词条 | Presence (telepresence) |
释义 |
Evolution of 'presence' as a conceptThe specialist use of the word “presence” derives from the term “telepresence”, coined by Massachusetts Institute of Technology professor Marvin Minsky in 1980.[4][5] Minsky's research explained telepresence as the manipulation of objects in the real world through remote access technology.[4] For example, a surgeon may use a computer to control robotic arms to perform minute procedures on a patient in another room. Or a NASA technician may use a computer to control a rover to collect rock samples on Mars. In either case, the operator is granted access to real, though remote, places via televisual tools. As technologies progressed, the need for an expanded term arose. Sheridan extrapolated Minsky’s original definition.[6] Using the shorter “presence,” Sheridan explained that the term refers to the effect felt when controlling real world objects remotely as well as the effect people feel when they interact with and immerse themselves in virtual reality or virtual environments.[6] Lombard and Ditton went a step further and enumerated six conceptualizations of presence:[2]
Lombard's work discusses the extent to which 'presence' is felt, and how strong the perception of presence is regarded without the media involved.[2] The article reviews the contextual characteristics that contribute to an individual's feeling presence. The most important variables that are important in the determinants of presence are those that involve sensory richness or vividness - and the number and consistency of sensory outputs.[7] Researchers believe that the greater the number of human senses for which a medium provides stimulation, the greater the capability of the medium to produce a sense of presence.[2][7] Additional important aspects of a medium are visual display characteristics (image quality, image size, viewing distance, motion and color, dimensionality, camera techniques) as well as aural presentation characteristics, stimuli for other senses (interactivity, obtrusiveness of medium, live versus recorded or constructed experience, number of people), content variables (social realism, use of media conventions, nature of task or activity), and media user variables (willingness to suspend disbelief, knowledge of and prior experience with the medium).[2] Lombard also discusses the effects of presence, including both physiological and psychological consequences of "the perceptual illusion of nonmediation." [2] Physiological effects of presence may include arousal, or vection and simulation sickness, while psychological effects may include enjoyment, involvement, task performance, skills training, desensitization, persuasion, memory and social judgement, or parasocial interaction and relationships.[2] Presence has been delineated into subtypes, such as physical-, social-, and self-presence.[1] Lombard's working definition was "a psychological state in which virtual objects are experienced as actual objects in either sensory or nonsensory ways." [2] Later extensions expanded the definition of "virtual objects" to specify that they may be either para-authentic or artificial. Further development of the concept of "psychological state" has led to study of the mental mechanism that permits humans to feel presence when using media or simulation technologies.[1] One approach is to conceptualize presence as a cognitive feeling, that is, to take spatial presence as feedback from unconscious cognitive processes that inform conscious thought.[8] Case studiesSeveral studies provide insight into the concept of media influencing behavior.
Presence in popular culture
See also
References1. ^1 2 {{cite journal|last=Lee|first=Kwan Min|title=Presence, Explicated|journal=Communication Theory|date=February 2004|volume=14|issue=1|pages=27–50|doi=10.1093/ct/14.1.27}} 2. ^1 2 3 4 5 6 7 8 {{cite journal|last=Lombard|author2=Ditton|title=At the heart of it all: the concept of presence|journal=Journal of Computer-Mediated Communication|year=1997|volume=3|issue=2|pages=0|series=2|doi=10.1111/j.1083-6101.1997.tb00072.x}} 3. ^{{cite book|last=Sheridan|first=T. B.|title=Presence: Teleoperators and Virtual Environments (8)5|year=1999|pages=241–246}} 4. ^1 {{cite journal|last=Minsky|first=M|title=Telepresence|journal=MIT Press Journals|date=June 1980|pages=45–51|url=http://www.mitpressjournals.org/loi/pres}} 5. ^{{cite web|last=Steuer|first=J.|title=Defining virtual reality: Dimensions determining telepresence.|url=http://www.presence-research.org/papers/steuer92defining.pdf|accessdate=April 29, 2008|deadurl=yes|archiveurl=https://web.archive.org/web/20060924185705/http://www.presence-research.org/papers/steuer92defining.pdf|archivedate=September 24, 2006|df=}} 6. ^1 2 3 {{cite book|last=Sheridan|first=T. B.|title=Presence: Teleoperators and Virtual Environments (1)|year=1992|pages=120–126}} 7. ^1 {{cite journal|last=Steuer|first=Jonathan|title=Defining virtual realities: Dimensions determining telepresence|journal=Communication in the Age of Virtual Reality|year=1995}} 8. ^{{cite journal|last=Schubert|first=Thomas W.|title=A New Conception of Spatial Presence: Once Again, with Feeling|journal=Communication Theory|year=2009|volume=19|issue=2|pages=161–187|doi=10.1111/j.1468-2885.2009.01340.x}} 9. ^1 {{cite journal|last=Bracken|first=C|author2=Lombard, M|title=Social presence and children: Praise, intrinsic motivation, and learning with computers|journal=Journal of Communication|year=2004|volume=54|pages=22–37|doi=10.1093/joc/54.1.22}} 10. ^1 {{cite journal|last=Nan|first=X|author2=Anghelcev, G. |author3=Myers, J. R. |author4=Sar, S. |author5=Faber, R. J. |title=What if a website can talk? Exploring the persuasive effects of web-based anthropomorphic agents.|journal=Journalism and Mass Communication Quarterly|year=2006|volume=83|issue=3|pages=615–631|doi=10.1177/107769900608300309}} 11. ^{{cite web|title=Presence-Research.org|url=http://www.presence-research.org/|work=Welcome|accessdate=April 29, 2008}} 12. ^{{cite web|title=International Society for Presence Research|url=http://www.ispr.info/|work=About ISPR|accessdate=April 29, 2008}} 13. ^1 2 {{cite book|last=Rheingold|first=H|title=The virtual community: Homesteading on the electronic frontier.|year=1993|publisher=Addison-Wesley|location=Reading, MA}} 14. ^{{cite book|last=Turkle|first=S|title=Life on the screen: Identity in the age of the Internet.|year=1995|publisher=Simon & Schuster|location=New York, NY}} 15. ^{{cite book|last=Weimann|first=G|title=Communicating unreality: Modern media and the reconstruction of reality.|year=2000|publisher=Sage Publications, Inc.|location=Thousand Oaks, CA}} 16. ^{{cite journal|last=Philipp|first=MC|author2=Storrs, K|author3=Vanman, E|title=Sociality of facial expressions in immersive virtual environments: A facial EMG study|journal=Biological Psychology|year=2012|volume=91|issue=1|pages=17–21|doi=10.1016/j.biopsycho.2012.05.008|pmid=22652089}} 17. ^{{cite book|last=Meyrowitz|first=Joshua|title=No sense of place : the impact of electronic media on social behavior|year=1986|publisher=Oxford University Press|location=New York|isbn=978-0-19-504231-3|edition=12. printing.}} 18. ^{{cite book|last=Goffman|first=Erving|title=The presentation of self in everyday life|year=1990|publisher=Penguin|location=Harmondsworth|isbn=978-0140135718|edition=Reprint.}} 19. ^{{cite book|last=McLuhan|first=Marshall|title=Understanding Media: The Extensions of Man|year=1964|publisher=McGraw Hill|location=New York}} Further reading
5 : Telepresence|Virtual reality|Media technology|Cognitive science|Philosophy of mind |
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