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Musings on Telepresence and Virtual Presence
Abstract
February 01 1992 Musings on Telepresence and Virtual Presence Thomas B. Sheridan Thomas B. Sheridan Department of Mechanical Engineering, Massachusetts Institute of Technology, Cambridge, Massachusetts 02139. Search for other works by this author on: This Site Google Scholar Author and Article Information Thomas B. Sheridan Department of Mechanical Engineering, Massachusetts Institute of Technology, Cambridge, Massachusetts 02139. © 1992 Massachusetts Institute of Technology1992 Presence: Teleoperators and Virtual Environments (1992) 1 (1): 120–126. https://doi.org/10.1162/pres.1992.1.1.120 Connected Content A correction has been published: Errata Cite Icon Cite Permissions Share Icon Share Facebook Twitter LinkedIn MailTo Views Icon Views Article contents Figures & tables Video Audio Supplementary Data Peer Review Search Site Citation Thomas B. Sheridan; Musings on Telepresence and Virtual Presence. Presence: Teleoperators and Virtual Environments 1992; 1 (1): 120–126. doi: https://doi.org/10.1162/pres.1992.1.1.120 Download citation file: Ris (Zotero) Reference Manager EasyBib Bookends Mendeley Papers EndNote RefWorks BibTex toolbar search Search Dropdown Menu toolbar search search input Search input auto suggest filter your search All ContentAll JournalsPRESENCE: Virtual and Augmented Reality Search Advanced Search This content is only available as a PDF. © 1992 Massachusetts Institute of Technology1992 Article PDF first page preview Close Modal You do not currently have access to this content.
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“In summary, the CAMIL regards immersion (positive relation, path 1 in Fig. 2), control factors (positive relation, path 2 in Fig. 2), and representational fidelity (positive relation, path 4 in Fig. 2) as important factors for instigating a sense of presence in virtual environments.”
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 Sheridan 1992
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Measurement of presence and its consequences in virtual environments
NICHOLS, S., HALDANE, C., & WILSON, J. R. (2000) · International Journal of Human-Computer Studies · doi:10.1006/ijhc.1999.0343 · Cited by 237
Daassi, M., & Debbabi, S. (2021) · Information & Management · doi:10.1016/j.im.2021.103453 · Cited by 239
Adaptive virtual reality-based training: a systematic literature review and framework
Zahabi, M., & Abdul Razak, A. M. (2020) · Virtual Reality · doi:10.1007/s10055-020-00434-w · Cited by 233
“…a state of consciousness and sense of “being there” in a virtual environment (Slater and Wilbur 1997) or sense of being physically present with visual, auditory, or force displays generated by a computer (Sheridan 1992), motor-related, and cognitive tasks (Slater et al. 1995; Steed et al. 2016).”
BackgroundEffects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Freeman, J., Avons, S. E., Pearson, D. E., & IJsselsteijn, W. A. (1999) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474699566017 · Cited by 233
“The major analyses have come from Sheridan (1992), Ellis (1996), Slater and Usoh (1994), Heeter (1992), and Welch, Blackmon, Liu, Mellers, and Stark (1996).”
BackgroundReaching for objects in VR displays
Ware, C., & Balakrishnan, R. (1994) · ACM Transactions on Computer-Human Interaction · doi:10.1145/198425.198426 · Cited by 231
“In order to create the illusion of "virtuality", or "presence" [17] it is important that the screen update rate be fast and there be minimal lag in the position sensing and display systems.”
