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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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Dow, S. P., Mehta, M., MacIntyre, B., et al. (2007) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/1315184.1315227 · Cited by 16
“Our recent study cross media study revealled emperical differences between the versions [Dow et al. 2007].”
BackgroundResultEvaluating Mobile Remote Presence (MRP) Robots
Lewis, T., Drury, J. L., & Beltz, B. (2014) · International Conference on Supporting Group Work · doi:10.1145/2660398.2663777 · Cited by 16
Hilty, D. M., Randhawa, K., Maheu, M. M., McKean, A. J. S., & Pantera, R. (2019) · Psychology and Cognitive Sciences - Open Journal · doi:10.17140/pcsoj-5-145 · Cited by 18
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“Spatial presence refers to experiences created by technologies (i.e., media systems) (Lee 2004; Sheridan 1992).”
BackgroundVirtual reality for learning and rehabilitation
Klinger, É., Weiss, P. L., & Joseph, P. (2010) · Collection de l'Académie européenne de médecine de réadaptation · doi:10.1007/978-2-8178-0034-9_11 · Cited by 17
“VR refers to the use of interactive simulations to provide users with opportunities to engage in environments that may appear and feel similar to real-world objects and events and that may engender a subjective feeling of “presence” in the virtual world ( 52 ).”
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Wan, X. I., Wang, R. F., & Crowell, J. A. (2009) · Perception & Psychophysics · doi:10.3758/app.71.1.42 · Cited by 16
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Fontanesi, L., & Renaud, P. (2013) · New Ideas in Psychology · doi:10.1016/j.newideapsych.2013.10.001 · Cited by 16
“…authors from different scientific backgrounds have contributed to the definition of presence (Heeter, 1992; Lee, 2004a; Loomis, 1992; Marsh, Wright, & Smith, 2001; Riva, Waterworth, Waterworth, & Mantovani, 2011; Sheridan, 1992; Slater, Usoh, & Steed, 1994; Steuer, 1992; Zahorik & Jenison, 1998).”
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Neto, P. L. (2006) · Journal of Urban Design · doi:10.1080/13574800600888301 · Cited by 16
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Childs, M. (2010) · Educational Research · doi:10.1080/00131881.2010.482738 · Cited by 16
“Telepresence is not an experience that is a recent phenomenon or is unique to mediated environments, ‘literature, the graphic arts, the theatre arts, film and TV have long been concerned with the observer’s sense of presence’ (Sheridan 1992, 120).”
BackgroundKhenak, N., Vézien, J.-M., Théry, D., & Bourdot, P. (2018) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00332 · Cited by 16
“…a natural presence (Biocca, Burgoon, Harms, & Stoner, 2001); (2) if it is real and mediated, the user experiences a remote presence or “telepresence ” (Steuer, 1992); and (3) if the environment is virtual, i.e., computer generated, the user experiences a virtual presence (Sheridan, 1992).”
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Cohen, M. M. (1998) · Cyberworlds · doi:10.1007/978-4-431-67941-7_19 · Cited by 16
Pan, X. (2010) · UCL Discovery (University College London) · Cited by 16
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McStay, A. (2024) · Ethics and Information Technology · doi:10.1007/s10676-024-09786-2 · Cited by 15
“This phil - osophical clearing work now allows us to focus on how this ‘excess’ is created, which is vital if we are to ask regulators of the digital and artificial intelligence (AI) industries to pay attention to presence. present with virtual objects (Minsky, 1980; Fisher, 1986; Sheridan, 1992).”
Hite, R. L. (2022) · The American Biology Teacher · doi:10.1525/abt.2022.84.2.106 · Cited by 15
“The magic of VR lies in its ability to induce virtual presence, or the sensation that you are really there—immersed within and interacting with the virtual realm (Sheridan, 1992).”
