The DOI matches its Crossref record; 50 of the 51 references it cites were found in a registry or an index.
Presence, Explicated
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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“Furthermore, the CAMIL distinguishes between three different dimensions of presence including physical, social, and self-presence (Lee 2004;Makransky et al. 2017).”
From The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality (2021) · cites this paper as Lee 2004
Citations
Cites
Self-efficacy: Toward a unifying theory of behavioral change
Bandura, A. (1977) · Psychological Review · doi:10.1037/0033-295x.84.2.191 · Cited by 43,925
Self-efficacy: the exercise of control
(1997) · Choice Reviews Online · doi:10.5860/choice.35-1826 · Cited by 24,451
Understanding Media: The Extensions of Man
Levine, S., & McLuhan, M. (1964) · American Quarterly · doi:10.2307/2711172 · Cited by 12,221
The Computer for the 21st Century
Weiser, M. (1991) · Scientific American · doi:10.1038/scientificamerican0991-94 · Cited by 10,017
Measuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371
Life on the Screen: Identity in the Age of the Internet
Turkle, S. (1997) · Cited by 6,340
Defining virtual reality: Dimensions determining telepresence
Steuer, J. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00812.x · Cited by 5,459
(1997) · Choice Reviews Online · doi:10.5860/choice.34-3702 · Cited by 4,872
Machines and Mindlessness: Social Responses to Computers
Nass, C., & Moon, Y. (2000) · Journal of Social Issues · doi:10.1111/0022-4537.00153 · Cited by 4,022
The social psychology of telecommunications
Gray, G. (1977) · Telecommunications Policy · doi:10.1016/0308-5961(77)90016-7 · Cited by 3,486
Research works printed but not linked: 26
- 10.1037//0033-295X.84.2.191 · DOI · Paper page
- Baron R. A., 2001, Psychology
- Biocca F., 1995, Communication in the age of virtual reality, 3
- Chaffee S., 1991, Explication
- Coleridge S. T., 1847, Biographia literaria, Vol. II
- Ditton T. B., 1997, The unintentional blending of direct experience and mediated experience: The role of enhanced versus limited television presentations
- Dreyfus H. L., 1992, Being-in-the-world
- 10.1037//0003-066X.46.2.107 · DOI
- Heidegger M., 1977, Basic writings, 284
- Holland N., 2003, PsyART, 7
- Ijsselsteijn W. A., 2000, Presence: Concept, determinants and measurement
- Kim T., 1997, Journal of Computer-Mediated Communication, 3
- Klein L. R., 1999, Creating virtual experiences in the new media
- Laurel B., 1993, Computers as theatre
- Lee K. M., 2000, Educational Media International, 37, 171
- Lee K. M., 2002, Can multiple computer voices manifest multiple human sources?: The effect of multiple synthetic voices on persuasion in e-commerce
- Lee K. M., 2003, What is presence and why it occurs
- Lombard M., 1997, Journal of Computer-Mediated Communication, 3
- Lombard M., 2000, Human Communication Research, 26, 75
- Minsky M., 1980, Omni, 2, 45
- Palmer M. T., 1995, Communication in the age of virtual reality, 277
- Reeves B., 1991, "Being there": Television as symbolic versus natural experience
- Rheingold H., 1991, Virtual reality
- 10.1037//0033-295X.94.4.439 · DOI
- Tamborini R., 2000, The experience of telepresence in violent video games
- Wiley N., 2000, Interdisciplinary Journal for Germanic Linguistics and Semiotic Analysis, 5, 93
Cited by
Sorted by citations
Items 801–900 of 1,001
Jiang, Z., Meltzer, A., & Zhang, X. (2023) · Disability & Society · doi:10.1080/09687599.2022.2150601 · Cited by 16
Using VR for Science Communication: Presence, Message Perception, and Pro-Environmental Effects
Behm‐Morawitz, E., & Shin, H. (2023) · Science Communication · doi:10.1177/10755470231217535 · Cited by 11
Liu, C.-L., González, V. A., Lee, G.-A., Cabrera-Guerrero, G., Zou, Y., & Davies, R. (2024) · Journal of construction engineering and management · doi:10.1061/jcemd4.coeng-14430 · Cited by 8
Exploring Age Differences in Absorption and Enjoyment during Story Listening
Mathiesen, S. L., Hedger, S. C. V., Irsik, V. C., Bain, M., Johnsrude, I., & Herrmann, B. (2024) · Psychology International · doi:10.3390/psycholint6020041 · Cited by 9
