it is our view that presence is a more useful concept when it is limited to the study of users’ experiences of mediated presentations. Real-world experience can be adequately described in terms of more traditional psychological constructs: such as attention, involvement, and arousal, to name but a few. There seems little to gain from describing people’s everyday experience in terms of presence [...] At the very least, though, real-world experience is useful to presence research insofar as it serves as a benchmark, or standard, against which to subjectively judge levels of presence in mediated environments."

Draper, J. V., Kaber, D. B., & Usher, J. M. (1998). Telepresence. Human Factors, 40, 354 –375.

Summarizing determinants of presence:
  • media form: extent of sensory information provided, user's degree of control in positioning sensory systems in the environment, user's ability to modify the environment
  • media content: theme, narrative or story
  • user characteristics: individual characteristics affecting presence.

Make a difference between social presence and spatial presence (thus different display configurations required) (Mantovani & Riva 1999). However, they then come back to defining presence as spatial location only.



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.
Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of computer-mediated communication, 3(2).   
Last edited by: Mark Grimshaw-Aagaard 14/08/2020, 16:02
A review (in 1997) of various definitions of presence: "Each represents one or more aspects of what we define here formally as presence: the perceptual illusion of non-mediation."
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
Externalization or distal attribution: "that most of our perceptual experience, though originating with stimulation of our sense organs, is referred to external space beyond the limits of our sensory organs."
There is a phenomenal world that can be divided into 'self' and 'nonself' – the physical self is closely tied to the phenomenal self but not necessarily (e.g. phantom limbs).

Distal attribution is the process of identifying sensory experience with a phenomenally external  space or the nonself. This identification (and thus distal attribution) results when afference (sensory input) is "lawfully related" to efference (motorsensory actions) – e.g. I do something and the sensory feedback I get accords with that action.

Loomis hypothesizes that "attribution to self occurs when afference and efference are completely unrelated or independent."

"for vision and audition [...] the resulting perceptions are always mediate, never direct, for the central nervous system constructs what is perceived."
In arguing that distal attribution re telepresence is most clearly felt when the operators have become skilled with the equipment, Loomis suggests that with regard to a lawful relationship between efference and afference, the operator must be able to model this relationship. This 'linkage' becomes transparent with experience and this leads to the externalization of the distal environment.
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.

"presence and distal attribution beyond the limits of some extending device (probe, teleoperator, virtual display) are not fundamentally different phenomena. Rather, they differ only that true presence occurs when the sensory data support only the interpretation of being somewhere other than where the sense organs are located; whereas, distal attribution to a remote location occurs when the sensory data represent both the remote location and that device or linkage that connects the observer with that remote location."
Loomis, J. M. (2016). Presence in virtual reality and everyday life: Immersion within a world of representation. Presence: Teleoperators and Virtual Environments, 25(2), 169–174.   
Added by: Mark Grimshaw-Aagaard 06/02/2019, 17:12
"The suggestion that color is "mentally projected" onto physical objects [...] is clearly nonsensical."
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.
McMahan, A. (2003). Immersion, engagement, and presence: A new method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds), The Video Game Theory Reader (pp. 67–87). New York: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 01/02/2018, 15:16

"Immersion is not wholly subject to the technology's physical dimensions nor is it wholly dependent on audio or photo realism. Three conditions are required for immersion"


  • "the user's expectations of the game or environment must match the environment's conventions fairly closely"
  • "the user's actions must have a non-trivial impact on the environment"
  • "the conventions of the world must be consistent"

These conditions are described further by Ermi (Ermi & Mäyrä 2005)



