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Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. Presence: Teleoperators and Virtual Environments, 17(4), 405–413. 
Added by: Mark Grimshaw-Aagaard (3/9/18, 12:31 PM)   Last edited by: Mark Grimshaw-Aagaard (9/27/18, 4:27 PM)
Resource type: Journal Article
Peer reviewed
DOI: 10.1162/pres.17.4.405
ID no. (ISBN etc.): 1054-7460
BibTeX citation key: Chertoff2008
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Categories: General
Keywords: Immersion, Presence, Presence (definition), Self-presence
Creators: Bowers, Chertoff, McDaniel, Schatz
Publisher: MIT Press (Cambridge, Massachusetts)
Collection: Presence: Teleoperators and Virtual Environments
Views: 11/869
Mat. 10/10
Abstract
"Despite ongoing research over the last 15 years, the presence construct remains somewhat limited in its ability to be applied beyond the sensory domain. In order to increase its usefulness for applied challenges (e.g., using presence theory to enhance simulators' effectiveness), a discussion about a new conceptualization of presence is introduced. This novel perspective on presence is rooted in the notion of “experiential design,” an approach businesses use to create strategically compelling and memorable experiences. The paper begins with a brief review of presence and then a description of the concepts of experimental design. Following this, a theoretical model of presence, based upon experimental design, is offered. Using this model, an exploration on the mitigation of breaks in presence is offered (a break in presence occurs when presence fails to be maintained). These ideas are presented in order to improve the likelihood of presence emerging for simulation participants and to enhance interdisciplinary researchers' shared conceptualizations of presence."
  
Notes
Usefully critiquing the technology-based approach to presence in favour of the cognitive/emotion approach.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Quotes
p.407   "Current virtual environments are primarily conceptualized as information technologies, while they should instead be considered "knowledge technologies"."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion Presence Presence (definition)
p.408   "presence is an emergent factor due to the interaction of many components [...] it is a result that is greater than the sum of its parts."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion Presence Presence (definition) Gestalt
Paraphrases
p.408   Proposes 5 dimensions to presence (dimensions come from experience design theories):
  • sensory – sensory input and perceptions (VR: hardware and software)
  • cognitive – mental engagement (VR: task engagement [motivation, meaningfulness, continuity])
  • affective – emotional state (VR: emotions in VR mimic emotions in same RW scenario?)
  • active – personal connection, incorporation into personal narrative (VR: empathy, avatar identification etc.)
  • relational – social aspects (VR: co-experience and collaborative experience of VR)
  Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion Presence Presence (definition)
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