The DOI matches its Crossref record.
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.
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
“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
Citations
Cited by
Sorted by citations
Items 301–400 of 998
Virtual test-driving: The impact of simulated products on purchase intention
Papagiannidis, S., See-To, E. W. K., & Bourlakis, M. (2014) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2014.02.010 · Cited by 57
North, M. M., & North, S. M. (2016) · Elsevier eBooks · doi:10.1016/b978-0-12-802075-3.00006-1 · Cited by 57
Alimamy, S., & Al-Imamy, S. Y. (2021) · Journal of Marketing Communications · doi:10.1080/13527266.2021.1897648 · Cited by 55
“The second attribute of experience quality is presence, which is defined as the users’ sense of being in a particular space or environment (Sheridan 1992).”
BackgroundMarto, A., Melo, M., Gonçalves, A., & Bessa, M. (2020) · IEEE Access · doi:10.1109/access.2020.3032379 · Cited by 56
“The baseline for direct observation took into consideration active social presence, defined by Lombard et al. [47] as an indicator of users’ sensitivity to media content, combined with body responses as indicators of presence [48] and people’s reactions as an objective measure of presence [49], [50].”
BackgroundThe effectiveness of virtual safety training in work at heights: A literature review
Rey-Becerra, E., Barrero, L. H., Ellegast, R. P., & Kluge, A. (2021) · Applied Ergonomics · doi:10.1016/j.apergo.2021.103419 · Cited by 55
Tran, T. Q., Langlotz, T., Young, J., Schubert, T. W., & Regenbrecht, H. T. (2024) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3689046 · Cited by 55
“Early instances stemmed from pioneering work by Barfield and Weghorst [5], Sheridan [59], and Steuer [62].”
ResultAchieving Presence through Evoked Reality
Pillai, J. S., Schmidt, C., & Richir, S. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00086 · Cited by 55
“PRESENCE Presence is a concept describing the effect that people experience when they interact with a computer-mediated or computergenerated environment (Sheridan, 1992).”
BackgroundQuality of experience in virtual environments
Gaggioli, A., Bassi, M., & Fave, A. D. (2003) · Cited by 60
On Selecting the Right Yardstick
Singer, M. J., & Witmer, B. G. (1999) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474699566486 · Cited by 54
“Slater of the validity of the PQ. One indication of a measure’s validity is the face validity, whether the items on the test address reasonable elements of the overall construct. We used factors identified in the literature as the initial basis for the items in our presence questionnaire. Dr. Slater states that he acc…”
BackgroundMethodInfluentialA virtual airplane for fear of flying therapy
Hodges, L. F., ROTHBAUM, B. O., Watson, B. A., Kessler, G. D., & Opdyke, D. (1996) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vrais.1996.490515 · Cited by 54
“Unfortunately, presence is a subjective sensation and no direct measures of a user’s sense of presence that are operational, reliable and useful have been developed [10, 19].”
BackgroundWays to Measure Spatial Presence: Review and Future Directions
Laarni, J., Ravaja, N., Saari, T., Böcking, S., Hartmann, T., & Schramm, H. (2015) · Springer eBooks · doi:10.1007/978-3-319-10190-3_8 · Cited by 59
Training in virtual environments: putting theory into practice
Moskaliuk, J., Bertram, J., & Creß, U. (2012) · Ergonomics · doi:10.1080/00140139.2012.745623 · Cited by 61
“Additional features will also influence presence, for example the difficulty of the task (Sheridan 1992) or the extent to which virtual actions and contacts feel natural (Tichon 2007).”
BackgroundEngaging E-Learning in Virtual Worlds: Supporting Group Collaboration
Franceschi, K. G., Lee, R. M., & Hinds, D. H. (2008) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2008.146 · Cited by 53
“Some of the control features that if provided to the users enhance their sense of presence include: controls over the interface [9, 26]; and prompt and appropriate feedback to the user’s actions in the VW [3].”
BackgroundSteed, A. J., Pan, Y., Watson, Z., & Slater, M. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00112 · Cited by 53
“…are reflected in changes to the virtual environment, and deployment of multiple sensory systems (visual, auditory, haptics; Heeter, 1992; Held and Durlach, 1992; Loomis, 1992; Sheridan, 1992, 1996; Steuer, 1992; Zeltzer, 1992; Barfield and Hendrix, 1995; Ellis, 1996; Slater and Wilbur, 1997).”
