The aim of the Metaverse is to become a major achievement in the realm of cyberspace, envisioning a significant advancement towards a more immersive and interactive internet experience. Given the potential impact of this new development, a thorough understanding of people's intentions to use this technology is warranted. Drawing on the theoretical tenets of Uses and Gratification theory and I-P-R framework, a research model was developed that incorporates three types of gratification (hedonic, utilitarian, and social) and three psychological perceptions (immersion, telepresence, and realism) that are related to people's behavioral intentions. Structural equation modeling was used as an analytical strategy based on a representative sample of 617 respondents. Results showed that all three gratifications and perceptions were positively associated with people's intentions to use Metaverse technology. In conclusion, this model offers a relevant starting point towards establishing a timely research line on users' perceptions and engagements with Metaverse technology.
{"title":"People's Intentions to Use Metaverse Technology: Investigating the Role of Gratifications and Perceptions","authors":"Brahim Zarouali","doi":"10.1162/pres_a_00415","DOIUrl":"https://doi.org/10.1162/pres_a_00415","url":null,"abstract":"\u0000 The aim of the Metaverse is to become a major achievement in the realm of cyberspace, envisioning a significant advancement towards a more immersive and interactive internet experience. Given the potential impact of this new development, a thorough understanding of people's intentions to use this technology is warranted. Drawing on the theoretical tenets of Uses and Gratification theory and I-P-R framework, a research model was developed that incorporates three types of gratification (hedonic, utilitarian, and social) and three psychological perceptions (immersion, telepresence, and realism) that are related to people's behavioral intentions. Structural equation modeling was used as an analytical strategy based on a representative sample of 617 respondents. Results showed that all three gratifications and perceptions were positively associated with people's intentions to use Metaverse technology. In conclusion, this model offers a relevant starting point towards establishing a timely research line on users' perceptions and engagements with Metaverse technology.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":" 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140219231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan
As avatars gain prominence in health-promoting applications, understanding how health-related avatar appearance characteristics could affect users' behavior is crucial. Drawing upon the Proteus effect, avatars can positively and negatively affect health behaviors, depending on whether the avatar appearance is aligned with stereotypes about healthy or unhealthy behavior. Investigating avatar appearances is essential to understand potential negative health effects. Three experiments in a non-immersive virtual supermarket examined whether controlling an overweight avatar negatively affected 1) intentions to eat healthy and 2) food choice healthiness in the virtual supermarket, thereby investigating avatar allocation type (Study 1) and visual perspective (Study 2) as moderators. 2 (Avatar body size: overweight vs. healthy weight) by 2 (Avatar allocation type: self-assigned vs. experimenter-assigned [Study 1]; Visual perspective: first-person vs. third-person [Studies 2 and 3]) between-subjects designs were employed. None of the studies demonstrated the Proteus effect and no moderating role of avatar allocation type was found (Study 1). Unexpectedly, controlling an overweight avatar resulted in stronger intentions to eat healthy from a third-person perspective only (Study 2), which led to the hypothesis that the overweight avatar functioned as a fear stimulus. To test this, a health message was added that highlighted obesity as a health risk (Study 3). The addition of this message did not affect intentions to eat healthy and food choice healthiness. The combination of fear appeal and self-perception theory as explanatory frameworks for behavioral responses to avatars opens avenues for new research, such as exploring specific conditions that trigger each effect.
