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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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Maneuvrier, A., Nguyen, N.-D.-T., & Renaud, P. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1307925 · Cited by 27
Carrillat, F. A., d’Astous, A., Bellavance, F., et al. (2015) · European Journal of Marketing · doi:10.1108/ejm-03-2013-0156 · Cited by 25
“Studies have shown that television provides one of the weakest feeling of presence to viewers in comparisonwith other types ofmediated environments, such as 3DHDTV, video games or augmented reality (Grigorovici, 2003; Sheridan, 1992).”
BackgroundToward the merging of real and virtual spaces
Lok, B. C. L. (2004) · Communications of the ACM · doi:10.1145/1012037.1012061 · Cited by 25
Naimark, M. (1997) · Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE · doi:10.1117/12.274471 · Cited by 25
Virtual reality provides real therapy
Lear, A. C. (1997) · IEEE Computer Graphics and Applications · doi:10.1109/38.595261 · Cited by 24
Really hear? The effects of audio quality on presence
Lessiter, J., & Freeman, J. (2001) · Cited by 30
Presence and simulator sickness predict the usability of a virtual reality attention task
Voinescu, A., Petrini, K., & Fraser, D. S. (2023) · Virtual Reality · doi:10.1007/s10055-023-00782-3 · Cited by 28
“…the virtual environment (the aquar-ium) passively as the task did not require active navigation and movement in it, while research showed that active VR experiences can lead to more enhanced presence than passive VR experiences (Piccione et al. 2019; Sheridan 1992; Witmer and Singer 1998).”
BackgroundThe Effect on Lower Spine Muscle Activation of Walking on a Narrow Beam in Virtual Reality
Antley, A., & Slater, M. (2010) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2010.26 · Cited by 24
Lee, K., Lee, H. R., & Ham, S. (2013) · Springer eBooks · doi:10.1007/978-3-319-03973-2_5 · Cited by 24
Lossy data reduction methods for haptic telepresence systems
Kuschel, M., Kremer, P., Hirche, S., et al. (2006) · Proceedings - IEEE International Conference on Robotics and Automation/Proceedings · doi:10.1109/robot.2006.1642147 · Cited by 24
Designing Educational Games for Activity-Goal Alignment
Shelton, B. E. (2007) · BRILL eBooks · doi:10.1163/9789087903121_008 · Cited by 24
“Since the application of artificial or computer-generated environments as learning contexts, researchers have questioned the effects of presence and immersion in learning activities (Hedley et al., 2002; Sheridan, 1992; Winn, 2002).”
BackgroundHoffman, H. G., Hullfish, K. C., & Houston, S. (2002) · doi:10.1109/vrais.1995.512479 · Cited by 24
An Evaluation of Level of Detail Degradation in Head-Mounted Display Peripheries
Watson, B. A., Walker, N., Hodges, L. F., & Reddy, M. (1997) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.1997.6.6.630 · Cited by 24
Towards a neuropsychological basis of presence
IJsselsteijn, W. A. (2005) · PsycEXTRA Dataset · doi:10.1037/e705572011-047 · Cited by 24
“Sheridan (1992) proposed three categories of determinants of presence: (i) The extent of sensory information presented to the participant, i.e. the amount of salient sensory information presented in a consistent manner to the appropriate senses of the user.”
BackgroundA Conceptual Model of Immersive Experience in Extended RealityPreprint
Lee, H. (2020) · Computers in Human Behavior Reports · doi:10.31234/osf.io/sefkh · Cited by 29
Cieutat, J.-M., Izarbel, T., Hugues, O., et al. (2012) · Cited by 23
Digital healthcare retail: role of presence in creating patients' experience
Sreejesh, S., Sarkar, J. G., & Sarkar, A. (2021) · International Journal of Retail & Distribution Management · doi:10.1108/ijrdm-12-2020-0514 · Cited by 23
Liu, C.-L., & Uang, S.-T. (2015) · Journal of Ambient Intelligence and Humanized Computing · doi:10.1007/s12652-015-0317-4 · Cited by 23
“Several researchers have found that presence is generally regarded as a vital component of VEs, as users must experience and interact with the VE in real time (Nichols et al. 2000; Sheridan, 1992).”