Chinchilla, P., & Kim, J. (2024) · International journal of human computer interactions · doi:10.1080/10447318.2024.2390263 · Cited by 10
“Metaverse” Typology Based on Affordances and Psychological Processes
Chen, C., & Nelson, M. R. (2024) · Journal of Interactive Advertising · doi:10.1080/15252019.2024.2385523 · Cited by 12
Virtual Tasting in the Metaverse: Technological Advances and Consumer Behavior Impacts
Moustapha, F. A., Ertz, M., & Ouerghemmi, C. (2024) · Multimodal Technologies and Interaction · doi:10.3390/mti8100092 · Cited by 13
DeVeaux, C., Han, E., Hudson, Z., Egelman, J., Landay, J. A., & Bailenson, J. N. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108639 · Cited by 13
Anderson, H., Galvin, E., & Rodríguez, J. D. T. (2018) · African Archaeological Review · doi:10.1007/s10437-018-9280-8 · Cited by 11
Dengel, A. (2019) · Workshop in Primary and Secondary Computing Education · doi:10.1145/3361721.3362113 · Cited by 12
Heng, S., Zhao, H., Fan, C., & Zhou, Z. (2020) · Advances in Psychological Science · doi:10.3724/sp.j.1042.2020.00810 · Cited by 11
Dengel, A., Auer, A., Urlbauer, P., & Läufer, T. (2022) · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) · doi:10.1145/3502718.3524824 · Cited by 11
Steinhaeusser, S. C., Eckstein, B., & Lugrin, B. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2022.100539 · Cited by 11
The utilitarian and social dual presence in Web 2.0 services
Sheng, M. L. (2012) · Total Quality Management & Business Excellence · doi:10.1080/14783363.2012.704276 · Cited by 11
Stavropoulos, V., Wilson, P. H., Kuss, D. J., Griffiths, M. D., & Gentile, D. A. (2016) · Behaviour and Information Technology · doi:10.1080/0144929x.2016.1262900 · Cited by 12
Perception of 3D virtual road markings: Based on estimation of vehicle speed
Trifunović, A., Čičević, S., Lazarević, D., Dragović, M., Vidovič, N., Mošić, M., & Oţăt, O. V. (2019) · FME Transaction · doi:10.5937/fmet1902360t · Cited by 11
A Preliminary Exploration of Montage Transitions in Cinematic Virtual Reality
Cao, R., Walsh, J. A., Cunningham, A., Carolin, R., Dey, S., & Thomas, B. H. (2019) · IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) · doi:10.1109/ismar-adjunct.2019.00031 · Cited by 11
Invitational Rhetoric between Parents and Adolescents: Strategies for Successful Communication
Pariera, K. L., & Turner, J. W. (2020) · Journal of Family Communication · doi:10.1080/15267431.2020.1729157 · Cited by 11
Acceptance by the Public of the Virtual Delivery of Public Services
Hoefnagel, R., Oerlemans, L. A. G., & Goedee, J. (2011) · Social Science Computer Review · doi:10.1177/0894439311419807 · Cited by 11
A Consumer Perspective on Digital Games: Factors for Successful Game Development
Aleem, S., Capretz, L. F., & Ahmed, F. (2018) · IEEE Consumer Electronics Magazine · doi:10.1109/mce.2017.2714419 · Cited by 11
Gao, Q., & Chen, Y. (2021) · Wiley eBooks · doi:10.1002/9781119636113.ch45 · Cited by 12
Fürsorge, Gemeinsamkeiten, Pläne – Technik für Fernbeziehungen gestalten
Chien, W.-C., Hassenzahl, M., & Lenz, E. (2015) · De Gruyter eBooks · doi:10.1515/9783110443929-010 · Cited by 10
Social Cognitive Theories and Electronic Health Design: Scoping Review
Grace-Farfaglia, P. (2019) · JMIR Human Factors · doi:10.2196/11544 · Cited by 14
Bente, G., Schmälzle, R., Jahn, N. T., & Schaaf, A. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1032510 · Cited by 11
A VR Client Simulation to Prepare MSW Social Work Students for Practicum: A Feasibility Study
Lanzieri, N., McAlpin, E. C., & Asakura, K. (2023) · Journal of Technology in Human Services · doi:10.1080/15228835.2023.2240382 · Cited by 10
Decker, D., & Merkt, M. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12945 · Cited by 13
Presence and Pronouns: An Exploratory Investigation into the Language of Social VR
DeVeaux, C., Markowitz, D. M., Han, E., Miller, M. R., Hancock, J. T., & Bailenson, J. N. (2024) · Journal of Language and Social Psychology · doi:10.1177/0261927x241248646 · Cited by 10
Xu, K., Chen, X., Liu, F., & Huang, L. (2024) · New Media & Society · doi:10.1177/14614448241256899 · Cited by 11
It’s (not) Me: Dynamic Nature of Immersive Experiences in Video Game Play
