140 research outputs found

    Presence as a dimension of first year in higher education: Measuring the value of strong affective relationships

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    For many university students, the commencement of university study is often fraught with difficulties. Whilst family and paid employment commitments sometimes compete with study time, some students worry that they do not have the wherewithal for tertiary study or that they may not be successful in their new venture. This paper sets out to investigate some of the concerns experienced by a group of first year students participating in a weekly context-specific support program. In contrast to the traditional approach of offering academic support to students, this program emphasises social support and the development of a learning community as essential to academic success. The notion of presence as a key indicator of quality of learning is applied to the critical reflections of students as they engage with tertiary study. In providing a time and a place for students to meet with a group of academics on a weekly basis, the program operates with no fixed academic agenda and positions students and academics as life-long learners. Through the adoption of an enabling pedagogy, authentic presence is achievable for academics and students

    A situated cognition perspective on presence

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    During interaction with computer-based 3-D simulations like virtual reality, users may experience a sense of involvement called presence. Presence is commonly defined as the subjective feeling of "being there". We discuss the state of the art in this inno vative research area and introduce a situated cognition perspective on presence. We argue that presence depends on the proper integration of aspects relevant to an agent's movement and perception, to her actions, and to her conception of the overall situ a tion in which she finds herself, as well as on how these aspects mesh with the possibilities for action afforded in the interaction with the artifact. We also aim at showing that studies of presence offer a test-bed for different theories of situated co gnition.

    Movement, Action, and Situation: Presence in Virtual Environments

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    Presence is commonly defined as the subjective feeling of "being there". It has been mainly conceived of as deriving from immersion, interaction, and social and narrative involvement with suitable technology. We argue that presence depends on a suitable integration of aspects relevant to an agent's movement and perception, to her actions, and to her conception of the overall situation in which she finds herself, as well as on how these aspects mesh with the possibilities for action afforded in the interaction with the virtual environment

    An Action-Based Approach to Presence: Foundations and Methods

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    This chapter presents an action-based approach to presence. It starts by briefly describing the theoretical and empirical foundations of this approach, formalized into three key notions of place/space, action and mediation. In the light of these notions, some common assumptions about presence are then questioned: assuming a neat distinction between virtual and real environments, taking for granted the contours of the mediated environment and considering presence as a purely personal state. Some possible research topics opened up by adopting action as a unit of analysis are illustrated. Finally, a case study on driving as a form of mediated presence is discussed, to provocatively illustrate the flexibility of this approach as a unified framework for presence in digital and physical environment

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

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    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    Telepresence and the Role of the Senses

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    The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to bridge the theoretical with the empirical. We discuss theories of perception with an emphasis on Heidegger, Merleau-Ponty and Gibson, the role of the senses and the Spinozian belief procedure. The aim is to contribute to our understanding of this phenomenon. A telepresence-study that included the affordance concept is used to empirically study how players report sense-reactions to virtual sightseeing in two cities. We investigate and explore the interplay of the philosophical and the empirical. The findings indicate that it is not only the visual sense that plays a role in this experience, but all senses

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

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    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement

    From presence to consciousness through virtual reality

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    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness

    Being-in-the-world-with: Presence Meets Social And Cognitive Neuroscience

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    In this chapter we will discuss the concepts of “presence” (Inner Presence) and “social presence” (Co-presence) within a cognitive and ecological perspective. Specifically, we claim that the concepts of “presence” and “social presence” are the possible links between self, action, communication and culture. In the first section we will provide a capsule view of Heidegger’s work by examining the two main features of the Heideggerian concept of “being”: spatiality and “being with”. We argue that different visions from social and cognitive sciences – Situated Cognition, Embodied Cognition, Enactive Approach, Situated Simulation, Covert Imitation - and discoveries from neuroscience – Mirror and Canonical Neurons - have many contact points with this view. In particular, these data suggest that our conceptual system dynamically produces contextualized representations (simulations) that support grounded action in different situations. This is allowed by a common coding – the motor code – shared by perception, action and concepts. This common coding also allows the subject for natively recognizing actions done by other selves within the phenomenological contents. In this picture we argue that the role of presence and social presence is to allow the process of self-identification through the separation between “self” and “other,” and between “internal” and “external”. Finally, implications of this position for communication and media studies are discussed by way of conclusion

    Correlations between vocal input and visual response apparently enhance presence in a virtual environment

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    This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high
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