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Presence is a theoretical concept describing the extent to which media represent the world (in both physical and social environments). Presence is further described by Matthew Lombard and Theresa Ditton as “an illusion that a mediated experience is not mediated." Today, it often considers the effect that people experience when they interact with a computer-mediated or computer-generated environment. The conceptualization of presence borrows from multiple fields including
communication Communication (from la, communicare, meaning "to share" or "to be in relation with") is usually defined as the transmission of information. The term may also refer to the message communicated through such transmissions or the field of inquir ...
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computer science Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical discipli ...
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psychology Psychology is the scientific study of mind and behavior. Psychology includes the study of conscious and unconscious phenomena, including feelings and thoughts. It is an academic discipline of immense scope, crossing the boundaries betwe ...
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science Science is a systematic endeavor that builds and organizes knowledge in the form of testable explanations and predictions about the universe. Science may be as old as the human species, and some of the earliest archeological evidence for ...
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engineering Engineering is the use of scientific method, scientific principles to design and build machines, structures, and other items, including bridges, tunnels, roads, vehicles, and buildings. The discipline of engineering encompasses a broad rang ...
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philosophy Philosophy (from , ) is the systematized study of general and fundamental questions, such as those about existence, reason, knowledge, values, mind, and language. Such questions are often posed as problems to be studied or resolved. Some ...
, and the arts. The concept of presence accounts for a variety of computer applications and Web-based entertainment today that are developed on the fundamentals of the phenomenon, in order to give people the sense of, as Sheridan called it, “being there."


Evolution of 'presence' as a concept

The specialist use of the word “presence” derives from the term “
telepresence Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance or effect of being present via telerobotics, at a place other than their true location. Telepresence requires that the user ...
”, coined by
Massachusetts Institute of Technology The Massachusetts Institute of Technology (MIT) is a private land-grant research university in Cambridge, Massachusetts. Established in 1861, MIT has played a key role in the development of modern technology and science, and is one of the ...
professor
Marvin Minsky Marvin Lee Minsky (August 9, 1927 – January 24, 2016) was an American cognitive and computer scientist concerned largely with research of artificial intelligence (AI), co-founder of the Massachusetts Institute of Technology's AI laboratory, an ...
in 1980. Minsky's research explained telepresence as the manipulation of objects in the real world through remote access technology. 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. 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. Lombard and Ditton went a step further and enumerated six conceptualizations of presence: # presence can be a sense of social richness, the feeling one gets from social interaction # presence can be a sense of realism, such as computer-generated environments looking, feeling, or otherwise seeming real # presence can be a sense of transportation. This is a more complex concept than the traditional feeling of one being there. Transportation also includes users feeling as though something is “here” with them or feeling as though they are sharing common space with another person together # presence can be a sense of immersion, either through the senses or through the mind # presence can provide users with the sense they are social actors within the medium. No longer passive viewers, users, via presence, gain a sense of interactivity and control # presence can be a sense of the medium as a social actor. Lombard's work discusses the extent to which 'presence' is felt, and how strong the perception of presence is regarded without the media involved. 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. 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. 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). Lombard also discusses the effects of presence, including both physiological and psychological consequences of "the perceptual illusion of nonmediation." 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 Parasocial interaction (PSI) refers to a kind of psychological relationship experienced by an audience in their mediated encounters with performers in the mass media, particularly on television and on online platforms. Viewers or listeners com ...
and relationships. Presence has been delineated into subtypes, such as physical-, social-, and self-presence. Lombard's working definition was "a psychological state in which virtual objects are experienced as actual objects in either sensory or nonsensory ways." 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. 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.


Case studies

Several studies provide insight into the concept of media influencing behavior. *Cheryl Bracken and Lombard suggested that people, especially children, interact with computers socially. The researchers found, via their study, that children who received positive encouragement from a computer were more confident in their ability, were more motivated, recalled more of a story and recognized more features of a story than those children who received only neutral comments from their computer. *Nan, Anghelcev, Myers, Sar, and Faber found that the inclusion of anthropomorphic agents that relied on artificial intelligence on a Web site had positive effect on people’s attitudes toward the site. The research of Bracken and Lombard and Nan et al. also speak to the concept of presence as transportation. The transportation in this case refers to the computer-generated identity. Users, through their interaction, have a sense that these fabricated personalities are really “there”. *Communication has been a central pillar of presence since the term’s conception. Many applications of the Internet today largely depend on virtual presence since its conception. Rheingold and Turkle offered MUDs, or multi-user dungeons, as early examples of how communication developed a sense of presence on the Web prior to the graphics-heavy existence it has developed today. “MUDs... reimaginary worlds in computer databases where people use words and programming languages to improvise melodramas, build worlds and all the objects in them, solve puzzles, invent amusements and tools, compete for prestige and power, gain wisdom, seek revenge, indulge greed and lust and violent impulses." While Rheingold focused on the environmental sense of presence that communication provided, Turkle focused on the individual sense of presence that communication provided. “MUDs are a new kind of virtual parlor game and a new form of community. In addition, text-based MUDs are a new form of collaboratively written literature. MUD players are MUD authors, the creators as well as consumers of media content. In this, participating in a MUD has much in common with script writing, performance art, street theater, improvisational theater – or even commedia dell’arte." *Further blurring the lines of behavioral spheres, Gabriel Weimann wrote that media scholars have found that virtual experiences are very similar to real-life experiences, and people can confuse their own memories and have trouble remembering if those experiences were mediated or not. *Philipp, Vanman, and Storrs demonstrated that unconscious feelings of social presence in a virtual environment can be invoked with relatively impoverished social representations. The researchers found that the mere presence of virtual humans in an immersive environment caused people to be more emotionally expressive than when they were alone in the environment. The research suggests that even relatively impoverished social representations can lead to people to behave more socially in an immersive environment.