BackgroundThe impact of virtual reality versus 2D pornography on sexual arousal and presence
Elsey, J. W. B., van Andel, K., Kater, R. B., Reints, I. M., & Spiering, M. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.02.031 · Cited by 53
Virtual/Remote Labs for Automation Teaching: a Cost Effective Approach
Morales-Menéndez, R., Ramírez-Mendoza, R. A., & Guevara, A. J. V. (2019) · IFAC-PapersOnLine · doi:10.1016/j.ifacol.2019.08.219 · Cited by 53
Interaction, imagination and immersion some research needs
Sheridan, T. B. (2000) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/502390.502392 · Cited by 52
“The first three c these can be engineered, that is, are amenable to improve technology [ 7 ].”
BackgroundSelf-citationPresence and the Aura of Meaningful Places
MacIntyre, B., Bolter, J. D., & Gandy, M. (2004) · Cited by 54
The effects of avatars on co-presence in a collaborative virtual environment
Casanueva, J. S., & Blake, E. (2001) · Cited by 55
Frommel, J., Rogers, K., Brich, J., Besserer, D., Bradatsch, L., Ortinau, I., Schabenberger, R., Riemer, V., Schrader, C., & Weber, M. (2015) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2793107.2793130 · Cited by 54
Design Challenges and Guidelines for Social Interaction Using Mobile Telepresence Robots
Tsui, K. M., & Yanco, H. A. (2013) · Reviews of Human Factors and Ergonomics · doi:10.1177/1557234x13502462 · Cited by 52
A review of telecollaboration technologies with respect to closely coupled collaboration
Wolff, R., Roberts, D. J., Steed, A. J., & Otto, O. (2007) · International Journal of Computer Applications in Technology · doi:10.1504/ijcat.2007.014056 · Cited by 51
Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint
Ong, T., Wilczewski, H., Paige, S. R., Soni, H., Welch, B. M., & Bunnell, B. E. (2021) · JMIR Serious Games · doi:10.2196/26520 · Cited by 58
Multi-finger manipulation of virtual objects
Boulic, R., Rezzonico, S., & Thalmann, D. (1996) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3304181.3304195 · Cited by 51
“Hand gestures form a rich and convenient channel to drive interactions in virtual environments and their interpretation is an established research topic [SZF89] [ Sh92 ] [MS94].”
BackgroundThe Effect of Two Types of Virtual Reality on Voluntary Center of Pressure Displacement
Lott, A., Bisson, E. J., Lajoie, Y., McComas, J., & Sveistrup, H. (2003) · CyberPsychology & Behavior · doi:10.1089/109493103769710505 · Cited by 51
“22 Thus, the absence of head tracking in the HMD may have further limited the sense of presence experienced by participants.”
Remote interpreting : the crucial role of presence
Moser‐Mercer, B. (2005) · reroDoc Digital Library · doi:10.5169/seals-978483 · Cited by 50
Discrimination of Changes of Latency during Voluntary Hand Movement of Virtual Objects
Ellis, S. R., Young, M., Adelstein, B. D., et al. (1999) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/154193129904302203 · Cited by 50
“The literature on manual control has long established that latency in displays or controls has a major negative impact on performance (Smith and Smith, 1962; Ferrell, 1965; Sheridan, 1992).”
BackgroundAgency and Presence: A Common Dependence on Subjectivity?
Herrera, G., Jordan, R. R., & Vera, L. (2006) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.15.5.539 · Cited by 50
“Several authors such as Biocca & Delaney [8]; Kalawsky [9]; Sheridan [10] [11]; Welch, Blackmon, Liu, Mellers, & Stark [12] have reached consensus in seen presence as a multidimensional concept.”
BackgroundUsing authentic 3D product visualisation for an electrical online retailer
Algharabat, R., & Dennis, C. (2010) · Journal of Customer Behaviour · doi:10.1362/147539210x511326 · Cited by 49
“Whereas in the past researchers used display interface technologies such as goggles, head-mounted visors, data gloves, joysticks, head trackers and televisions to identify and measure presence (e.g., Biocca, 1992; Heeter, 1992; Lombard and Ditton, 1997; Sheridan 1992; Steuer, 1992; Witmer and Singer, 1998), more recen…”
BackgroundMethodInfluentialFlow theory: Advancing the two-dimensional conceptualization
Lavoie, R. V., Main, K., & Stuart‐Edwards, A. (2021) · Motivation and Emotion · doi:10.1007/s11031-021-09911-4 · Cited by 58
“One noteworthy consequence of flow in digital media contexts (e.g., playing video games) is presence, which is defined as a feeling of being present in a particular virtual computermediated environment rather than the immediate physical environment (Sheridan, 1992).”