BackgroundUnderstanding the Role of Body Movement in Player Engagement
Bianchi‐Berthouze, N. (2012) · Human-Computer Interaction · doi:10.1080/07370024.2012.688468 · Cited by 237
“Because both GEQ and GITQ are based on the theoretical work of Sheridan (1992) who suggested that the factors that underline the concept of presence could be grouped into four categories (Control, Sensory, Distraction and Realism), it is reasonable to think of the tendency to get engaged as a…”
BackgroundLombard, M., Ditton, T. B., Crane, D., Davis, B., Gil-Egui, G., Horvath, K., Rossman, J., & Temple, U. (2000) · Cited by 231
Embodied Presence in Virtual Environments
Schubert, T. W., Friedmann, F., & Regenbrecht, H. T. (1999) · Springer eBooks · doi:10.1007/978-1-4471-0563-3_30 · Cited by 238
“These findings are highly consistent with presence factors described and predicted by Held and Durlach [13], Sheridan [14] and Witmer and Singer [15].”
ResultPresence in immersive virtual environments
Slater, M., & Usoh, M. (2002) · doi:10.1109/vrais.1993.380793 · Cited by 226
“However, we would expect such an answer to include the following (Held and Durlach, 1992; Sheridan, 1992; Loomis 1992a,b): (a) The participant can verbally report the extent of such presence; (b) An extemal observer can note the reactions of the participant while experiencing events or performing…”
BackgroundInfluentialSlater, M., Spanlang, B., & Corominas, D. (2010) · ACM Transactions on Graphics · doi:10.1145/1778765.1778829 · Cited by 223
Lavoie, R. V., Main, K., King, C., & King, D. (2020) · Virtual Reality · doi:10.1007/s10055-020-00440-y · Cited by 256
“This heightened sense of realism produces a phenomenon known as “presence,” which refers to the user’s authentic experience of being in the virtual world as a result of visual or auditory displays generated by a computer (Sheridan 1992; Barfield and Hendrix 1995).”
BackgroundNeural contributions to flow experience during video game playing
Klasen, M., Weber, R., Kircher, T. T. J., Mathiak, K. A., & Mathiak, K. (2011) · Social Cognitive and Affective Neuroscience · doi:10.1093/scan/nsr021 · Cited by 216
“This model of motor representation of flow experience is in line with recent imaging studies on the neural basis of presence in a non-interactive virtual environment (Baumgartner et al ., 2008; Ja¨ncke et al ., 2009).”
BackgroundResultSearching for Experiences: The Web-Based Virtual Tour in Tourism Marketing
Cho, Y.-H., Wang, Y., & Fesenmaier, D. R. (2002) · Journal of Travel & Tourism Marketing · doi:10.1300/j073v12n04_01 · Cited by 216
“Sheridan (1992), on the other hand, defined telepresence as the phenomenon in which a media user loses awareness of the physical environment, convinced that he/she remains within the virtual environment.”
BackgroundThe Sony PlayStation II EyeToy: Low-Cost Virtual Reality for Use in Rehabilitation
Rand, D., Kizony, R., & Weiss, P. L. (2008) · Neurology Report · doi:10.1097/npt.0b013e31818ee779 · Cited by 213
Presence and Emotions in Virtual Environments: The Influence of Stereoscopy
Baños, R., Botella, C., Rubió, I., Quero, S., García‐Palacios, A., & Alcañíz, M. (2008) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.9936 · Cited by 211
Schrader, C., & Bastiaens, T. J. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.11.011 · Cited by 222
Perceived depth and the feeling of presence in 3DTV
IJsselsteijn, W. A., de Ridder, H., Hamberg, R., Bouwhuis, D. G., & Freeman, J. (1998) · Displays · doi:10.1016/s0141-9382(98)00022-5 · Cited by 208
Virtual reality therapy for anxiety disorders: Advances in evaluation and treatment.
Wiederhold, B. K., & Wiederhold, M. D. (2005) · doi:10.1037/10858-000 · Cited by 199
A New Conception of Spatial Presence: Once Again, with Feeling
Schubert, T. W. (2009) · Communication Theory · doi:10.1111/j.1468-2885.2009.01340.x · Cited by 199
“Some researchers have argued for a distinction that is based on the type of environment one feels in and thus for using the term ‘‘virtual presence’’ for virtual environments and ‘‘telepresence’’ for remote real environments (Sheridan, 1992).”