BackgroundPresence Questionnaires in Driving Simulation
Himmels, C., Rock, T., Venrooij, J., & Riener, A. (2020) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00372 · Cited by 15
Park, J., & Lee, H. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2266252 · Cited by 14
“Although the media is not reality, users forget its existence, feel they exist with the virtual object, and enter a fantasy that resembles reality (Sheridan, 1992; Lombard & Ditton, 1997).”
Moonen, N., Heller, J., Hilken, T., Han, D. D., & Mahr, D. (2024) · Journal of Wine Research · doi:10.1080/09571264.2024.2310297 · Cited by 15
“Other reasoning behind the bene fi cial aspect of VR headsets is the concept of telepresence, the feeling of being present in a di ff erent world (Berg & Vance, 2017) which is in fl uenced by several factors such as sensory stimuli like music or ambient sounds (Cuny et al., 2015; Sheridan, 1992).”
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Hofer, M. (2013) · Springer eBooks · doi:10.1007/978-3-531-18967-3_14 · Cited by 7
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Measuring presence: Hypothetical quantitative framework
Szczurowski, K., & Smith, M. (2017) · International Conference on Virtual Systems and Multimedia (VSMM) · doi:10.1109/vsmm.2017.8346261 · Cited by 15
“Some researchers have argued that due to the subjective nature of the experience of presence this might be the only possible method [16], others, including some of the authors of such questionnaires [18] & [19], criticize this approach [10].”
BackgroundResultVirtual Reality Street-Crossing Training for Children with Autism in Arabic Language
Alharbi, A., Aloufi, S. F., Assar, R., & Meccawy, M. (2020) · International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies (3ICT) · doi:10.1109/3ict51146.2020.9311981 · Cited by 16
“VR can be defined as an interactive simulation that can be created using computer hardware and software with the aim of providing users with a feeling of immersion in the virtual scene that appears completely similar to the real environment [15].”
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“Virtual reality (VR), the use of interactive simulations created with computer hardware and software to present users with opportunities to engage in virtual environments (VE) that appear and feel similar to real world objects and events [26, 35], is such a technique.”
Childs, M. (2011) · Springer series in immersive environments · doi:10.1007/978-0-85729-361-9_2 · Cited by 15
Walker, B. K. (2007) · NC Digital Online Collection of Knowledge and Scholarship (The University of North Carolina at Greensboro) · Cited by 15
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Magalhães, M., Melo, M., Bessa, M., & Coelho, A. F. (2021) · IEEE Access · doi:10.1109/access.2021.3084863 · Cited by 14
“As previously stated by Sheridan [49], the subjective quality of presence needs a subjective method to be measured.”
MethodWan, C. K., & Chiu, C.-H. (2023) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2023.103037 · Cited by 14
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Khenak, N., Vézien, J.-M., Théry, D., & Bourdot, P. (2019) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr.2019.8797801 · Cited by 16
“If the environment is real and non-mediated, the user experiences a natural presence; if the environment is real and mediated, the user experiences a remote presence; and if the environment is computer generated, the user experiences a virtual presence [6].”
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Song, X., Lowman, G. H., & Harms, P. D. (2020) · Administrative Sciences · doi:10.3390/admsci10040093 · Cited by 19
“…a specific type of presence that reflects the extent to which a person is perceived to be present (i.e., “being there”) in a technology-mediated context (Sheridan 1992; Steuer 1992), and an important indicator of effective interaction in technology-mediated communication (Steuer 1992).”
BackgroundIbáñez, M. L., Miranda, M., Álvarez, N., et al. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100404 · Cited by 14
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“Both the user’s awareness of interactive devices and the experience in VR may have an impact on the sense of existence [71] [72] [73] [74].”
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“The predominance of a Cartesianist worldview has been denounced by various researchers (e.g., Dreyfus 1991; Searle 1989; Zahorik and Jenison 1998), who pointed to the fact that there is a ‘‘residual dualism present in rationalistic approaches to artificial intelligence and cognitive psychology’’…”
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Song, H. J., & Beilharz, K. (2008) · doi:10.1145/1413634.1413678 · Cited by 14
“The concept of presence has preoccupied authors, artists and film producers who create via media that “draw-in” (immerse) and enhance the experiential intensity for the user [29].”