BackgroundThe design space of dynamic interactive virtual environments
Blom, K. J., & Beckhaus, S. (2013) · Virtual Reality · doi:10.1007/s10055-013-0232-y · Cited by 23
“In presence research, interaction was consistently seen as a factor (Held and Durlach 1992; Sheridan 1992; Steuer 1992).”
BackgroundAudio Drama and the Imagination
Fryer, L., Pring, L., & Freeman, J. (2013) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000084 · Cited by 23
Flowing Technologies: The Role of Flow and Related Constructs in Human-Computer Interaction
Triberti, S., Natale, A. F. D., & Gaggioli, A. (2021) · Springer eBooks · doi:10.1007/978-3-030-53468-4_15 · Cited by 26
Texture Display Mouse KAT: Vibrotactile Pattern and Roughness Display
Kyung, K., Kim, S.-C., Kwon, D., & Srinivasan, M. A. (2006) · IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) · doi:10.1109/iros.2006.282440 · Cited by 23
Sharing and Analyzing Data from Presence Experiments
Friedman, D., Brogni, A., Guger, C., Antley, A., Steed, A., & Slater, M. (2006) · PRESENCE: Teleoperators and Virtual Environments · doi:10.1162/pres.15.5.599 · Cited by 25
“It has been argued that rather than being a stable constant throughout the mediated experience, presence may vary over time (Biocca, Burgoon, Harms, & Stoner, 2001; Ijsselsteijn, Freeman, & de Ridder, 2001; Sheridan, 1992).”
BackgroundCollaborative remote laboratories in engineering education: challenges and visions
Müller-Hengstenberg, C. D., & Erbe, H.-H. (2007) · Dialnet (Universidad de la Rioja) · Cited by 23
A Cognitive-Heuristics Approach to Understanding Presence in Virtual Environments
Sundar, S. S., Oeldorf-Hirsch, A., & Garga, A. K. (2008) · Cited by 25
Perception in graphics, visualization, virtual environments and animation
McNamara, A., Mania, K., & Gutiérrez, D. (2011) · SIGGRAPH Asia Courses · doi:10.1145/2077434.2077448 · Cited by 22
Can Presence Improve Collaboration in 3D Virtual Worlds?
Cruz, A., Paredes, H., Fonseca, B., Morgado, L. C., & Martins, P. (2014) · Procedia Technology · doi:10.1016/j.protcy.2014.02.008 · Cited by 22
“Minsky [30] defined telepresence as the “sense of being physically present at a remote environment mediated by the system interface”, and Sheridan [16] as the “sense of being physically present with virtual objects at the remote teleoperator site”.”
BackgroundReliability and validity of Igroup Presence Questionnaire (IPQ)
Panahi-Shahri, M., Fathi-Ashtiani, A., Azadfallah, P., & Gh., A. M. (2009) · International behavioral sciences/International journal of behavioral sciences · Cited by 23
From Mediated Environments to the Development of Consciousness II
Preston, J. M. (2007) · Elsevier eBooks · doi:10.1016/b978-012369425-6/50030-8 · Cited by 22
Theoretical and pragmatic approach to virtual reality
Fuchs, P., Moreau, G., & Guitton, P. (2011) · CRC Press eBooks · doi:10.1201/b11612-8 · Cited by 22
“Presence is thought of as the psychological perception of "being in" or "existing in" the VE in which one is immersed [6-9].”
BackgroundPresence and Usability Do Not Directly Predict Procedural Recall in Virtual Reality Training
Schroeder, B. L., Bailey, S. K. T., Johnson, C. I., et al. (2017) · Communications in computer and information science · doi:10.1007/978-3-319-58753-0_9 · Cited by 22
“Importantly, previous work has highlighted that presence and usability factors may be interrelated, such that one’s sense of control over a VE may foster a sense of presence [2, 10, 11].”
BackgroundHand- and gaze-control of telepresence robots
Zhang, G., Hansen, J. P., & Minakata, K. (2019) · ACM Symposium on Eye Tracking Research and Applications (ETRA) · doi:10.1145/3317956.3318149 · Cited by 24
“The sense can be described as the degree of immersion one experiences within a virtual or transmitted environment such that it elicits the feeling of existence [Sheridan 1992].”
