Presence: Difference between revisions

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According to Whelan 82008) <ref>Wheelan, T. J. (2008). Social Presence in Multi-User Virtual Environments: A Review and Measurement Framework for Organizational Research. North Carolina State University. Retrieved  July 2 2019 from https://pdfs.semanticscholar.org/6a67/d82e93ca74a70027759f76f4b3d8444dfbfd.pdf </ref> {{quotation|Witmer and Singer’s (1998) definition of what constitutes presence contains four facets: (1) control over and behavioral impact on the virtual environment by the individual; (2) the breadth and richness of sensory stimuli in the virtual environment; (3) the experience of immersion in the virtual environment and the concurrent isolation to outside distractions; and, (4) the consistency between the virtual environment and the real world, or more simply, the social “realism” of the virtual environment.}}
According to Whelan 82008) <ref>Wheelan, T. J. (2008). Social Presence in Multi-User Virtual Environments: A Review and Measurement Framework for Organizational Research. North Carolina State University. Retrieved  July 2 2019 from https://pdfs.semanticscholar.org/6a67/d82e93ca74a70027759f76f4b3d8444dfbfd.pdf </ref> {{quotation|Witmer and Singer’s (1998) definition of what constitutes presence contains four facets: (1) control over and behavioral impact on the virtual environment by the individual; (2) the breadth and richness of sensory stimuli in the virtual environment; (3) the experience of immersion in the virtual environment and the concurrent isolation to outside distractions; and, (4) the consistency between the virtual environment and the real world, or more simply, the social “realism” of the virtual environment.}}
[[category: virtual environments]]


== Instruments ==
== Instruments ==

Latest revision as of 11:09, 20 April 2020

Introduction

Presence is an important concept in immersive and non-immersive virtual environments.

According to Whelan 82008) [1] “Witmer and Singer’s (1998) definition of what constitutes presence contains four facets: (1) control over and behavioral impact on the virtual environment by the individual; (2) the breadth and richness of sensory stimuli in the virtual environment; (3) the experience of immersion in the virtual environment and the concurrent isolation to outside distractions; and, (4) the consistency between the virtual environment and the real world, or more simply, the social “realism” of the virtual environment.”

Instruments

Bibliography

  1. Wheelan, T. J. (2008). Social Presence in Multi-User Virtual Environments: A Review and Measurement Framework for Organizational Research. North Carolina State University. Retrieved July 2 2019 from https://pdfs.semanticscholar.org/6a67/d82e93ca74a70027759f76f4b3d8444dfbfd.pdf