Ermi, L., & Mäyrä, F. 2005, June 16–20, Fundamental components of the gameplay experience: Analysing immersion. Paper presented at Changing Views -- Worlds in Play, Toronto.
Mestre, D. R. 2005. Immersion and presence. France: Movement & Perception, CNRS & University of the Mediterranean. [Article]   
Last edited by: Mark Grimshaw-Aagaard 29/01/2018, 15:29
"In a technical acceptation of the term, immersion is achieved by removing as many real world sensations as possible, and substituting these with the sensations corresponding to the VE. Immersion is by essence related to the multi-modal nature of the perceptual senses, and also to the interactive aspects of a VR experience."
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press.   
Last edited by: Mark Grimshaw-Aagaard 21/08/2006, 15:46
"The experience of being transported to an elaborately simulated place is pleasurable in itself, regardless of the fantasy content. We refer to this experience as immersion."
"A stirring narrative in any medium can be experienced as a virtual reality because our brains are programmed to tune into stories with an intensity that can obliterate the world around us."
Immersion is a participatory activity.
Reeve, C. (2000). Presence in virtual theater. Presence: Teleoperators and Virtual Environments, 9(2), 209–213.   
Last edited by: Mark Grimshaw-Aagaard 02/08/2018, 13:20
"Actors come with the ability to imagine, role play, communicate, and create a shared environment"
"Presence in virtual theater is reliant on three key relationships. The actor-avatar relationshipe represents the psychological link between the actor and his self-representation in the world. For this to be effective, there must be transparency between the actor's natural action/reaction and the movements of the avatar. The relation of actor to space creates an increasingly familiar environment and allows the actor to orient himself. Finally, the actor-actor relationship generates a group dynamic that adds personality to avatars abd promoites communal and individual ownership of the world that simultaneously engages users."
Revonsuo, A. (2009). Inner presence: Consciousness as a biological phenomenon. Cambridge, Massachusetts: MIT Press.   
Added by: Mark Grimshaw-Aagaard 04/03/2020, 11:12
Re VR systems: "Full immersion or presence is the you-are-there experience [...] The "sense of presence" seems to be just another way to capture the fact that a perceptual object or scene ceases to be a representation of the real thing and becomes a fully transparent surrogate of it."
"for a VR system to produce "full immersion" is for it to modulate the phenomenal level in a way that produces a fully convincing "self-in-the-world" experience. Satisfaction of these requirements, or creating full immersion, reveals how much and what kind of information must be fed into the brain through the sensory systems to create a flawless, gapless world simulation at the phenomenal level. The most important modalities for immersion are vision, movement, and touch, and their coherent interplay."
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."
Robinett, W. (1992). Synthetic experience: A proposed taxonomy. Presence: Teleoperators and Virtual Environments, 1(2), 229–247.   
Added by: Mark Grimshaw-Aagaard 10/07/2018, 13:02
"Microteleoperation replaces the human-scale anthropomorphic robot of ordinary teleoperation with a microscope and micromanipulator, so as to give the operator the sense of presence and ability to act in the microscopic environment."

Discussing Zeltzer's (1992) AIP model, Robinett claims his display type dimension of his synthetic experience taxonomy maps most closely to Zeltzer's presence dimension. This is because presence in this case refers directly to the number of sensory channels available and to the sensory fidelity delivered (cf Slater's (2003) later use of immersion for this form of presence).



Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3).
Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators and Virtual Environments, 1(1), 127–132.
Sas, C., & O'Hare, G. (2003). The presence equation: An investigation into cognitive factors underlying presence. Presence: Teleoperators and Virtual Environments, 12(5), 523–537.   
Last edited by: Mark Grimshaw-Aagaard 17/09/2018, 16:41

"Presence is a psychological phenomenon, through which one’s cognitive processes are oriented toward another world, either technologically–mediated or imaginary, to such an extent that he or she experiences mentally the state of being (there), similar to one in the physical reality, together with an imperceptible sliding of focus of consciousness to the proximal stimulus located in that other world."