BackgroundStructural Equation Modeling of Spatial Presence: The Influence of Cognitive Processes and Traits
Höfer, M., Wirth, W., Kühne, R., Schramm, H., & Sacau, A. (2012) · Media Psychology · doi:10.1080/15213269.2012.723118 · Cited by 50
“Thus, so-called media factors were regarded as crucial determinants of the sense of presence (e.g., viewing distance, visual angle [Steuer, 1992] and the richness of the environment [Sheridan, 1992]).”
BackgroundYang, J., Horii, H., Thayer, A., et al. (2018) · ACM Symposium on User Interface Software and Technology (UIST) · doi:10.1145/3242587.3242643 · Cited by 49
Introduction to Virtual and Augmented Reality
Doerner, R., Broll, W., Jung, B., Grimm, P., Göbel, M., & Kruse, R. (2022) · Springer eBooks · doi:10.1007/978-3-030-79062-2_1 · Cited by 51
Physiological Measures of Presence in Virtual Environments
Meehan, M., Insko, B. E., Whitton, M. C., & Brooks, F. P. (2001) · Cited by 49
A Neuroscience Approach to Virtual Reality Experience Using Transcranial Doppler Monitoring
Alcañíz, M., Solaz, B. R., Tembl, J. I., & Parkhutik, V. (2009) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.18.2.97 · Cited by 49
“Although there is still a lack of concise definitions of the construct of presence, a commonly accepted definition is that presence is the subjective experience of being in one place, even when physically located in another (Baños et al., 2005; Sadowski & Stanney, 2002; Slater & Wilbur, 1997; Sheridan, 1992).”
BackgroundKocur, M., Schauhuber, P., Schwind, V., Wolff, C. G., & Henze, N. (2020) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3385956.3418969 · Cited by 53
“Sheridan [64] shows that the responsiveness of virtual worlds to user’s actions is crucial for creating a feeling of presence.”
BackgroundMalinvaud, D., Londero, A., Niarra, R., Peignard, P., Warusfel, O., Viaud‐Delmon, I., Châtellier, G., & Bonfils, P. (2016) · Hearing Research · doi:10.1016/j.heares.2015.12.023 · Cited by 46
The Effects of Virtual Reality News on Learning about Climate Change
Barnidge, M., Sherrill, L. A., Kim, B., Cooks, E., Deavours, D. F., Viehouser, M., Broussard, R., & Zhang, J. (2021) · Mass Communication & Society · doi:10.1080/15205436.2021.1925300 · Cited by 49
“The concept of presence has been theorized and operationalized to include elements of interaction, “being there,” and realism (e.g., Brautović et al., 2017; Kim & Biocca, 1997; Sheridan, 1992; Shin & Biocca, 2018).”
BackgroundEuropean virtual classrooms: building effective “virtual” educational experiences
Blas, N. D., & Poggi, C. (2007) · Virtual Reality · doi:10.1007/s10055-006-0060-4 · Cited by 48
“…environment over virtual communities based on ‘‘2D’’ technology is its capacity to create virtual presence, i.e., the subjective feeling of ‘‘being there’’ (Sheridan 1992; Held and Durlach 1992; Heeter 1992; Lombard and Ditton 1997; Witmer and Singer 1998; Carassa et al. 2004), in a place…”
BackgroundVibrotactile Feedback for Haptics and Telemanipulation: Survey, Concept and Experiment
Galambos, P. (2012) · SZTAKI Publication Repository (Hungarian Academy of Sciences) · Cited by 47
Inspection or Play? A Study of How Augmented Reality Technology Can Be Utilized in Advertising
Tsai, W. S., Tian, S., Chuan, C., & Li, C. (2020) · Journal of Interactive Advertising · doi:10.1080/15252019.2020.1738292 · Cited by 49
Teams in Teleland: working effectively in geographically dispersed teams in the Asia Pacific
Fontaine, G. (2002) · Team Performance Management · doi:10.1108/13527590210442249 · Cited by 48
Bolter, J. D., Engberg, M., & MacIntyre, B. (2021) · The MIT Press eBooks · doi:10.7551/mitpress/11708.001.0001 · Cited by 46
A unified conceptual model of immersive experience in extended reality
Lee, H. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100663 · Cited by 93
Interactive 3D Simulations in Measuring Consumer Preferences: Friend or Foe to Test Results?