随着头像在促进健康的应用中日益突出,了解与健康相关的头像外观特征如何影响用户的行为至关重要。借鉴普洛特斯效应,头像可以对健康行为产生积极或消极影响,这取决于头像外观是否符合人们对健康或不健康行为的刻板印象。调查化身的外观对于了解潜在的负面健康影响至关重要。在一个非沉浸式虚拟超市中进行的三项实验研究了控制一个超重的头像是否会对以下两方面产生负面影响:1)健康饮食的意愿;2)在虚拟超市中选择食物的健康程度,从而研究了头像分配类型(研究 1)和视觉角度(研究 2)作为调节因素的作用。研究采用了 2(头像体型:超重 vs. 健康体重)乘 2(头像分配类型:自我分配 vs. 实验者分配 [研究 1];视觉视角:第一人称 vs. 第三人称 [研究 2 和 3])的被试间设计。没有一项研究显示了普洛特斯效应,也没有发现化身分配类型的调节作用(研究 1)。出乎意料的是,控制一个超重的头像只会从第三人称的角度导致更强的健康饮食意向(研究 2),这导致了一个假设,即超重的头像起到了恐惧刺激的作用。为了验证这一点,我们添加了一条健康信息,强调肥胖是一种健康风险(研究 3)。添加这一信息并不影响健康饮食的意愿和食物选择的健康程度。将恐惧吸引力和自我认知理论结合起来,作为头像行为反应的解释框架,为新的研究开辟了道路,例如探索触发每种效应的具体条件。
{"title":"Examining the Proteus Effect in the context of healthy food choices and intentions to eat healthy: the role of Avatar Body Size, Avatar Allocation Type and Visual Perspective","authors":"Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan","doi":"10.1162/pres_a_00410","DOIUrl":"https://doi.org/10.1162/pres_a_00410","url":null,"abstract":"\u0000 As avatars gain prominence in health-promoting applications, understanding how health-related avatar appearance characteristics could affect users' behavior is crucial. Drawing upon the Proteus effect, avatars can positively and negatively affect health behaviors, depending on whether the avatar appearance is aligned with stereotypes about healthy or unhealthy behavior. Investigating avatar appearances is essential to understand potential negative health effects. Three experiments in a non-immersive virtual supermarket examined whether controlling an overweight avatar negatively affected 1) intentions to eat healthy and 2) food choice healthiness in the virtual supermarket, thereby investigating avatar allocation type (Study 1) and visual perspective (Study 2) as moderators. 2 (Avatar body size: overweight vs. healthy weight) by 2 (Avatar allocation type: self-assigned vs. experimenter-assigned [Study 1]; Visual perspective: first-person vs. third-person [Studies 2 and 3]) between-subjects designs were employed. None of the studies demonstrated the Proteus effect and no moderating role of avatar allocation type was found (Study 1). Unexpectedly, controlling an overweight avatar resulted in stronger intentions to eat healthy from a third-person perspective only (Study 2), which led to the hypothesis that the overweight avatar functioned as a fear stimulus. To test this, a health message was added that highlighted obesity as a health risk (Study 3). The addition of this message did not affect intentions to eat healthy and food choice healthiness. The combination of fear appeal and self-perception theory as explanatory frameworks for behavioral responses to avatars opens avenues for new research, such as exploring specific conditions that trigger each effect.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140248605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Over the past 40 years, immersive visualization laboratories have existed in different forms across academia, industry, and government, each one typically unique in their own ways. The following document will discuss the success story of the Wisconsin Institute for Discovery Virtual Environments (WIDVE) research group, located on the University of Wisconsin-Madison campus. The document will discuss the rich history of immersive visualization displays that members of the lab have worked with, display systems that exist throughout the lab space at present day, future plans, and thoughts on the importance of a focus on immersive displays beyond only commercial off-the-shelf (COTS) VR devices. The document will highlight several workflows and data pipelines that the lab has developed over the years. Finally, the document will outline a recommended set of do's and don'ts for immersive visualization laboratories in regards to sustainability, before providing some conclusions regarding the future of immersive visualization laboratories.