BackgroundRodríguez‐Ardura, I., & Meseguer‐Artola, A. (2015) · Information & Management · doi:10.1016/j.im.2015.11.005 · Cited by 205
“Researchers into ‘presence’ use various terms to label these feelings, including telepresence [155,103], virtual presence [147] and spatial presence [174,143].”
BackgroundSteinbach, E., Hirche, S., Ernst, M., Brandi, F., Chaudhari, R., Kammerl, J., & Vittorias, I. (2012) · Proceedings of the IEEE · doi:10.1109/jproc.2011.2182100 · Cited by 198
“…to evaluate the performance of haptic telepresence systems different criteria have been introduced representing measures of how close the ultimate goal of telepresence is achieved, namely that the human operator feels like directly interacting with the remote real or virtual environment [81], [82].”
BackgroundUnderstanding the diffusion of virtual reality glasses: The role of media, fashion and technology
Herz, M. F., & Rauschnabel, P. A. (2018) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2018.09.008 · Cited by 190
“Early papers in the field include studies by Held and Durlach (1992), Sheridan (1992), and Slater and Wilbur (1997), all of which introduce and assess the concept of presence in virtual environments—that is, the sensation of being in a place depicted by the virtual-reality system although one is…”
Measuring the Sense of Presence and its Relations to Fear of Heights in Virtual Environments
Regenbrecht, H. T., Schubert, T. W., & Friedmann, F. (1998) · International Journal of Human-Computer Interaction · doi:10.1207/s15327590ijhc1003_2 · Cited by 193
“Sheridan(1992) described presence as "a sense of being physically present with virtual object(s)" (p. 120).”
BackgroundMethodInfluentialFrom intention to action: The role of presence
Riva, G., Waterworth, J. A., Waterworth, E. L., & Mantovani, F. (2009) · New Ideas in Psychology · doi:10.1016/j.newideapsych.2009.11.002 · Cited by 189
Presence Equation: An Investigation into Cognitive Factors Underlying Presence
Sas, C., & O’Hare, G. M. P. (2003) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474603322761315 · Cited by 188
“In an overused and widely accepted assertion, Sheridan (1992) describes telepresence as a “sense of being physically present with virtual objects at the remote teleoperator site”. As Loomis (1992) points out, presence is a basic state of consciousness, the attribution of sensation to some distal stimuli, or more broad…”
BackgroundInfluentialRanasinghe, N., Jain, P., Trâm, N. T. N., Koh, K. C. R., Tolley, D., Karwita, S., Lien-Ya, L., Liangkun, Y., Shamaiah, K., Tung, C. E. W., et al. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174151 · Cited by 189
“Based on prior work by Sheridan [43] and Held and Durlach [17], Witmer and Singer’s PQ categorises questions into four core groups ( control, sensory, distraction and realism factors) and also addresses additional characteristics ( involvement/control, naturalness and interface quality ) that are…”
BackgroundMethodKwon, C. (2018) · Virtual Reality · doi:10.1007/s10055-018-0364-1 · Cited by 205
A Systematic Review of Commercial Smart Gloves: Current Status and Applications
Rodríguez, M. C., Otero-González, I., Mikic-Fonte, F. A., & Nistal, M. L. (2021) · Sensors · doi:10.3390/s21082667 · Cited by 215
Observing Product Touch: The Vicarious Haptic Effect in Digital Marketing and Virtual Reality
Luangrath, A. W., Peck, J., Hedgcock, W. M., & Xu, Y. (2021) · Journal of Marketing Research · doi:10.1177/00222437211059540 · Cited by 184
“The feeling of being present in the digital space can be increased by adding sensory stimuli (Held and Durlach 1992; Sheridan 1992; Slater and Wilbur 1997), which includes a depiction of a hand interacting with a product.”