Backgroundde Merwe, D. B. V., van Maanen, L., ter Haar, F. B., van Dijk, R. J. E., Hoeba, N., & der Stap, N. V. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-21565-1_11 · Cited by 22
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Aracil, R., BUSS, M. J., Cobos-Guzmán, S., et al. (2007) · Springer eBooks · doi:10.1007/978-3-540-71364-7_2 · Cited by 22
“Both conditions are accommodated by reflecting a high extent of sensory information to the human operator and by enabling her/him to naturally explore and manipulate the remote environment [31].”
BackgroundHow is presence in non-immersive, non-realistic virtual environments possible?
Nunez, D. (2004) · International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa (AFRIGRAPH) · doi:10.1145/1029949.1029964 · Cited by 23
“These range from the more recent definitions in [5] and [12] which conceptualize presence as the condition when a virtual environment becomes more salient as a source of cognition for a user than the real environment, to the more widely quoted, older definitions found in [10] and [14], which see presence as the phenom…”
BackgroundReality-Based Haptic Force Models of Buttons and Switches
Colton, M. B., & Hollerbach, J. M. (2007) · Proceedings - IEEE International Conference on Robotics and Automation/Proceedings · doi:10.1109/robot.2007.363835 · Cited by 22
“Ideally, and with the proper technology, a user would not be able to distinguish such simulations from reality [ 1 ].”
Background11 The Experience of Presence in Persuasive Virtual Environments
Riva, G., Waterworth, J. A., & Murray, D. M. (2014) · doi:10.2478/9783110409697.11 · Cited by 21
“, Minsky, 1980; Schloerb, 1995), virtual presence (Sheridan, 1992), or mediated presence (Biocca, Kim, & Choi, 2001).”
An Experimental Exploration of Presence in Virtual Environments
Slater, M., & Usoh, M. (2013) · Queen Mary Research Online (Queen Mary University of London) · Cited by 22
Putting it into words : the impact of visual impairment on perception, experience and presence
Fryer, L. (2013) · Goldsmiths Research Online · Cited by 22
Guo, Y., Lu, S., Shen, M., Huang, W., Yi, X., & Zhang, J. (2024) · Journal on Computing and Cultural Heritage · doi:10.1145/3648001 · Cited by 28
Yu, X., Owens, D. M., & Khazanchi, D. (2012) · Lecture notes in computer science · doi:10.1007/978-3-642-29361-0_3 · Cited by 21
Giesel, M., Nowakowska, A., Harris, J. M., et al. (2020) · Scientific Reports · doi:10.1038/s41598-020-78378-z · Cited by 21
“The concept of (virtual) presence, i.e., the “experience of being there”, has been suggested as a metric for the quality of virtual environments although there seems little agreement about how virtual presence should be operationalised and measured 30,31 .”
BackgroundDybsand, H. N. H. (2022) · Current Issues in Tourism · doi:10.1080/13683500.2022.2122417 · Cited by 21
“Sheridan (1992) de fi ned telepresence as a phenomenon in which a media user loses awareness of the physical environment, convinced that they are present in a virtual environment.”
BackgroundGarcia, R. L. F., Huang, Y.-K., & Kwok, L. (2022) · Tourism Management · doi:10.1016/j.tourman.2022.104659 · Cited by 31
Legler, F., Trezl, J., Langer, D., Bernhagen, M., Dettmann, A., & Bullinger, A. C. (2023) · Robotics · doi:10.3390/robotics12060168 · Cited by 24
An exploration of immersive virtual environments
Usoh, M., & Slater, M. (1995) · Endeavour · doi:10.1016/0160-9327(95)98892-j · Cited by 21
Human performance in space telerobotic manipulation
Lamb, P., & Owen, D. H. (2005) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/1101616.1101624 · Cited by 21
“This prediction has been the implicit motivation for much of the virtual environment research originating from the engineering disciplines (Sheridan, 1992).”