{"title":"Past, Present, and Future Thoughts on Immersive Visualization Laboratories Through the Story of the Wisconsin Institute for Discovery Virtual Environments Group","authors":"R. Tredinnick, Karen B. Schloss, K. Ponto","doi":"10.1162/pres_a_00411","DOIUrl":"https://doi.org/10.1162/pres_a_00411","url":null,"abstract":"\u0000 Over the past 40 years, immersive visualization laboratories have existed in different forms across academia, industry, and government, each one typically unique in their own ways. The following document will discuss the success story of the Wisconsin Institute for Discovery Virtual Environments (WIDVE) research group, located on the University of Wisconsin-Madison campus. The document will discuss the rich history of immersive visualization displays that members of the lab have worked with, display systems that exist throughout the lab space at present day, future plans, and thoughts on the importance of a focus on immersive displays beyond only commercial off-the-shelf (COTS) VR devices. The document will highlight several workflows and data pipelines that the lab has developed over the years. Finally, the document will outline a recommended set of do's and don'ts for immersive visualization laboratories in regards to sustainability, before providing some conclusions regarding the future of immersive visualization laboratories.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140250333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai
We propose a real-time, online temporal action localization system that requires a small amount of annotated data. The main challenges we address are high intra-class variability and a large and diverse background class. We address these using a flexible frame descriptor, dynamic time warping, and a novel approach to database construction. Our solution receives egocentric RGB-D streams as input and makes predictions at regular temporal intervals. We validate our approach by localizing actions in a digital twin of an electrical substation, in which certain objects have been replaced by functional virtual replicas.
{"title":"SmallTAL: Real-Time Egocentric Online Temporal Action Localization for the Data-Impoverished","authors":"Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai","doi":"10.1162/pres_a_00408","DOIUrl":"https://doi.org/10.1162/pres_a_00408","url":null,"abstract":"\u0000 We propose a real-time, online temporal action localization system that requires a small amount of annotated data. The main challenges we address are high intra-class variability and a large and diverse background class. We address these using a flexible frame descriptor, dynamic time warping, and a novel approach to database construction. Our solution receives egocentric RGB-D streams as input and makes predictions at regular temporal intervals. We validate our approach by localizing actions in a digital twin of an electrical substation, in which certain objects have been replaced by functional virtual replicas.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"50 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140264446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In recent years, the creative media landscape has witnessed growing interests surrounding the utilization of virtual reality (VR) as a novel visual narrative approach for both filmmakers and audiences. This trend is accompanied with an increase in studies aimed at scientifically examining the characteristics and principles of immersive visual storytelling. This paper intends to contribute to this growing field by offering a comprehensive review on the current research development in Cinematic Virtual Reality (CVR), which employs VR technology to produce immersive, cinematic experiences for audiences. While extant research has focused on the content generation techniques and human performance implicated in virtual environments, such investigations may not fully explain the medium adaptation differences or emotional dimensions of narrated immersive experiences. These aspects are especially crucial in the context of visual storytelling through VR film, 360-degree video production, or other narrated experiences. The proposed study systematically categorizes CVR-related research, revealing the field's current state by narrowing the focus to specific topics and themes within CVR literature, and highlighting key sub-domains of interest centered on viewers' experience measurement techniques. The findings of this review are expected to establish formal categories for implementing visual CVR to achieve immersive visual storytelling and provide a comprehensive analysis of current viewer experience measurements.
{"title":"Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review","authors":"Zhiyuan Yu, Cheng-Hung Lo","doi":"10.1162/pres_a_00409","DOIUrl":"https://doi.org/10.1162/pres_a_00409","url":null,"abstract":"\u0000 In recent years, the creative media landscape has witnessed growing interests surrounding the utilization of virtual reality (VR) as a novel visual narrative approach for both filmmakers and audiences. This trend is accompanied with an increase in studies aimed at scientifically examining the characteristics and principles of immersive visual storytelling. This paper intends to contribute to this growing field by offering a comprehensive review on the current research development in Cinematic Virtual Reality (CVR), which employs VR technology to produce immersive, cinematic experiences for audiences. While extant research has focused on the content generation techniques and human performance implicated in virtual environments, such investigations may not fully explain the medium adaptation differences or emotional dimensions of narrated immersive experiences. These aspects are especially crucial in the context of visual storytelling through VR film, 360-degree video production, or other narrated experiences. The proposed study systematically categorizes CVR-related research, revealing the field's current state by narrowing the focus to specific topics and themes within CVR literature, and highlighting key sub-domains of interest centered on viewers' experience measurement techniques. The findings of this review are expected to establish formal categories for implementing visual CVR to achieve immersive visual storytelling and provide a comprehensive analysis of current viewer experience measurements.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"117 39","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140079134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu
Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.