BackgroundVirtual Reality Technology: A Tutorial
Biocca, F. A. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00811.x · Cited by 181
Being There Together and the Future of Connected Presence
Schroeder, R. (2006) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.15.4.438 · Cited by 173
“So, for example, Sheridan (1992), Zeltzer (1992), Steuer (1992), and Heeter (1992), focusing on spatial presence (or in Steuer’s case, vividness) and interactivity.”
BackgroundGriffith, D. A., Krampf, R. F., & Palmer, J. W. (2001) · International Journal of Electronic Commerce · doi:10.1080/10864415.2001.11044219 · Cited by 172
To immerse or not? Experimenting with two virtual retail environments
Papagiannidis, S., Pantano, E., See-To, E. W. K., Dennis, C., & Bourlakis, M. (2017) · Information Technology and People · doi:10.1108/itp-03-2015-0069 · Cited by 185
Why Presence Occurs: Evolutionary Psychology, Media Equation, and Presence
Lee, K. M. (2004) · PRESENCE Virtual and Augmented Reality · doi:10.1162/1054746041944830 · Cited by 171
“Sheridan (1992) also suggests three factors affecting presence— extent of sensory information, control of sensors in relation to the environment, and the ability to modify the environment.”
BackgroundVR the world: Experimenting with emotion and presence for tourism marketing
Yung, R., Khoo-Lattimore, C. S. C., & Potter, L. E. (2020) · Journal of Hospitality and Tourism Management · doi:10.1016/j.jhtm.2020.11.009 · Cited by 176
Marucci, M., Di Flumeri, G., Borghini, G., Sciaraffa, N., Scandola, M., Pavone, E. F., Babiloni, F., Betti, V., & Aricò, P. (2021) · Scientific Reports · doi:10.1038/s41598-021-84196-8 · Cited by 170
Presence and Image Quality: The Case of High-Definition Television
Bracken, C. (2005) · Media Psychology · doi:10.1207/s1532785xmep0702_4 · Cited by 186
“Previous conceptualizations have included a sense of being there or being inside a mediated environment (Sheridan, 1992; Slater, & Wilbur, 1997).”
BackgroundCriteria And Scope Conditions For A Theory And Measure Of Social Presence
Biocca, F. A., Burgoon, J. K., Harms, C., & Stoner, M. (2001) · Cited by 169
The effect of update rate on the sense of presence within virtual environments
Barfield, W., & Hendrix, C. M. (1995) · Virtual Reality · doi:10.1007/bf02009709 · Cited by 165
Behm‐Morawitz, E. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.07.023 · Cited by 164
Weber, S., Weibel, D., & Mast, F. W. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.628298 · Cited by 167
“Presence is defined as the sense of being in a mediated environment (Steuer, 1992; Draper et al., 1998) or being in a computer-generated world such as in VR (Sheridan, 1992; Slater and Wilbur, 1997).”
BackgroundProxemics with multiple dynamic characters in an immersive virtual environment
Llobera, J., Spanlang, B., Ruffini, G., & Slater, M. (2010) · ACM Transactions on Applied Perception · doi:10.1145/1857893.1857896 · Cited by 161
A longitudinal study of small group interaction in social virtual reality
Moustafa, F., & Steed, A. J. (2018) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3281505.3281527 · Cited by 163
“…lack of presence in virtual environments such as SL. Presence is the concept that, to some extent, users of immersive virtual reality systems believe that they are in the virtual environment and thus tend to react to the environment in a manner similar to how they would in the real world [32].”
BackgroundThe cyborg's dilemma: embodiment in virtual environments
Biocca, F. A. (2002) · International Conference on Cognitive Technology (CT) · doi:10.1109/ct.1997.617676 · Cited by 162
“…presence became theoretically intriguing, practical, and urgent with the arrival of immersive virtual reality (See the first volume of the journal, Presence), Practical design problems made issues of conceptualization and measurement critical (Held & Durlach, 1992; Sheridan, 1992; Zeltzer, 1992).”