Schafer, R. M. (1994). The soundscape: Our sonic environment and the tuning of the world. Rochester Vt: Destiny Books.   
Last edited by: Mark Grimshaw-Aagaard 14/02/2014, 16:44
Describing the headphone listener: "[h]e is no longer regarding events on the acoustic horizon; no longer is he surrounded by a sphere of moving elements. He is the sphere. He is the universe."
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

Presence is defined in visual/spatial terms only: "Presence is the perception of virtual objects and environments "as actual objects in either sensory or nonsensory ways" (Lee, 2004, p.44). Presence is a multidimensional construct, and spatial presence is one of its dimensions. Spatial presence refers to the sense of being there, actually being present in the virtual environment."

(Lee 2004)



Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50.
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."

 

Schloerb, D. W. (1995). A quantitative measure of telepresence. Presence: Teleoperators and Virtual Environments, 4(1), 64–80.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:18
Presence requires objective interaction and not necessarily the difficult to measure vague feeling: "A person is objectively present in a remote environment where the person is not physically present, if there is some type of causal interaction between the person and the environment [...] The degree of objective presence may be defined based on the probability that a given task is completed successfully [...] Different types of objective presence may be defined based on what task is specified"
"An important category of objective presence is the case where the specified task is for a person to perceive that he or she is physically present in a given environment [...] This is subjective presence [...] The degree of subjective presence is defined to be the probability that a person perceives that he or she is physically present in the given environment."
Telepresence is defined as "a person is objectively present in a real environment that is physically separate from the person in space."
"Virtual presence corresponds to telepresence where the teleoperator and the remote environment are simulated inside a computer."
"Physical presence is defined here as the existence of an object in some particular region of space and time [...] Physical telepresence is impossible by definition: a person cannot be physically present in an environment that is physically separate from the person in space."
Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators and Virtual Environments, 10(3), 266–281.   
Last edited by: Mark Grimshaw-Aagaard 06/07/2020, 08:57

Noting Slater and Wilbur's (Slater & Wilbur 1997; Bystrom, Barfield, & Hendrix 1999) and others' equation between immersive properties and sense of immersion: "It would be misleading, however, to assume a one-to-one relationship between immersion and presence. One must take into account the cognitive processes leading from stimuli perception to presence. Cognitive processes mediate the impact of immersion on the development of presence [...] Stimuli from a VE are only the raw material for the mind that constructs a mental picture of a surrounding world"



Bystrom, K.-E., Barfield, W., & Hendrix, C. (1999). A conceptual model of the sense of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 8(2), 241–244.
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616.
"Consider the following possibility: you mentally represented a VE in terms of what you, with your body, can do in it. Is it possible that presence then depends on which actions you consider possible in the VE?"
"The sense of presence is a conscious experience. We propose that a presence experience (the sense of presence) results from the interpretation of the mental model of the VE, which is the outcome of the cognitive processes. We become consciously present as an effect of interpreting our own mental construct [...] two cognitive processes are involved in the emergence of presence: construction of a mental model and attention allocation. Conscious presence experiences should reflect these two processes: presence should involve awareness of possible action patterns and the awareness of the attention allocation necessary to construct it. Therefore, the sense of presence should involve at least two components: the sense that we are located in and act from within the VE, and the sense that we are concentrating on the VE and ignoring the real environment."
Sheridan, T. B. (1992). Defining our terms. Presence: Teleoperators and Virtual Environments, 1(2), 272–274.   
Last edited by: Mark Grimshaw-Aagaard 17/07/2018, 12:26
While a teleoperator is a machine operated at a distance by a human, telepresence, is the feeling the human of being "physically present at the remote site. This can be a matter of degree [...] In a loose sense, telepresence, may be achieved through artistry without high technology, for example, by clever storytelling. In this sense it is synonymous with virtual presence [...] but it seems best to retain telepresence to refer to sense of presence in actual environments (including prerecording and later reproduction of a display of an actual environment"
Virtual presence, virtual environment, virtual reality, artificial reality. Sheridan views these as synonymous (although admitting that one is the experience and each of the others are what is experienced). Virtual presence differs to telepresence in that the environment in which one is present is generated by a computer.
"In some ideal sense, and with sufficiently good technology, a person would not be able to distinguish between actual presence, telepresence, and virtual presence."
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