Berneburg, A. (2007) · Journal of Interactive Advertising · doi:10.1080/15252019.2007.10722132 · Cited by 46
The Validity of Presence as a Reliable Human Performance Metric in Immersive Environments
Kalawsky, R. (2000) · Cited by 46
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:10.1177/001872089703900401 · Cited by 46
“Second, the user can interact with objects within the environments (e.g., Kozak, Hancock, often have a remarkable sense of being present within the virtual environment when interacting with a simulation (Sheridan, 1992).”
BackgroundCollaboration in Multi-modal Virtual Worlds: Comparing Touch, Text, Voice and Video
Salinäs, E.-L. (2002) · Computer supported cooperative work · doi:10.1007/978-1-4471-0277-9_10 · Cited by 45
Presence and Immersion in Virtual Reality
Berkman, M. İ., & Akan, E. (2024) · Encyclopedia of Computer Graphics and Games · doi:10.1007/978-3-031-23161-2_162 · Cited by 46
Immersive Experience and Virtual Reality
Jackson, M. B., & Jackson, B. B. (2024) · Philosophy & Technology · doi:10.1007/s13347-024-00707-1 · Cited by 41
Questionnaires for evaluating virtual reality: A systematic scoping review
Bareišytė, L., Slatman, S., Austin, J., Rosema, M., van Sintemaartensdijk, I., Watson, S. J., & Bode, C. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100505 · Cited by 66
Intention, Action, Self and Other: An Evolutionary Model of Presence
Riva, G., Mantovani, F., Waterworth, E. L., & Waterworth, J. A. (2015) · Springer eBooks · doi:10.1007/978-3-319-10190-3_5 · Cited by 43
Walking pace affected by interactive sounds simulating stepping on different terrains
Turchet, L., Serafin, S., & Cesari, P. (2013) · ACM Transactions on Applied Perception · doi:10.1145/2536764.2536770 · Cited by 46
“, virtual reality [Ferrell 1965; Sheridan 1992; Ware and Balakrishnan 1994], speech production [Yates 1963; Perkell et al.”
BackgroundCybersign and new proximities: Impacts of new communication technologies on space and language
Keating, E., Edwards, T., & Mirus, G. (2008) · Journal of Pragmatics · doi:10.1016/j.pragma.2008.02.009 · Cited by 45
Wii-habilitation: Is there a role in trauma?
Butler, D. P., & Willett, K. M. (2010) · Injury · doi:10.1016/j.injury.2010.03.024 · Cited by 45
Georgiou, Y., & Kyza, E. Α. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102546 · Cited by 45
Perceived Digital Game Realism: A Quantitative Exploration of its Structure
Ribbens, W., & Malliet, S. (2010) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00024 · Cited by 45
“…the experience of acting out a character in a digital game environment, most notably presence (Klimmt & Vor-derer, 2003; Lee, 2004), telepresence (Minsky, 1980), virtual presence (Sheridan, 1992), immersion (Murray, 1997), engagement (McMahan, 2003), and virtual introjection (Van Looy, 2005).”
BackgroundVisualizing the structure of virtual objects using head tracked stereoscopic displays
Barfield, W., Hendrix, C. M., & Bystrom, K. (2002) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vrais.1997.583052 · Cited by 45
“…participants in a virtual environment are convinced that they are somewhere other than where they physically are, while experiencing the effects of a computer simulation (Sheridan, 1992a, 1992b; Barfield and Weghorst, 1993; Slater and Usoh, 1994; Bat-field, Sheridan, Zeltzer, and Slater, 1995).”
BackgroundComparing the effects of immersive and non-immersive real estate experience on behavioral intentions
Mauri, M., Rancati, G., Riva, G., & Gaggioli, A. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107996 · Cited by 47
Reinforcement learning utilizes proxemics
Kastanis, I., & Slater, M. (2012) · ACM Transactions on Applied Perception · doi:10.1145/2134203.2134206 · Cited by 44
“Much of this has been under the umbrella of “presence research,” which studies the extent to which participants experience a sense of being in the place depicted by the IVE displays [Held and Durlach 1992; Sheridan 1992; Barfield and Weghorst 1993; Slater and Wilbur 1997; Draper et al. 1998].”