BackgroundInfluentialRemote versus hands-on labs: a comparative study
Corter, J. E., Nickerson, J. V., Esche, S., & Chassapis, C. (2005) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2004.1408586 · Cited by 162
“The parallel position in the collaboration literature is the advocacy of face-to-face contact over mediated communication.”
BackgroundFurther musings on the psychophysics of presence
Sheridan, T. B. (2002) · Conference proceedings/Conference proceedings - IEEE International Conference on Systems, Man, and Cybernetics · doi:10.1109/icsmc.1994.399986 · Cited by 152
Self-citationHuman Performance in Six Degree of Freedom Input Control
Zhai, S. (2002) · Cited by 152
Virtual reality laboratories: a review of experiences
Hernández-de-Menéndez, M., Guevara, A. V., & Morales-Menéndez, R. (2019) · International Journal on Interactive Design and Manufacturing (IJIDeM) · doi:10.1007/s12008-019-00558-7 · Cited by 150
Kalawsky, R. (1999) · Applied Ergonomics · doi:10.1016/s0003-6870(98)00047-7 · Cited by 148
Telepresence and fantasy in online apparel shopping experience
Song, K., Fiore, A. M., & Park, J.-H. (2007) · Journal of Fashion Marketing and Management · doi:10.1108/13612020710824607 · Cited by 146
“The virtual model feature was used to provide interactivity with the product, which is a dimension of telepresence ( Sheridan, 1992”
MethodRanasinghe, N., Jain, P., Karwita, S., Tolley, D., & Yi–Luen, E. (2017) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3025453.3025723 · Cited by 150
“As expressed by Sheridan [34], presence is an extremely subjective sensation.”
BackgroundTransatlantic Touch: A Study of Haptic Collaboration over Long Distance
Kim, J., Kim, H. K., Tay, B.-O. K., Muniyandi, M., Srinivasan, M., Jordan, J., Mortensen, J., Oliveira, M., & Slater, M. (2004) · Presence - Teleoperators and Virtual Environments · doi:10.1162/1054746041422370 · Cited by 161
“Sheridan (1992a) has conducted experiments on automation and planning of complex tasks through human supervisory control and has shown that the task completion times can be reduced with the addition of haptic feedback.”
BackgroundA Review of Telepresence, Virtual Reality, and Augmented Reality Applied to Clinical Care
Hilty, D. M., Randhawa, K., Maheu, M. M., McKean, A. J. S., Pantera, R. L., Mishkind, M. C., & Rizzo, A. (2020) · Journal of Technology in Behavioral Science · doi:10.1007/s41347-020-00126-x · Cited by 146
“Immersion is defined as a description of the capabilities of a system, whereas presence characterizes the subjective sense “ being in ” such environments and objectively “ responding ” to them (Sheridan 1992; Slater et al. 1998; Baus and Bouchard 2014).”
BackgroundInfluentialVillani, D., Repetto, C., Cipresso, P., & Riva, G. (2012) · Interacting with Computers · doi:10.1016/j.intcom.2012.04.008 · Cited by 143
Ausburn, L. J., & Ausburn, F. B. (2004) · ISU Red - Research and eData (Illinois State University) · Cited by 140
Papagiannidis, S., Pantano, E., See-To, E. W. K., & Bourlakis, M. (2013) · Journal of Marketing Management · doi:10.1080/0267257x.2013.821150 · Cited by 144
“Sheridan (1992) suggests that virtual model technology will foster all three determinants.”