{"title":"Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations","authors":"Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu","doi":"10.1162/pres_a_00407","DOIUrl":"https://doi.org/10.1162/pres_a_00407","url":null,"abstract":"\u0000 Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"235 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140448614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The paper examines the audience experience of engagement with immersive virtual stories and art in general, positioning it within the broader context of audience art engagement studies. The literature review indicates that the audiences' experience of engagement is a process in specific artistic and personal contexts. Yet, audience studies lack an approach to empirically study the complexity and dynamics of directed (in narrative stages) engagement. The paper presents an exploratory pilot study of the experience of immersive VR theatre. The comparison of the data of different participants experiencing the same art project demonstrates that even a simple research design integrating bodily data and audience reflection in the context of the specific artwork can bring insights valuable for practitioners and researchers. The paper endorses the use of the mixed method design in engagement studies.
{"title":"Breaking Disciplinary Boundaries in Studies of Audience Experience of Engagement with Art and Immersive Virtual Stories","authors":"Agnieszka Wlazeł","doi":"10.1162/pres_a_00406","DOIUrl":"https://doi.org/10.1162/pres_a_00406","url":null,"abstract":"\u0000 The paper examines the audience experience of engagement with immersive virtual stories and art in general, positioning it within the broader context of audience art engagement studies. The literature review indicates that the audiences' experience of engagement is a process in specific artistic and personal contexts. Yet, audience studies lack an approach to empirically study the complexity and dynamics of directed (in narrative stages) engagement. The paper presents an exploratory pilot study of the experience of immersive VR theatre. The comparison of the data of different participants experiencing the same art project demonstrates that even a simple research design integrating bodily data and audience reflection in the context of the specific artwork can bring insights valuable for practitioners and researchers. The paper endorses the use of the mixed method design in engagement studies.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"153 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140447794","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The traditional teleoperation means that the system sent a series of signal commands from the master while the slave manipulator received and realized desired control operations. For the purpose of implementing more dexterous and complex tasks, we proposed a novel framework with dual-hand master teleoperation systems under time varied delays. In this paper, we emphasized studying the bilateral grasping teleoperation control as the time delay caused a communication outage. Combing a wave-variable structure with a four-channel framework, an event-trigger-based bilateral sliding mode teleoperation control and an adaptive neural network are designed to effectively achieve master-slave trajectory tracking. In the virtual 3D environment, we created an mixed reality interface based on dual-hand master teleoperation control that effectively responded to the two Omni manipulators' position transformation of the virtual manipulator. The time delay between the real slave force feedback and the virtual interface is addressed by designed event-trigger-based control so as to efficiently reduce the impact of time communication outage. The system's stability is analyzed and robot experiments are performed. From the experimental results, the telepresence platform innovatively applied virtual force feedback to reveal the soft target grasping and to accurately estimate the interactive force, enabling sensorless force feedback control.