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Jeong, D. C., & Lee, J. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.09.008 · Cited by 14
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“With respect to the former, the sense of the gameworld being experientially foregrounded as the player’s ‘here’ has been described through the notion of ‘immersion’ (Murray 1998; Ryan 2001; Ermi and Mäyrä 2005; Thon 2008) and ‘presence’ (McMahan 2003; Taylor 2003), building upon foundational work in virtual reality re…”
BackgroundChen, M., Gaither, K., John, N. W., & McCann, B. M. (2018) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2018.2865025 · Cited by 14
“Sheridan [88] and Heeter [38] were among the first to initiate this discourse.”
Zarei, M., Kashi, N., Kalhor, A., et al. (2019) · Journal of Intelligent & Robotic Systems · doi:10.1007/s10846-019-01023-z · Cited by 14
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“Rafaeli [1988] de.ned interactivity as an underde.ned concept that has little consensus on its meaning; but other researchers have stated that interaction and interactivity have an important role in creating a sense of presence [Zahorik and Jenison 1998; Sheridan 1992].”
BackgroundInfluentialVasconcelos-Raposo, J., Melo, M., Barbosa, L., Teixeira, C. M., Cabral, L., & Bessa, M. (2020) · Behaviour and Information Technology · doi:10.1080/0144929x.2020.1754911 · Cited by 13
“Currently, there are several instruments designed to evaluate Presence that range from objective metrics such as physiological measures (Sheridan 1992) or breaks in presence (Slater and Steed 2000) to subjective metrics that include the as Slater-Usoh-Steed Presence Questionnaire (SUS) (Slater,…”
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“Telepresence technologies [2], like Skype, may have interaction limited to audio and grainy video, but we can build on these technologies to create a system that captures the factors of an enjoyable group meal so that remote diners can join the fun.”
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“Also presence research has suggested a link between the individual ’ s perception of control over the virtual environment and presence feelings (Sheridan 1992; Witmer and Singer 1998; Balakrish-nan and Sundar 2011).”
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“Moreover, “immersive” is used in VR research as a technical attribute of the medium – consistently with Sheridan seminal definition (Sheridan, 1992) – whereas in game and narrative studies it is a quality of the player or reader’s experience (Jennett et al ., 2008; Ryan, 2015; Stockwell, 2019).”
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“It is, however, argued that since presence is a subjective sensation, it should be primarily assessed using subjective measures (Sheridan, 1992).”
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“Subsequently, many scholars have emphasized the meaning of telepresence as “a sense of being physically present in an unreal, imagined environment with visual and auditory” [25] or force signals generated by a mediated medium, such as virtual platforms, TV, or other media [26,27].”
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“Other researchers have described presence as the sense of being in a place that is different from the physical one (Sheridan, 1992; Witmer & Singer, 1998; Zeltzer, 1992) and as a compelling sense of being in a mediated space other than where the physical body is located (Biocca, 1997; Riva et al.,…”
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“Through the earlier literature on presence factors by Sheridan (1992), the presence-determining factors can be categorized into (1) the extent of sensory information, (2) control of relation of sensors to the environment, and (3) the ability to modify the environment.”
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“One of the major psychophysiological aspects discussed in the field of VR as potentially impacting performance is the sense of presence, the “sense of being there” (Heeter 1992; Sheridan 1992, 1996, 2016).”