BackgroundResultMania, K., Adelstein, B. D., Ellis, S. R., & Hill, M. I. (2004) · Symposium on Applied Perception in Graphics and Visualization (APGV) · doi:10.1145/1012551.1012559 · Cited by 136
Breaking The Experience: Effects of Questionnaires in VR User Studies
Putze, S., Alexandrovsky, D., Putze, F., Höffner, S., Smeddinck, J. D., & Malaka, R. (2020) · Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376144 · Cited by 138
Transfer of Spatial Information from a Virtual to a Real Environment
Wilson, P. N., Foreman, N., & Tlauka, M. (1997) · Human Factors The Journal of the Human Factors and Ergonomics Society · doi:10.1518/001872097778667988 · Cited by 132
Presence and Immersion in Virtual Reality
Berkman, M. I., & Akan, E. (2019) · Encyclopedia of Computer Graphics and Games · doi:10.1007/978-3-319-08234-9_162-1 · Cited by 132
Badrinarayanan, V. A., Sierra, J. J., & Martin, K. M. (2014) · Journal of Business Research · doi:10.1016/j.jbusres.2014.10.006 · Cited by 131
Chen, C., & Yao, M. Z. (2022) · Psychology & Marketing · doi:10.1002/mar.21630 · Cited by 133
Presence and engagement in an interactive drama
Dow, S. P., Mehta, M., Harmon, E., MacIntyre, B., & Mateas, M. (2007) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1240624.1240847 · Cited by 129
“The VR community has studied the concept of presence for years, seeking to understand how different immersion factors (e.g., rendering latency, animation quality, interaction techniques) affect a person’s sense of being in a real space (e.g., [18, 24 , 25]).”
BackgroundInfluence of individual factors on presence
Sacau, A., Laarni, J., & Hartmann, T. (2007) · Computers in Human Behavior · doi:10.1016/j.chb.2007.11.001 · Cited by 127
“Among all phenomena of non-mediation, one of the most prominent concepts is probably the construct of ‘‘Spatial Presence” (also called ‘‘Telepresence”, Steuer, 1992; or ‘‘Virtual Presence”, Sheridan, 1992; see Hartmann et al., in press, for an overview).”
BackgroundExposure to an unpleasant odour increases the sense of Presence in virtual reality
Baus, O., & Bouchard, S. (2016) · Virtual Reality · doi:10.1007/s10055-016-0299-3 · Cited by 125
“Numerous variations in the term Presence exist; they include Personal Presence (Heeter 1992), Virtual Presence (Sheridan 1992), Spatial Presence (Lessiter et al.”
BackgroundPublic speaking anxiety decreases within repeated virtual reality training sessions
Takac, M., Collett, J., Blom, K. J., Conduit, R., Rehm, I. C., & Foe, A. D. (2019) · PLoS ONE · doi:10.1371/journal.pone.0216288 · Cited by 126
The influence of rendering quality on presence and task performance in a virtual environment
Zimmons, P., & Panter, A. T. (2003) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr.2003.1191170 · Cited by 127
Nicovich, S. G., Boller, G. W., & Cornwell, T. B. (2006) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2005.tb00243.x · Cited by 122
The Corporeal Body in Virtual Reality
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Immersive Analytics: An Introduction
Dwyer, T., Marriott, K., Tobias Isenberg, A., Klein, K., Riche, N. H., Schreiber, F., Stuerzlinger, W., & Thomas, B. H. (2018) · Lecture notes in computer science · doi:10.1007/978-3-030-01388-2_1 · Cited by 128
Batch, A., Cunningham, A., Cordeil, M., Elmqvist, N., Dwyer, T., Thomas, B. H., & Marriott, K. (2019) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2019.2934803 · Cited by 122
“Witmer and Singer argue, backed by other foundational research on the subject, that immersion and presence are determined by factors influencing the user’s sense of control, realism, sensory feedback/stimulation, and distraction [26, 40, 51].”
BackgroundEmbodiment and telepresence: Toward a comprehensive theoretical framework
Haans, A., & IJsselsteijn, W. A. (2012) · Interacting with Computers · doi:10.1016/j.intcom.2012.04.010 · Cited by 119
“This reflects the importance of interactivity for the experience of telepresence as discussed in the introductory section of this paper (also Sheridan, 1992; Steuer, 1992).”