BackgroundFrom BIM to VR: defining a level of detail to guide virtual reality narratives
Graham, K., Chow, L., & Fai, S. (2019) · Journal of Information Technology in Construction · doi:10.36680/j.itcon.2019.031 · Cited by 21
“Presence, a term first introduced as telepresence by Marvin Minsky in relation to teleoperations and the control of remote robots (Minsky, 1980), was later translated to describe the feeling and belief of being present in a virtual world (Held and Durlach, 1992; Sheridan, 1992; Slater and Usoh, 1993; Steuer, 1992; Zel…”
BackgroundLiterary placemaking and narrative immersion in extended reality virtual geographic environments
Rzeszewski, M., & Naji, J. (2022) · International Journal of Digital Earth · doi:10.1080/17538947.2022.2061619 · Cited by 21
“It has been associated with virtual environments since the realisation that this remote location can be entirely virtual (Sheridan 1992; Berkman and Akan 2019).”
BackgroundThe effect of sound delivery methods on a user's sense of presence in a virtual environment
Sanders, R. D., & Scorgie, M. A. (2002) · Defense Technical Information Center (DTIC) · Cited by 21
Case Study: Using a Novel Virtual Reality Computer Game for Occupational Therapy Intervention
Tresser, S. (2012) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00118 · Cited by 21
“The VE places the user/player in an environment that is similar to the real world in terms of the perceptual stimuli (Rizzo, 2002; Sheridan, 1992; Weiss & Jessell, 1998), which puts the user at ease.”
BackgroundThe Effects of Group Collaboration on Presence in a Collaborative Virtual Environment
Casanueva, J., & Blake, E. (2000) · doi:10.2312/egve/egve00/085-094 · Cited by 21
Lau, K. W., Lee, P. Y., & Lau, H. F. (2014) · Advances in Economics and Business · doi:10.13189/aeb.2014.020205 · Cited by 20
“Sheridan[28] postulated that the system’s capability to transmit multi-sensory information and to control the relationship of sensors to environment can both influence the user’s cognition of presence.”
BackgroundAux frontières de la fiction : l’avatar comme opérateur de réflexivité
Barnabé, F., & Delbouille, J. (2018) · Sciences du jeu · doi:10.4000/sdj.958 · Cited by 20
A survey on Augmented Virtual Reality: Applications and Future Directions
Sirohi, P., Agarwal, A., & Maheshwari, P. (2020) · International Conference on Information Technology Trends (ITT) · doi:10.1109/itt51279.2020.9320869 · Cited by 21
Influence of the Graphical Levels of Detail of a Virtual Thrower on the Perception of the Movement
Vignais, N., Kulpa, R., Craig, C., Brault, S., Multon, F., & Bideau, B. (2010) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.19.3.243 · Cited by 20
“…& Warren, 2002), complete control of virtual environment and characters (Bideau et al., 2004), and presentation of the visual scene from the subject’s view point (egocentric) and not that of an allocentrically positioned camera (e.g., spectator position) (Sheridan, 1992; Petit & Ripoll, 2008).”
BackgroundXie, W., & Newhagen, J. E. (2012) · Communication Research · doi:10.1177/0093650212448670 · Cited by 20
“Presence requires an environment where the medium should not be obvious or obtrusive so people would fail to perceive the existence of the medium (Held & Durlach, 1992; Lombard & Ditton, 1997; Sheridan, 1992).”