BackgroundDesign, implementation and evaluation of audio for a location aware augmented reality game
Paterson, N., Naliuka, K., Jensen, S. K., Carrigy, T., Haahr, M., & Conway, F. (2010) · International Conference on Fun and Games · doi:10.1145/1823818.1823835 · Cited by 44
Virtual Reality Training for Public Speaking—A QUEST-VR Framework Validation
Poeschl, S. (2017) · Frontiers in ICT · doi:10.3389/fict.2017.00013 · Cited by 47
“One of the most important task aspects is task difficulty (Sheridan, 1992).”
BackgroundCausal Inference in Generalizable Environments: Systematic Representative Design
Miller, L. C., Shaikh, S. J., Jeong, D. C., Wang, L., Gillig, T. K., Godoy, C. G., Appleby, P. R., Corsbie-Massay, C. L., Marsella, S., Christensen, J. L., et al. (2019) · Psychological Inquiry · doi:10.1080/1047840x.2019.1693866 · Cited by 49
“Generally, presence has been characterized as a “ mental state ” (Sheridan, 1992), a “ perceptual illusion ” (Lombard & Ditton, 1997), and a psychological state (Lee, 2004).”
BackgroundPresence Within a Mixed Reality Environment
van Schaik, P., Turnbull, T., van Wersch, A., & Drummond, S. (2004) · CyberPsychology & Behavior · doi:10.1089/cpb.2004.7.540 · Cited by 55
An ethnographic, action-based approach to human experience in virtual environments
Spagnolli, A., Varotto, D., & Mantovani, G. (2003) · International Journal of Human-Computer Studies · doi:10.1016/s1071-5819(03)00120-4 · Cited by 43
“All rights reserved. doi:10.1016/S1071-5819(03)00120-4”
BackgroundInfluentialAnger Effects on Driver Situation Awareness and Driving Performance
Jeon, M., Walker, B. N., & Gable, T. M. (2014) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00169 · Cited by 45
“This successive chain can also be well explained by the framework, ‘‘presence’’ (Sheridan, 1992).”
BackgroundInfluentialUsing Presence to Improve a Virtual Training Environment
Tichon, J. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.0005 · Cited by 47
“Much research has been devoted to discovering what variables might contribute to an enhanced sense of presence in VR. 23,24,25 A large number of presence measures use a factorial approach to measurement 26,27,29 in which the factors have been shown to be causes of presence.”
Kweon, S. H., Kweon, H.-J., Kim, S., et al. (2017) · Advances in intelligent systems and computing · doi:10.1007/978-3-319-60366-7_19 · Cited by 43
The aesthetics of reality media
Engberg, M., & Bolter, J. D. (2020) · Journal of Visual Culture · doi:10.1177/1470412920906264 · Cited by 43
Slater, M., Spanlang, B., & Corominas, D. (2010) · ACM SIGGRAPH Conference (SIGGRAPH) · doi:10.1145/1833349.1778829 · Cited by 44
“Presence refers to the illusion of being in the scene displayed by the IVE system, a concept developed in the early 1990s, for example [Held and Durlach 1992; Sheridan 1992].”
MethodVirtually conquering fear of flying
Hodges, L. F., Watson, B. A., Kessler, G. D., ROTHBAUM, B. O., & Opdyke, D. (1996) · IEEE Computer Graphics and Applications · doi:10.1109/38.544071 · Cited by 43
Towards a conceptual framework
Rüling, C.-C. (2002) · Deutscher Universitätsverlag eBooks · doi:10.1007/978-3-663-10707-1_3 · Cited by 43
Virtual Environments Psychotherapy: A Case Study of Fear of Flying Disorder
North, M. M., North, S. M., & Coble, J. R. (1997) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.1997.6.1.127 · Cited by 43
Virtual Coupling Schemes for Position Coherency in Networked Haptic Environments
Sankaranarayanan, G., & Hannaford, B. (2006) · doi:10.1109/biorob.2006.1639197 · Cited by 42
Social Virtual Reality Platform Comparison and Evaluation Using a Guided Group Walkthrough Method
Liu, Q., & Steed, A. J. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.668181 · Cited by 42
“When presented with virtual environments mimicking plausible real situations, users can show behaviors similar to those they might exhibit in a similar real situation, a phenomenon sometimes referred to as presence (Sheridan, 1992; Slater, 2009).”
