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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: sirfragalot (10/08/2018 01:21:02 PM)   Last edited by: sirfragalot (11/01/2018 10:43:14 AM)
Resource type: Book Article
Peer reviewed
ID no. (ISBN etc.): 1 58603 301 8
BibTeX citation key: IJsselsteijn2003a
View all bibliographic details
Categories: General
Keywords: Mediation, Presence
Creators: Davide, IJsselsteijn, Riva
Publisher: IOS Press (Amsterdam)
Collection: Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments
Views: 4/93
Supports the idea that increasing realism in simulation of reality increases presence but also allows for the possibility that media schemata (expectations of what media can and can't do) exert an influence.

Despite protestations to the contrary, this survey of historical precursors to and and development of VR technology is overwhelmingly visual-based. There is no presentation of the development of audio recording and reproduction technology to anything like the same extent that there is for video technology.

Added by: sirfragalot  Last edited by: sirfragalot
p.19   "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."   Added by: sirfragalot
Keywords:   Presence Hyperrealism
p.34   A footnote on HMDs describes "its immersive characteristics, sealing off the physical environment and presenting the senses with an inclusive virtual environment"   Added by: sirfragalot
Keywords:   Presence
p.37   "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."   Added by: sirfragalot
Keywords:   Presence Mediation
p.32   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.   Added by: sirfragalot
Keywords:   Presence Navigation
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