BackgroundMelo, M., Gonçalves, G., Narciso, D., & Bessa, M. (2021) · International Conference on Graphics and Interaction (ICGI) · doi:10.1109/icgi54032.2021.9655281 · Cited by 20
Alghamdi, M. A., Regenbrecht, H. T., Hoermann, S., & Swain, N. (2017) · Behaviour and Information Technology · doi:10.1080/0144929x.2017.1311374 · Cited by 21
“This sense of presence has been investigated and studied by many researchers (e.g. Heeter 1992; Loomis 1992; Sheridan 1992; Barfield et al. 1995), and it can be defined as ‘ the subjective experience of being in one place or environment [e.g. virtual environment], even when one is physically…”
BackgroundReconsidering the avatar: From user mirror to interaction locus
Jää-Aro, K.-M. (2004) · KTH Publication Database DiVA (KTH Royal Institute of Technology) · Cited by 20
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Lau, H.-F., Kan, C. W., & Lau, K.-W. (2013) · Advances in Economics and Business · doi:10.13189/aeb.2013.010104 · Cited by 19
“On the other hand, Riva et al. [44] claimed that a group of scholars had delineated the experience of presence as “Media Presence” [55, 57, 63-71], insofar as they suggest that the study of the use of virtual technology should focuses partly on consumers’ experiences and partly on the technology…”
BackgroundA cognitive model for emotional regulation in virtual reality exposure
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Evaluating participant responses to a virtual reality experience using reinforcement learning
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Investigating the Correlation Between Presence and Reaction Time in Mixed Reality
Chandio, Y., Bashir, N., Interrante, V. L., & Anwar, F. M. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3319563 · Cited by 19
“Previous research highlights the importance of presence as an outcome of virtual environments (AR/VR/MR) [19,63,72,92].”
BackgroundVirtual Competitors Influence Rowers
Wellner, M., & Riener, R. (2010) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00004 · Cited by 20
“Research on the phenomenon of presence has mainly focused on developing presence theory and establishing methods to assess presence (Sheridan, 1992; Ellis, 1991; Slater & Usoh, 1993; Held & Durlach, 1992; Barfield & Weghorst, 1993; Barfield, Zeltzer, Sheridan, & Slater, 1995; Witmer & Singer, 1998).”
Influence of Sense of Presence on Intention to Participate in a Virtual Community
Jung, Y. (2008) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2008.200 · Cited by 19
“Presence has been used in diverse forms such as telepresence [39], virtual presence [47], social presence [48] or para-social presence [31].”
BackgroundIgarashi, Y., Kimura, Y., Spence, C. J., & Ichihara, S. (2007) · Experimental Brain Research · doi:10.1007/s00221-007-1076-z · Cited by 17
“For example, when we move or use our hand (or some other object) in a virtual environment, adding features that are consistent with a real hand may help to enhance people’s immersion and sense of presence (e.g., Sanchez-Vives and Slater 2005; Sheridan 1992).”
Distributed Extensible Virtual Reality Laboratory (DEVRL)
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Design of Clinically Oriented Virtual Environments: A Communicational Approach
Riva, G. (2000) · CyberPsychology & Behavior · doi:10.1089/10949310050078797 · Cited by 19
“More than the richness of available images, 17,18 the sensation of presence depends on the level of interaction/interactivity that actors have in both “real” and simulated environments.”
Modeling Induced Master Motion in Force-Reflecting Teleoperation
Kuchenbecker, K. J., & Niemeyer, G. (2006) · Proceedings - IEEE International Conference on Robotics and Automation/Proceedings · doi:10.1109/robot.2005.1570143 · Cited by 19
Lee, S., Choi, K., & Kim, M. (2024) · Psychology and Marketing · doi:10.1002/mar.22144 · Cited by 18
Virtual intervention to improve storytelling ability among deaf and hard-of-hearing children
Eden, S. (2014) · European Journal of Special Needs Education · doi:10.1080/08856257.2014.909177 · Cited by 18
“…and children with special needs VR is defined as the use of interactive simulations created with computer hardware and software to present users with opportunities to engage in environments that appear to be and feel similar to real-world objects and events (Sheridan 1992; Weiss et al. 2004).”
BackgroundBeyond Speculation About the Ethics of Virtual Reality: The Need for Empirical Results
Slater, M. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.687609 · Cited by 25
“The fi rst two illusions are under the umbrella of “ presence ” (Held and Durlach, 1992; Sheridan, 1992; Sanchez-Vives and Slater, 2005).”
BackgroundWallis, G. M., & Tichon, J. (2013) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00135 · Cited by 18
“Based on the theoretical work of Sheridan (1992), and Held and Durlach (1992), Witmer and colleagues (1998, 2005) developed the Presence Questionnaire (PQ).”
