Cited by 1,631Virtual Reality Applications and ImpactsFlow Experience in Various FieldsSocial Robot Interaction and HRI

Presence, Explicated

Lee, Kwan Min·2004·Communication Theory

Abstract

This article reviews previous literature on presence, with a particular focus on its conceptualization and typologies. It first compares various types of presence-related terms (e.g., telepresence, virtual presence, mediated presence, copresence, and presence) and suggests that of those terms the term presence works best for the systematic study of human interaction with media and simulation technologies. After an extensive explication process, presence is newly defined as “a psychological state in which virtual objects are experienced as actual objects in either sensory or nonsensory ways.” Three types of presence—physical, social, and self presence—are defined based on the general definition of presence and the corresponding domains of human experience. Finally, implications of the current explication to the study of presence are discussed.

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Crossref · 10.1111/j.1468-2885.2004.tb00302.x

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Authors
Lee, K. M.
Affiliations
University of Southern California (US)
Corresponding author
Lee, Kwan Min
Venue
Communication Theory
Published
2004-02
Volume
14
Issue
1
Pages
27-50
ISSN
  • 1050-3293 (ISSN-L)
  • 1468-2885
OpenAlex
W4206036760
Cited by
1,631
References
51
Citations by year
2026: 129 · 2025: 179 · 2024: 152 · 2023: 134 · 2022: 152 · 2021: 164 · 2020: 103 · 2019: 82 · 2018: 72 · 2017: 58 · 2016: 65 · 2015: 64 · 2014: 39 · 2013: 47 · 2012: 45
FWCI
17.11
Type
journal article
Language
en
Open access
closed
Locations
Communication Theory (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
Keywords
presence, telepresence, virtual presence, mediated presence, co-presence, physical presence, social presence, self-presence, virtual objects, simulation technology

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