Sound Research WIKINDX |
![]() |
| Resource type: Journal Article Peer reviewed Published DOI: 10.1162/pres.1992.1.2.262 ID no. (ISBN etc.): 1054-7460 BibTeX citation key: Heeter1992 Email resource to friend View all bibliographic details |
Categories: General Keywords: Immersion, Presence, Presence (definition), Self-presence Creators: Heeter Publisher: MIT Press (Cambridge, Massachusetts) Collection: Presence: Teleoperators and Virtual Environments Resources citing this (Bibliography: WIKINDX Master Bibliography) |
Views: 6/1074
|
| Notes |
Presents three dimensions of presence:
Added by: Mark Grimshaw-Aagaard |
| Quotes |
|
p. 262
Personal presence is subjective and "is a measure of the extent to which and the reasons why you feel like you are in a virtual world."
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:13)
|
|
p. 262
"Social presence refers to the extent to which other beings (living or synthetic) also exist in the world and appear to react to you."
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:14)
|
|
p. 263
"Environmental presence refers to the extent to which the environment itself appears to know that you are there and to react to you [sic]."
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:15)
|
|
p. 263
"[The virtual world responds like the natural world] and in a way that differentiates self from world. You move and the world stays still."
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:18)
|
|
p. 265
Heeter proposes a "social construction of virtual reality" following philosophers' discussion of the social constrution of reality.
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:25)
|
|
p. 265
"When you walk into a room in the real world, it does not verbally or musically greet you or start raining."
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:30)
|
| Paraphrases |
|
p. 264
Suggests that different tasks in VR might require more or less sensory fidelity (compared to real world sensory environments) in order to attain a sense of presence.
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:21)
|
|
p. 264
Familiarity and experience with the virtual world might increase the sense of presence. Conversely (Heeter does not note the contradiction), familiarity breeds contempt as expectations rise and previously adequate presence experiences later suffer in light of new technological capability. cf Uncanny Wall (Tinwell, Grimshaw, & Williams 2011). Tinwell, A., Grimshaw, M., & Williams, A. (2011). The Uncanny Wall. International Journal of Arts and Technology, 4(3), 326–341.
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:24)
|
|
p. 265
Although many real worlds do not respond to you, as if acknowledging your presence, the lack of response in VR might limit presence (cf environmental presence).
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:27)
|
|
p. 270
Different genders, ages etc. might have different criteria for presence. Equally, humans have preferred sensory channels and so this channel might be preferred for attaining presence: "Is one person's experience of presence in a virtual world the same as another's?"
Added by: Mark Grimshaw-Aagaard
(17/07/2018, 11:33)
|