BackgroundMeasuring Presence During the Navigation In a Virtual Environment Using EEG
Clemente, M., Rodríguez, A., Beatriz, R., & Alcañíz, M. (2013) · Studies in health technology and informatics · doi:10.3233/978-1-61499-282-0-136 · Cited by 19
Framework for developing alternative reality environments to engineer large, complex systems
Anderson, A. P., Boppana, A., Wall, R., Acemyan, C. Z., Adolf, J. A., & Klaus, D. M. (2020) · Virtual Reality · doi:10.1007/s10055-020-00448-4 · Cited by 18
“Sheridan is most known for his work in automation and human–machine interaction, but extends his definitions into a taxonomy for teleoperation and virtual presence (Sheridan 1992).”
BackgroundRiva, G., & Gaggioli, A. (2008) · Lecture notes in computer science · doi:10.1007/978-3-540-89430-8_6 · Cited by 18
Maya Island virtual museum: A virtual learning environment, museum, and library exhibit
Hill, V., & Mystakidis, S. (2012) · International Conference on Virtual Systems and Multimedia (VSMM) · doi:10.1109/vsmm.2012.6365978 · Cited by 18
“Place presence in a virtual world generally refers to the sense of being in a particular simulated space [12].”
BackgroundBreaks in Presence in Virtual Environments: An Analysis of Blood Flow Velocity Responses
Solaz, B. R., Parkhutik, V., & Alcañíz, M. (2011) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00049 · Cited by 18
“One approach considers it as the subjective experience of being in one place, even when you are physically located in another (Baños et al., 2005; Sadowski & Stanney, 2002; Sheridan, 1992; Slater & Wilbur, 1997; Witmer & Singer, 1998).”
BackgroundA remote telepresence system for high school classrooms
Yeung, J., & Fels, D. I. (2006) · Conference proceedings - Canadian Conference on Electrical and Computer Engineering · doi:10.1109/ccece.2005.1557256 · Cited by 18
“Keywords: Videoconferencing; presence; education; humancomputer interaction.”
BackgroundData-Driven Motion Mappings Improve Transparency in Teleoperation
Khurshid, R. P., & Kuchenbecker, K. J. (2015) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00223 · Cited by 18
“Since that time, roboticists have believed that a perfect isomorphism would enable the best execution of remote tasks (Sheridan, 1992b).”
BackgroundInfluentialUnderstanding synthetic experience must begin with the analysis of ordinary perceptual experience
Loomis, J. M. (1993) · doi:10.1109/vrais.1993.378263 · Cited by 18
Towards facilitating the use of a pan-tilt camera on a mobile robot
Nielsen, C. W., Goodrich, M. A., & Rupper, R. J. (2006) · IEEE RO-MAN · doi:10.1109/roman.2005.1513840 · Cited by 18
“Similar to situation awareness is the notion of telepresence as discussed by Sheridan [ 15 ].”
BackgroundDefining Virtual Reality (VR). Scoping Literature Review on VR Applications in Autism ResearchPreprint
Savickaite, S., McDonnell, N., & Simmons, D. R. (2022) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/p3nh6 · Cited by 20
Maneuvrier, A., Decker, L. M., Renaud, P., Ceyte, G., & Ceyte, H. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.706712 · Cited by 19
“The sense of presence is a famous VR concept often described as the sensation of “ being there ” in the virtual environment (Heeter, 1992; Sheridan, 1992), and is at the heart of many VR experiences (Slater 2018).”
BackgroundDillon, D., & Cai, J. (2022) · J — Multidisciplinary Scientific Journal · doi:10.3390/j5030023 · Cited by 17
“Sheridan [39] defined presence as the effect of people’s reported level of interaction and immersion in virtual environments, which is similar to Witmer and Singer’s [37] definition of immersion.”