BackgroundLi, H., Dong, W., Wang, Z., Chen, N., Wu, J., Wang, G., & Jiang, T. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18179053 · Cited by 132
Is presence a technology issue? Some insights from cognitive sciences
Riva, G. (2009) · Virtual Reality · doi:10.1007/s10055-009-0121-6 · Cited by 115
“In the first issue, Sheridan clearly refers to presence as an experience elicited by technology (Sheridan 1992): 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 environments.”
BackgroundNolin, P., Stipanicic, A., Henry, M., Lachapelle, Y., Lussier‐Desrochers, D., Rizzo, A., & Allain, P. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.02.023 · Cited by 116
The Dark Side of Perceptual Manipulations in Virtual Reality
Tseng, W.-J., Bonnail, E., McGill, M., Khamis, M., Lecolinet, É., Huron, S., & Gugenheimer, J. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517728 · Cited by 124
The Virtual Treadmill: A Naturalistic Metaphor for Navigation in Immersive Virtual Environments
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AILA Applied Linguistics Series
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The use of virtual reality in the study of people’s responses to violent incidents
Rovira, A. (2009) · Frontiers in Behavioral Neuroscience · doi:10.3389/neuro.08.059.2009 · Cited by 112
Alsina-Jurnet, I., & Gutiérrez‐Maldonado, J. (2010) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2010.07.001 · Cited by 114
“As Sheridan (1992) stressed, presence will probably increase as one’s ability to modify physical objects in a virtual environment increases and when one has greater control over the task at hand.”
BackgroundRiva, G., Mantovani, F., & Gaggioli, A. (2004) · Journal of NeuroEngineering and Rehabilitation · doi:10.1186/1743-0003-1-9 · Cited by 113
Dyadic projected spatial augmented reality
Benko, H., Wilson, A. D., & Zannier, F. (2014) · ACM Symposium on User Interface Software and Technology (UIST) · doi:10.1145/2642918.2647402 · Cited by 108
Wu, X., & Lai, I. K. W. (2021) · Journal of Destination Marketing & Management · doi:10.1016/j.jdmm.2021.100640 · Cited by 114
Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies
Coelho, C. M., Tichon, J., Hine, T. J., Wallis, G. M., & Riva, G. (2006) · CogPrints (University of Southampton) · Cited by 113
Presence in virtual environments as a function of visual and auditory cues
Hendrix, C. M., & Barfield, W. (2002) · doi:10.1109/vrais.1995.512482 · Cited by 107
Cheng, L., Chieng, M., & Chieng, W.-H. (2014) · Virtual Reality · doi:10.1007/s10055-014-0244-2 · Cited by 104
“Telepresence has been frequently described as the sense of being in the virtual or mediated environment (Klein 2003; Kim and Biocca 1997; Schubert et al. 1996; Steuer 1992; Sheridan 1992; Minsky 1980; Nowak and Biocca 2003).”
BackgroundResultInfluentialVirtual Reality in Psychological, Medical and Pedagogical Applications
(2012) · doi:10.5772/2607 · Cited by 103
Isabet, B., Pino, M., Lewis, M., Benveniste, S., & Rigaud, A. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18073597 · Cited by 128
“Mobile telepresence robots (MTR) can be used to create a connection between two distinct environments and to set up social interactions between two individuals located in separate settings [18].”