Kukshinov, E. (2024) · Human Studies · doi:10.1007/s10746-024-09768-9 · Cited by 10
Bissell, D., Crovara, E., Gorman‐Murray, A., & Straughan, E. (2025) · Transactions of the Institute of British Geographers · doi:10.1111/tran.70000 · Cited by 10
Sense of presence in metaverse tourism experiences: scale development and validation
Jin, X.-L., Wang, B., Li, Y., Wang, Y., & Zhou, Z. (2025) · Industrial Management & Data Systems · doi:10.1108/imds-10-2024-0993 · Cited by 10
BleacherBot: AI Agent as a Sports Co-Viewing Partner
Kim, K., Song, H., Ryu, J., Oh, C., & Suh, B. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3714178 · Cited by 11
Alkhalifah, E. S., Hammady, R., Abdelrahman, M., Darwish, A., Cranmer, E., Al-Shamaileh, O., Bourazeri, A., & Jung, T. H. (2025) · Human Behavior and Emerging Technologies · doi:10.1155/hbe2/8818559 · Cited by 10
Lehikko, A., Nykänen, M., & Ruokamo, H. (2025) · Virtual Reality · doi:10.1007/s10055-025-01196-z · Cited by 9
Escher, Y. A., Petrowsky, H. M., Knabbe, F., Kuhl, P., & Loschelder, D. D. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100765 · Cited by 10
Theory of Robot Communication: II. Befriending a Robot Over Time
Hoorn, J. (2018) · Int. J. Humanoid Robotics · doi:10.1142/s0219843620500279 · Cited by 10
Sports Media as Empathy Facilitator: The Contrasting Influence of Paralympic and Olympic Content
Bissell, K. L., Billings, A. C., & Park, B. (2022) · International Journal of Sport Communication · doi:10.1123/ijsc.2022-0009 · Cited by 10
Utilization of XR Technology in Distance Collaborative Learning: A Systematic Review
Chen, J., & Konomi, S. (2022) · Lecture notes in computer science · doi:10.1007/978-3-031-06047-2_2 · Cited by 11
Kooijman, L., Asadi, H., Mohamed, S. M. K., & Nahavandi, S. (2022) · Conference on Human System Interactions · doi:10.1109/hsi55341.2022.9869507 · Cited by 11
Harnessing Immersive Technologies for Innovation in Teaching and Learnings
Tan, S. (2023) · Springer eBooks · doi:10.1007/978-981-19-9201-8_7 · Cited by 13
Voice orientation of conversational interfaces in vehicles
Lee, K. M., Moon, Y., Park, I., & Lee, J.-G. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2166870 · Cited by 10
Self-citationThaysen‐Petersen, D., Hammerum, S. K., Vissing, A.-C., Arnfred, B. T., Nordahl, R., Adjorlu, A., Nordentoft, M., Oestrich, I. H., Düring, S. W., & Fink‐Jensen, A. (2023) · BMJ Open · doi:10.1136/bmjopen-2022-068658 · Cited by 12
Chatting about the unaccepted: Self-disclosure of unaccepted news exposure behaviour to a chatbot
Ischen, C., Butler, J., & Ohme, J. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2237605 · Cited by 14
VR as a metaleptic possible world of global citizenship embodiment: a cognitive stylistic approach
Fawzy, R. M. (2023) · Digital Scholarship in the Humanities · doi:10.1093/llc/fqad078 · Cited by 10
Being There: Implications of Neuroscience and Meditation for Self-Presence in Virtual Worlds
Heeter, C., & Allbritton, M. M. (2015) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v8i2.7164 · Cited by 10
Liu, X., Lo, V., & Wei, R. (2020) · SAGE Open · doi:10.1177/2158244020919524 · Cited by 10
Getting There? Together. Cultural Framing of Augmented and Virtual Reality for Art Education
Back, R., Wenrich, R., & Dorner, B. (2021) · International Conference of the Immersive Learning Research Network (iLRN) · doi:10.23919/ilrn52045.2021.9459411 · Cited by 10
Kuuluvainen, V., Virtanen, I. A., Rikkonen, L., & Isotalus, P. (2021) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v16i16.19673 · Cited by 10
The impact of data sonification in virtual reality robot teleoperation
Bremner, P., Mitchell, T. J., & McIntosh, V. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.904720 · Cited by 11
Digital Marketing and Smart Technology Marketing Systems as the Future of Metaverse
Aliev, A., & Kadirov, D. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-30258-9_35 · Cited by 13
Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place
Tjøstheim, I., & Waterworth, J. A. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-50164-8_14 · Cited by 10
Jin, S. A., & Bolebruch, J. (1970) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v2i4.867 · Cited by 10
I, avatar: Towards an extended theory of selfhood in immersive VR