BackgroundMethodTelepsychiatry: The future is already present
Gutiérrez-Rojas, L., Álvarez-Mon, M. Á., Andreu-Bernabeu, Á., Capitán, L., Cuevas, C. D. L., Gómez, J. C., Grande, I., Hidalgo‐Mazzei, D., Mateos, R., Moreno-Gea, P., et al. (2022) · Revista de Psiquiatría y Salud Mental · doi:10.1016/j.rpsm.2022.09.001 · Cited by 17
Factors for optimizing intervention programs for cognition in older adults: the value of exergames
Perrot, A., & Maillot, P. (2023) · npj Aging · doi:10.1038/s41514-023-00103-7 · Cited by 19
Feeling Present! From Physical to Virtual Cinematography Lighting Education with Metashadow
Wei, Z., Xu, X., Lee, L., Tong, W., Qu, H., & Hui, P. (2023) · ACM International Conference on Multimedia (ACM MM) · doi:10.1145/3581783.3612580 · Cited by 17
“Spatial immersion refers to a student’s capability to experience “immersion" [43].”
BackgroundA (Virtual) Bridge Not Too Far: Teaching Narrative Sense of Place with Virtual Reality
Misak, J. (2018) · Computers & composition/Computers and composition · doi:10.1016/j.compcom.2018.07.007 · Cited by 17
Effects of display lag on vection and presence in the Oculus Rift HMD
Kim, J., Charbel-Salloum, A., Perry, S. W., & Palmisano, S. A. (2021) · Virtual Reality · doi:10.1007/s10055-021-00570-x · Cited by 16
“…when using an head-mounted display (HMD) for VR—is its ability to generate presence (i.e., the feeling of “being there” in the virtual environment; see Sheridan 1992 and Barfield & Weg-horst 1993; see also Slater and Wilbur 1997 and Witmer and Singer 1998; and see Skarbez et al. 2017 for a recent…”
BackgroundKye, B. (2009) · Vieweg+Teubner eBooks · doi:10.1007/978-3-8348-9313-0_3 · Cited by 17
“This result supports the theory of Slater and Wilbur (1995) examined in previous studies, as well as that of Lavroff (1994), which stated that sensory immersion and manipulation had an impact on presence.”
BackgroundResultChallenges for User-Interface Designers of Telemedicine Systems
Salvemini, A. V. (1999) · Telemedicine Journal · doi:10.1089/107830299312122 · Cited by 17
“21 Potentially dangerous movements, tasks and procedures, and work scenarios can be uncovered during testing.”
Temporal and Spatial Variations in Presence: A Qualitative Analysis
Garau, M., Widenfeld, H. R., Antley, A., Friedman, D. A., Brogni, A., & Slater, M. (2004) · Cited by 19
Presence and co-presence in collaborative virtual environments
Casaneuva, J. S. (2001) · Open University of Cape Town (University of Cape Town) · Cited by 19
Saeed, M. A., González, E. R., Korybski, T., Davitti, E., & Braun, S. (2022) · Lecture notes in computer science · doi:10.1007/978-3-031-05412-9_16 · Cited by 16
“…subdivided into the following terms: - “Telepresence” - being transported to a virtual space using teleoperation systems such as videoconferencing technology - “Virtual presence” – being transported to a virtual space using virtual reality technologies such as 3D virtual worlds (Sheridan, 1992).”
BackgroundA clinical trial of a patient-customized virtual reality intervention for tinnitus
Park, D. H., Han, S. S., Han, M. S., Park, S., Kim, H. N., Kim, J., Aan, H., Kim, J., Kim, S., Kim, K., et al. (2022) · Scientific Reports · doi:10.1038/s41598-022-16764-5 · Cited by 16
Shen, Y. I., Nelson, A. J., & Oberlin, B. G. (2022) · Discover Mental Health · doi:10.1007/s44192-022-00022-1 · Cited by 19
“Participants rated the VR experience on elements of presence [77], tolerability/cybersickness, and enjoyment (detailed in Table S2).”
BackgroundA Virtual Reality–Based Serious Game for Fire Safety Behavioral Skills Training
Fu, Y., & Li, Q. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2247585 · Cited by 19
“The term “ presence ” refers to “ the effect felt when controlling real-world objects remotely as well as the effect people feel when they interact with and immerse themselves in VEs ” (Sheridan, 1992).”
Disruptive Innovation in Healthcare and Rehabilitation
Brooks, A. L. (2014) · Studies in computational intelligence · doi:10.1007/978-3-642-45432-5_16 · Cited by 18
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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