传统的远程操作是指系统从主机械手发送一系列信号指令,而从机械手接收并实现所需的控制操作。为了实现更灵巧、更复杂的任务,我们提出了一种在时间变化延迟条件下的新型双手主遥控系统框架。在本文中,我们重点研究了由于时间延迟导致通信中断的双边抓取远程操作控制。将波变结构与四通道框架相结合,设计了基于事件触发的双边滑模远距操作控制和自适应神经网络,从而有效地实现了主从轨迹跟踪。在虚拟三维环境中,我们创建了一个基于双手主遥控的混合现实界面,该界面能有效响应两个 Omni 机械手对虚拟机械手的位置变换。通过设计基于事件触发的控制,解决了真实从属力反馈与虚拟界面之间的时间延迟问题,从而有效降低了时间通信中断的影响。分析了系统的稳定性,并进行了机器人实验。从实验结果来看,远程呈现平台创新性地应用了虚拟力反馈来揭示软目标抓取并准确估计交互力,实现了无传感器力反馈控制。
{"title":"Mixed Reality Based Teleoperation Grasping Control","authors":"Dekun Zheng, Ting Wang, Gao Jian, Liang Li, Xiangjun Ji, Kurosh Madani","doi":"10.1162/pres_a_00402","DOIUrl":"https://doi.org/10.1162/pres_a_00402","url":null,"abstract":"\u0000 The traditional teleoperation means that the system sent a series of signal commands from the master while the slave manipulator received and realized desired control operations. For the purpose of implementing more dexterous and complex tasks, we proposed a novel framework with dual-hand master teleoperation systems under time varied delays. In this paper, we emphasized studying the bilateral grasping teleoperation control as the time delay caused a communication outage. Combing a wave-variable structure with a four-channel framework, an event-trigger-based bilateral sliding mode teleoperation control and an adaptive neural network are designed to effectively achieve master-slave trajectory tracking. In the virtual 3D environment, we created an mixed reality interface based on dual-hand master teleoperation control that effectively responded to the two Omni manipulators' position transformation of the virtual manipulator. The time delay between the real slave force feedback and the virtual interface is addressed by designed event-trigger-based control so as to efficiently reduce the impact of time communication outage. The system's stability is analyzed and robot experiments are performed. From the experimental results, the telepresence platform innovatively applied virtual force feedback to reveal the soft target grasping and to accurately estimate the interactive force, enabling sensorless force feedback control.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139386342","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual rehabilitation: Guest Editor's Introduction to the Special Issue on Virtual Rehabilitation","authors":"Danielle Levac","doi":"10.1162/pres_e_00401","DOIUrl":"https://doi.org/10.1162/pres_e_00401","url":null,"abstract":"","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"21 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Scientists working in the Mars Exploration Rover (MER) mission (2004–2018) reported having a sense of presence on Mars. How is this possible, given that many of the factors underlying presence in mundane situations were absent? We use Riva and Waterworth's (2014) Three-Level model to elucidate how presence was achieved. It distinguishes among proto-presence, core-presence, and extended-presence. We argue that scientists did not experience proto-presence because it requires a tight sensorimotor coupling not available due to the way the rovers were controlled and due to the lengthy delays in getting feedback. Instead, the design of the sociotechnical system made core-presence and extended-presence possible. Extended-presence involved successfully establishing long-term conceptual goals during strategic planning meetings. Core-presence involved enacting short-term tactical goals by carrying out specific actions on particular targets, abstracting away from sensorimotor details. The shift of perspective to the Martian surface was facilitated by team members “becoming the rover,” which allowed them to identify relevant affordances evident in images. We argue, however, that because Mars exploration is a collective activity involving shared agency by a distributed cognitive system, the experience of core- and extended-presence was a collective sense of presence through the rovers.
{"title":"The Experience of Presence in the Mars Exploration Rover Mission","authors":"Dan Chiappe, John Vervaeke","doi":"10.1162/pres_a_00337","DOIUrl":"https://doi.org/10.1162/pres_a_00337","url":null,"abstract":"<p>Scientists working in the Mars Exploration Rover (MER) mission (2004–2018) reported having a sense of presence on Mars. How is this possible, given that many of the factors underlying presence in mundane situations were absent? We use Riva and Waterworth's (2014) Three-Level model to elucidate how presence was achieved. It distinguishes among proto-presence, core-presence, and extended-presence. We argue that scientists did not experience proto-presence because it requires a tight sensorimotor coupling not available due to the way the rovers were controlled and due to the lengthy delays in getting feedback. Instead, the design of the sociotechnical system made core-presence and extended-presence possible. Extended-presence involved successfully establishing long-term conceptual goals during strategic planning meetings. Core-presence involved enacting short-term tactical goals by carrying out specific actions on particular targets, abstracting away from sensorimotor details. The shift of perspective to the Martian surface was facilitated by team members “becoming the rover,” which allowed them to identify relevant affordances evident in images. We argue, however, that because Mars exploration is a collective activity involving shared agency by a distributed cognitive system, the experience of core- and extended-presence was a collective sense of presence through the rovers.</p>","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138544111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}