BackgroundFelton, W. M., & Jackson, R. E. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.1921368 · Cited by 123
Virtual Reality in Clinical Psychology
Riva, G. (2020) · Elsevier eBooks · doi:10.1016/b978-0-12-818697-8.00006-6 · Cited by 145
The impact of avatar fidelity on social interaction in virtual environments
Garau, M. (2003) · Cited by 102
Role of Virtual Reality for Cerebral Palsy Management
Weiss, P. L., Tirosh, E., & Fehlings, D. L. (2014) · Journal of Child Neurology · doi:10.1177/0883073814533007 · Cited by 112
The role of screen size in viewer responses to television fare
Lombard, M., Ditton, T. B., Grabe, M. E., & Reich, R. D. (1997) · Communication Reports · doi:10.1080/08934219709367663 · Cited by 100
“An investigation of this possibility has benefits beyond explaining a consumer behavior phenomenon, A number of scholars (Heeter, 1992,1995; Held & Durlach, 1992; Kim, 1996; Reeves, 1991; Reeves & Nass, 1996; Sheridan, 1992; Steuer, 1995) are interested in whether and to what extent media users experience a sense of p…”
BackgroundDesign and evaluation of a wind display for virtual reality
Moon, T., & Kim, G. J. (2004) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/1077534.1077558 · Cited by 100
Mutual awareness in collaborative design: An Augmented Reality integrated telepresence system
Wang, X., Love, P. E. D., Kim, M. J., & Wang, W. (2014) · Computers in Industry · doi:10.1016/j.compind.2013.11.012 · Cited by 101
“interpersonal interaction for efficient remote collaboration [31,32].”
Rupp, M. A., Kozachuk, J. R., Michaelis, J. R., Odette, K. L., Smither, J. A.-A., & McConnell, D. S. (2016) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1541931213601477 · Cited by 100
“The concept of presence is defined as the subjective experience of being conscious or the feeling of being spatially located in a particular place (Sheridan, 1992; Witmer & Singer, 1998).”
BackgroundVirtual environments and ergonomics: needs and opportunities
Wilson, J. R. (1997) · Ergonomics · doi:10.1080/001401397187603 · Cited by 97
Clemente, M., Rodríguez, A., Solaz, B. R., & Alcañíz, M. (2013) · Expert Systems with Applications · doi:10.1016/j.eswa.2013.08.055 · Cited by 96
“In the Virtual Reality (VR) field, presence refers to the feeling of being there, inside the Virtual Environment (VE), while your body is physically located elsewhere (Sheridan, 1992).”
BackgroundSpatial Presence Theory: State of the Art and Challenges Ahead
Hartmann, T., Wirth, W., Vorderer, P., Klimmt, C., Schramm, H., & Böcking, S. (2015) · Springer eBooks · doi:10.1007/978-3-319-10190-3_7 · Cited by 103
“Spatial Presence thus refers to the perception or illusion to be located in an environment that is conveyed by some sort of media technology (Biocca 1997 ; Sheridan 1992a , b ; Riva et al. 2003 ; Lee 2004a ).”
BackgroundInfluentialDefining Haptic Experience: Foundations for Understanding, Communicating, and Evaluating HX
Kim, E., & Schneider, O. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376280 · Cited by 100
“Similar to how early theoretical work defined the construct of presence [50] and led to the Presence Questionnaire [56], the HX model can now serve as a foundation on which long-term goals, such as a future HX questionnaire, can be developed.”
Background
Metadata
- Authors
- Sheridan, T. B.
- Affiliations
- Massachusetts Institute of Technology (US)
- Corresponding author
- Sheridan, Thomas B.
- ORCID
- Sheridan, Thomas B.
- Venue
- Presence: Teleoperators and Virtual Environments
- Publisher
- MIT Press - Journals
- Published
- 1992-01
- Volume
- 1
- Issue
- 1
- Pages
- 120-126
- ISSN
- 1054-7460 (ISSN-L)
- OpenAlex
- W104998059
- Cited by
- 1,344
- References
- 0
- Citations by year
- 2026: 48 · 2025: 47 · 2024: 53 · 2023: 48 · 2022: 73 · 2021: 97 · 2020: 79 · 2019: 76 · 2018: 47 · 2017: 30 · 2016: 37 · 2015: 42 · 2014: 48 · 2013: 46 · 2012: 44
- FWCI
- 20.34
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- PRESENCE Virtual and Augmented Reality (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Engineering › Mechanical Engineering › Teleoperation and Haptic Systems
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Keywords
- telepresence, virtual presence, teleoperation, virtual worlds, presence
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