Zahiu, A. (2020) · Információs Társadalom · doi:10.22503/inftars.xix.2019.4.10 · Cited by 9
Cheng, S. (2024) · Information Systems Frontiers · doi:10.1007/s10796-023-10459-6 · Cited by 9
Vagaja, K., Linkenkaer‐Hansen, K., & Vourvopoulos, A. (2024) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1265010 · Cited by 10
Guang, L., & Tian, B. (2024) · Information Technology & Tourism · doi:10.1007/s40558-024-00285-0 · Cited by 9
Dufresne, F., Dubosc, C., Gorisse, G., & Olivier Christmann, C. (2024) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3613905.3650752 · Cited by 9
Shin, M., Sibuea, R., & Lee, H. (2024) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000427 · Cited by 8
Eliciting guilt in virtual reality games: interplay of self-attribution, presence, and morality
Ahn, C., & Noh, G.-Y. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1416258 · Cited by 9
Khanna, J., Lee, A., & Kalantari, S. (2025) · Virtual Reality · doi:10.1007/s10055-024-01095-9 · Cited by 10
Desnoyers-Stewart, J., Antle, A. N., & Riecke, B. E. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713586 · Cited by 12
Liu, F.-J. (2026) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2025.104593 · Cited by 8
Synthesizing Presence: A Multidisciplinary Review of the Literature
Beck, D. E., Fishwick, P. A., Kamhawi, R., Coffey, A. J., & Henderson, J. (2011) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v3i3.1999 · Cited by 9
Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games
Lankes, M., Rammer, D., & Maurer, B. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-66715-7_34 · Cited by 9
Li, B. J., Bailenson, J. N., Ogle, E., & Zaki, J. (2020) · Media Psychology · doi:10.1080/15213269.2020.1788394 · Cited by 9
Ochs, M., Bousquet, J., Pergandi, J.-M., & Blache, P. (2022) · Frontiers in Computer Science · doi:10.3389/fcomp.2022.746804 · Cited by 9
Arnold, M., Jung, S., Fischer, H., Zaraik, J., Chevallier, P., Efstathiou, A., Boukas, N., & Sourouklis, C. (2023) · Springer eBooks · doi:10.1007/978-3-031-18038-5_19 · Cited by 9
Chin, C.-H., Wong, W. P. M., Anson Lian Hong, K. I. U., & Thong, J. Z. (2023) · GeoJournal of Tourism and Geosites · doi:10.30892/gtg.47223-1055 · Cited by 10
Hedges, J., Sazdov, R., & Johnston, A. (2023) · Immersive and 3D Audio: from Architecture to Automotive (I3DA) · doi:10.1109/i3da57090.2023.10289267 · Cited by 9
Your money or your data: Avatar embodiment options in the identity economy
Won, A. S., & Davis, D. Z. (2023) · Convergence. The International Journal of Research into New Media Technologies · doi:10.1177/13548565231200187 · Cited by 10
Unravelling Virtual Realities—Gamers’ Perceptions of the Metaverse
Cruz, M., & Oliveira, A. (2024) · Electronics · doi:10.3390/electronics13132491 · Cited by 12
Presence, (re)focused and explicated
Kukshinov, E. Y. (2024) · The Communication Review · doi:10.1080/10714421.2024.2366684 · Cited by 7
Brinson, N. H., Holiday, S., & George, J. L. (2024) · Journal of Interactive Advertising · doi:10.1080/15252019.2024.2391381 · Cited by 10
Pepper's Ghost and the augmented reality of modernity
Conner, T. H. (2020) · Journal of Science & Popular Culture · doi:10.1386/jspc_00012_1 · Cited by 9
Ma, Z., & Zytko, D. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.1886486 · Cited by 9
Jin, E., & Brown‐Devlin, N. (2021) · Mass Communication & Society · doi:10.1080/15205436.2021.1910962 · Cited by 9
Social Presence Outside the Augmented Reality Field of View
Miller, M. R., & Bailenson, J. N. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.656473 · Cited by 11
Jiang, J., & Tham, J. C. K. (2022) · Computers & composition/Computers and composition · doi:10.1016/j.compcom.2022.102726 · Cited by 9
Steidle, S. J., Lucash, M. S., Nasr-Azadani, E., & Smithwick, E. A. H. (2023) · Journal of Environmental Management · doi:10.1016/j.jenvman.2023.117574 · Cited by 12
Lang, A., Bradley, S. D., Schneider, E. F., Kim, S. C., & Mayell, S. (2012) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000075 · Cited by 9
Wohn, D. Y. (2016) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00246 · Cited by 9
How to Describe and Measure Obstacles of Narrative Immersion in a Film?