BackgroundSpeculations on the Value of Telepresence
Draper, J. V., KABER, D. B., & Usher, J. M. (1999) · CyberPsychology & Behavior · doi:10.1089/cpb.1999.2.349 · Cited by 42
“A better strategy would be to empirically consider the effects of indi¬ vidual technological components of immersive interfaces on human performance and behav¬ ior to determine whether they will benefit from real-world applications of SEs.”
High sensitivity to multisensory conflicts in agoraphobia exhibited by virtual reality
Viaud‐Delmon, I., Warusfel, O., Seguelas, A., Rio, E., & Jouvent, R. (2005) · European Psychiatry · doi:10.1016/j.eurpsy.2004.10.004 · Cited by 42
“The number of sensory modalities through which the user is coupled to the VE is a main factor contributing to the feeling of presence [27].”
BackgroundHuman Factors Evaluation Techniques to Aid Understanding of Virtual Interfaces
Kalawsky, R., Bee, S., & Nee, S. P. (1999) · BT Technology Journal · doi:10.1023/a:1009687227736 · Cited by 42
“It is claimed by Sheridan [ 10 ] that the degree of presence is enhanced by being able to interact with a VE. This interaction is not confined to the two or three degrees of freedom that conventional computer interfaces provide, increasing the number of factors affecting the sense of presence.”
BackgroundResultEvaluating Hand-tracking Interaction for Performing Motor-tasks in VR Learning Environments
Hameed, A., Perkis, A., & Möller, S. (2021) · International Conference on Quality of Multimedia Experience (QoMEX) · doi:10.1109/qomex51781.2021.9465407 · Cited by 41
Improving Presence Theory Through Experiential Design
Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.17.4.405 · Cited by 41
“This process begins by looking at dimensions beyond the heavily studied sensory and cognitive domains (Held & Durlach, 1992; Sheridan, 1992; Barfield & Weghorst, 1993; Lombard & Ditton, 1997; Lombard, Reich, Grabe, Bracken, & Ditton, 2000).”
BackgroundChilders, G. M., & Jones, M. G. (2017) · International Journal of Science Education · doi:10.1080/09500693.2016.1278483 · Cited by 42
“…that higher levels of perceived presence positively influence students’ performance and learning objectives (Bystrom & Barfield, 1999; Hedley, Billinghurst, Postner, May, & Kato, 2002; Mikropoulou, 2006; Sheridan, 1992; Slater & Usoh, 1993; Steuer, 1992; Winn, Windschitl, Frauland & Lee, 2002).”
BackgroundInfluentialPseudo-haptics: leveraging cross-modal perception in virtual environments
Collins, K., & Kapralos, B. (2019) · The Senses and Society · doi:10.1080/17458927.2019.1619318 · Cited by 46
“Most scienti fi c research suggests that the more modalities that are integrated into a virtual representation of our environment, the greater the sense of presence or immersion in that space (see e.g., Dinh et al. 1999; Held and Durlach 1992; Sheridan 1992; Witmer and Singer 1998).”
BackgroundA Methodological Framework for Assessing Social Presence in Music Interactions in Virtual Reality
Kerrebroeck, B. V., Caruso, G., & Maes, P. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.663725 · Cited by 44
“The first category – physical presence or telepresence – pertains to the illusory feeling for users of actually being present in another environment than the one they are physically in (Minksy, 1980; Sheridan, 1992; Slater and Sanchez-Vives, 2016).”
BackgroundPresence in response to dynamic visual realism
Khanna, P., Yu, I., Mortensen, J., & Slater, M. (2006) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/1180495.1180569 · Cited by 41
“Barcelona, Spain. p.khanna | i.yu | j.mortensen | m.slater @cs.ucl.ac.uk ABSTRACT This paper describes an experiment that examines the influence of visual realism on reported presence.”