Presence in popular culture

*Sheridan's view of presence earned its first pop culture reference in 1984 with
William Gibson William Ford Gibson (born March 17, 1948) is an American-Canadian speculative fiction writer and essayist widely credited with pioneering the science fiction subgenre known as ''cyberpunk''. Beginning his writing career in the late 1970s, his ...
’s pre-
World Wide Web The World Wide Web (WWW), commonly known as the Web, is an information system enabling documents and other web resources to be accessed over the Internet. Documents and downloadable media are made available to the network through web se ...
science fiction novel "
Neuromancer ''Neuromancer'' is a 1984 science fiction novel by American-Canadian writer William Gibson. Considered one of the earliest and best-known works in the cyberpunk genre, it is the only novel to win the Nebula Award, the Philip K. Dick Award, and ...
", which tells the story of a cyberpunk cowboy of sorts who accesses a virtual world to hack into organizations. *
Joshua Meyrowitz Joshua Meyrowitz (born 1949) is a professor of communication at the department of Communication at the University of New Hampshire in Durham. He has published works regarding the effects of mass media, including ''No Sense of Place: The Impact of El ...
's 1986 " No Sense of Place" discusses the impact of electronic media on social behavior. The novel discusses how social situations are transformed by media. Media, he claims, can change one's 'sense of place,'by mixing traditionally private versus public behaviors - or back-stage and front-stage behaviors, respectively, as coined by
Erving Goffman Erving Goffman (11 June 1922 – 19 November 1982) was a Canadian-born sociology, sociologist, Social psychology (sociology), social psychologist, and writer, considered by some "the most influential American sociologist of the twentieth ...
. Meyrowitz suggests that television alone will transform the practice of front-stage and back-stage behaviors, as television would provide increased information to different groups who may physically not have access to specific communities but through
media consumption Media consumption or media diet is the sum of information and entertainment media taken in by an individual or group. It includes activities such as interacting with new media, reading books and magazines, watching television and film, and lis ...
are able to determine a mental place within the program. He references
Marshall McLuhan Herbert Marshall McLuhan (July 21, 1911 – December 31, 1980) was a Canadian philosopher whose work is among the cornerstones of the study of media theory. He studied at the University of Manitoba and the University of Cambridge. He began his ...
's concept that '
the medium is the message "The medium is the message" is a phrase coined by the Canadian communication theorist Marshall McLuhan and the name of the first chapter in his '' Understanding Media: The Extensions of Man'', published in 1964.Originally published in 1964 by Me ...
,' and that media provide individuals with access to information. With new and changing media, Meyrowitz says that the patterns of information and shifting accesses to information change social settings, and help do determine a sense of place and behavior. With the logic that behavior is connected to information flow, Meyrowitz states that front- and back-stage behaviors are blurred and may be impossible to untangle.


See also

*
Collective consciousness Collective consciousness, collective conscience, or collective conscious (french: conscience collective) is the set of shared beliefs, ideas, and moral attitudes which operate as a unifying force within society.''Collins Dictionary of Sociolog ...
*
Social presence Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. Developed from the foundations of interpersonal communication and symbolic interactionism, social presence t ...
*
Telepresence Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance or effect of being present via telerobotics, at a place other than their true location. Telepresence requires that the user ...
*
Virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
*
Surround sound Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener ( surround channels). Its first application was in movie theaters. Prior to sur ...
*
Hyperpersonal model The hyperpersonal model is a model of interpersonal communication that suggests computer-mediated communication (CMC) can become hyperpersonal because it "exceeds ace-to-faceinteraction", thus affording message senders a host of communicative advan ...
* Noosphere *
Social reality Social reality is distinct from biological reality or individual cognitive reality, representing as it does a phenomenological level created through social interaction and thereby transcending individual motives and actions. As a product of human ...
* Pictorial realism *
Blended Space Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synony ...


References


Further reading

*Bob G. Witmer, Michael J. Singer (1998). ''Measuring Presence in Virtual Environments: A Presence Questionnaire'' *G. Riva, J, Waterworth (2003). ''Presence and the Self: a cognitive neuroscience approach.'' *W. IJsselsteijn, G. Riva (2003). ''Being There: The experience of presence in mediated environments.'' {{DEFAULTSORT:Presence (Telepresence) Telepresence Virtual reality Mass media technology Cognitive science Philosophy of mind