Bjørner, T., Magnusson, A., & Nielsen, R. P. (2016) · Nordicom review/NORDICOM review · doi:10.1515/nor-2016-0004 · Cited by 9
Atzori, B., Vagnoli, L., Messeri, A., & Grotto, R. L. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-92052-8_2 · Cited by 9
Klimmt, C., Hartmann, T., & Vorderer, P. (2005) · Publizistik · doi:10.1007/s11616-005-0142-4 · Cited by 9
Li, B. J., & Lee, H. M. (2019) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00352 · Cited by 8
Tomás, D. J., Pais-Vieira, M., & Pais-Vieira, C. (2023) · Applied Sciences · doi:10.3390/app132413011 · Cited by 9
Radio and Women's Empowerment in Francophone West Africa
Heywood, E. (2023) · Palgrave studies in communication for social change · doi:10.1007/978-3-031-35985-9 · Cited by 8
Cejudo, M. D. C. L. (2024) · Journal of New Approaches in Educational Research · doi:10.1007/s44322-023-00002-5 · Cited by 11
Lin, Y., & Deng, F. (2024) · Current Psychology · doi:10.1007/s12144-024-06886-6 · Cited by 8
Digital media and the banalization of deception
Natale, S. (2024) · Convergence The International Journal of Research into New Media Technologies · doi:10.1177/13548565241311780 · Cited by 15
Virtual spaces, real interactions - Analyzing communication in virtual reality
Senkbeil, K. (2025) · Language & Communication · doi:10.1016/j.langcom.2024.12.004 · Cited by 8
Navigating AI in education: foundational suggestions for leveraging AI in teaching and learning
Kim, J., Kelly, S. E., & Prahl, A. (2025) · Communication Education · doi:10.1080/03634523.2024.2447235 · Cited by 8
Gandolfi, E., & Ferdig, R. E. (2025) · Educational Technology Research and Development · doi:10.1007/s11423-025-10446-5 · Cited by 20
Herane, L. A. G. (2025) · The International Journal of Psychoanalysis · doi:10.1080/00207578.2024.2330589 · Cited by 8
Degenhard, A., Askari, A., Rietzler, M., & Rukzio, E. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3714204 · Cited by 11
Sivermo, F., Moraga, F. R. G., & Wallinius, M. (2025) · Scientific Reports · doi:10.1038/s41598-025-01194-w · Cited by 7
Consumer Behaviour in the Metaverse: Empirical Insights From a Meta‐Analysis
Ladeira, W. J., Santini, F. D. O., Lim, W. M., Rasul, T., Oliveira, T., & Akhtar, S. (2025) · Journal of Consumer Behaviour · doi:10.1002/cb.70027 · Cited by 10
Sedghikhanshir, A., & Montelli, R. (2026) · Buildings · doi:10.3390/buildings16030515 · Cited by 10
User Perceptions of a Virtual Human Over Mobile Video Chat Interactions
Kang, S., Phan, T., Bolas, M. T., & Krum, D. M. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-39513-5_10 · Cited by 8
Metadata
- Authors
- Lee, K. M.
- Affiliations
- University of Southern California (US)
- Corresponding author
- Lee, Kwan Min
- Venue
- Communication Theory
- Publisher
- Oxford University Press (OUP)
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review