BackgroundCognitive presence as a unified concept of virtual reality effectiveness
Nuñez, D., & Blake, E. (2001) · doi:10.1145/513867.513892 · Cited by 41
Identifying the (Tele)Presence Literature
Lombard, M., & Jones, M. T. (2007) · Cited by 40
Riva, G., & Mantovani, F. (2012) · InTech eBooks · doi:10.5772/46411 · Cited by 41
In-home telerehabilitation for geriatric patients
Hamel, M., Fontaine, R., & Boissy, P. (2008) · IEEE Engineering in Medicine and Biology Magazine · doi:10.1109/memb.2008.919491 · Cited by 40
“Telepresence [5] refers to the phenomenon whereby a human operator develops a sense of being physically present at a remote location through interaction with the user and the subsequent perceptual feedback he/she receives via the appropriate teleoperation technology [6].”
BackgroundInterface Transparency Issues in Teleoperation
Almeida, L., Menezes, P. J., & Dias, J. M. M. (2020) · Applied Sciences · doi:10.3390/app10186232 · Cited by 43
“This sense of being at the remote site may be defined as telepresence [13].”
BackgroundMonteiro, P., Melo, M., Valente, A. L. G., Vasconcelos-Raposo, J., & Bessa, M. (2020) · IEEE Transactions on Human-Machine Systems · doi:10.1109/thms.2020.3030746 · Cited by 40
“Thus, multisensory stimuli are of paramount importance for establishing presence [14].”
BackgroundInfluentialMeasuring Spatial Presence: Introducing and Validating the Pictorial Presence SAM
Weibel, D., Schmutz, J. B., Pahud, O., & Wissmath, B. (2015) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00214 · Cited by 42
“Sheridan (1992) argues that the sensation of presence has to be assessed subjectively because it is in the first place a subjective experience.”
BackgroundSpatial Presence, Performance, and Behavior between Real, Remote, and Virtual Immersive Environments
Khenak, N., Vézien, J.-M., & Bourdot, P. (2020) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2020.3023574 · Cited by 39
“…is real and mediated (i.e. considered as temporally and/or spatially distant) the user experiences a remote presence, also known as “ telepresence ” [59], and if the environment represents a non-existent, computer-generated virtual world, the user experiences a “ virtual presence ” [50].”
BackgroundWhy we Should Rethink Our Approach to Embodiment and Presence
Forster, P.-P., Karimpur, H., & Fiehler, K. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.838369 · Cited by 49
“Telepresence , for example, was used to describe the user ’ s virtual transportation to another place, where a machine on the real site is controlled by the user (Sheridan, 1992; Minsky, 2010).”
MethodYoon, S., & Nam, Y. (2024) · Journal of Destination Marketing & Management · doi:10.1016/j.jdmm.2024.100865 · Cited by 48
Communication in virtual world: Second life and business opportunities
Sharma, G., Ye, Q., Wenjun, S., et al. (2012) · Information Systems Frontiers · doi:10.1007/s10796-012-9347-z · Cited by 39
“Telepresence means being in Second Life through communication media or mediated environment (Sheridan 1992).”
BackgroundComparison of people's responses to real and virtual handshakes within a virtual environment
Giannopoulos, E., Wang, Z., Peer, A., BUSS, M. J., & Slater, M. (2010) · Brain Research Bulletin · doi:10.1016/j.brainresbull.2010.11.012 · Cited by 40
Louis, T., Troccaz, J., Rochet‐Capellan, A., & Bérard, F. (2019) · ACM International Conference on Interactive Surfaces and Spaces (ISS) · doi:10.1145/3343055.3359710 · Cited by 41
“In teleconferencing and telecooperation, the term telepresence refer to the feeling of being physically there in a remote workspace [23].”
BackgroundI-GROUP PRESENCE QUESTIONNAIRE: PSYCHOMETRICALLY REVISED ENGLISH VERSION
Berkman, M. İ., & Çatak, G. (2021) · Mugla Journal of Science and Technology · doi:10.22531/muglajsci.882271 · Cited by 39
Kinzinger, A., Steiner, W. J., Tatzgern, M., & Vallaster, C. (2022) · Information Systems Journal · doi:10.1111/isj.12382 · Cited by 47
“A useful framework for this is provided by Sheridan (1992), who conceptualises three determinants of presence (p. 121): 1) Approximating the real world stimuli, for example, processing of visual stimuli through vivid imagery and auditory stimuli, 2) the ability to control the product (e.g. the…”
BackgroundMethodSafety Training Using Virtual Reality: A Comparative Approach
Avveduto, G., Tanca, C., Lorenzini, C., et al. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-60922-5_11 · Cited by 38
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
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