BackgroundSelzer, M. E., Clarke, S., Cohen, L. G., Kwakkel, G., & Miller, R. H. (2014) · Cambridge University Press eBooks · doi:10.1017/cbo9780511995590.012 · Cited by 12
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“…generated only by and within a computer compels a feeling of being present in an environment other than the one the person is actually in.” (Sheridan, 1992) The interaction devices of these VR systems vary from combinations of typical 2D mice and keyboards over so-called spacemice up to…”
BackgroundCausal Perception in Virtual Reality and its Implications for Presence Factors
Cavazza, M., Lugrin, J.-L., & Buehner, M. J. (2007) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.16.6.623 · Cited by 12
“The specific contribution of this work is to attempt to relate one well-observed psychological phenomenon, causal perception, to some fundamental ideas of presence, namely the action-based conception of presence (see, e.g., Zahorik & Jenison, 1998; Held & Durlach, 1992; Sheridan, 1992).”
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“Presence is achieved when the VR experience compels a feeling of being present in an environment other than the real, physical environment in which the individual is actually performing (25).”
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“Similarly, Loomis (1992) argues that individuals’ immersive tendencies are related to their experience of presence, the sense of being there within a simulated environment (Sheridan 1992).”
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“Presence in mediated environments is a product of both user and media characteristics (Sheridan, 1992), and should be distinguished from other events, including physical or actual presence, implied presence, and imagined presence (Allport, 1985).”
BackgroundMethodA Study on High-Level Autonomous Navigational Behaviors for Telepresence Applications
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“1 Introduction Telepresence (Minsky, 1980) is commonly known as a sense of “being there” at an environment that is physically remote from oneself (Sheridan, 1992).”
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“Sheridan (1992) described the fundamental dimensions of presence as: (1) the extent of sensory information, (2) the controllability of sensors, and (3) the ability to modify the environment.”
BackgroundStappers, P. J., Gaver, W. W., Overbeeke, C. J., Hettinger, L. J., & Maas, M. (2003) · TU/e Research Portal · Cited by 12
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“subjective perception (Lombard, 2000), sense (Minsky, 1980; Sheridan, 1992 ) and illusion”
BackgroundInfluentialVirtual environments in machinery safety analysis
Määttä, T. (2003) · Tampere University Institutional Repository (Tampere University) · Cited by 12
HUMAN FACTORS AND ERGONOMICS IN DESIGN OF A3: AUTOMATION, AUTONOMY, AND ARTIFICIAL INTELLIGENCE
Sawyer, B. D., Miller, D., Canham, M., & Karwowski, W. (2021) · Wiley eBooks · doi:10.1002/9781119636113.ch52 · Cited by 13
Applications of virtual reality (VR) in autism research: current trends and taxonomy of definitions
Savickaite, S., Husselman, T.-A., Taylor, R., Millington, E., Hayashibara, E., & Arthur, T. (2022) · Journal of Enabling Technologies · doi:10.1108/jet-05-2022-0038 · Cited by 13
Chen, C., Hu, X., & Fisher, J. T. (2023) · Springer eBooks · doi:10.1007/978-3-031-14961-0_18 · Cited by 13
Li, M., & Kim, N. (2024) · Acta Psychologica · doi:10.1016/j.actpsy.2024.104536 · Cited by 12
Rovira, A., & Slater, M. (2022) · Scientific Reports · doi:10.1038/s41598-022-07872-3 · Cited by 11
Virtual reality as a technology of memory: Immersive presence in Polish politics of memory
Kazlauskaitė, R. (2023) · Memory Mind & Media · doi:10.1017/mem.2023.9 · Cited by 12
“For example, Sheridan (1992, 120) proposed that ‘ presence ’ refers to a ‘ feeling like you are actually there at the remote site.”
BackgroundECIS 2010 Panel Report: Humanities-Enriched Information Systems
Kroeze, J. H., Lotriet, H., Mavetera, N., Pfaff, M. S., Postma, D., Sewchurran, K., & Topi, H. (2011) · Communications of the Association for Information Systems · doi:10.17705/1cais.02824 · Cited by 11
“Examples are seen in discussions of flow theory [Csikszentmihalyi and Csikszentmihalyi, 1988] and presence [Sheridan, 1992].”
Observing effects of attention on presence with fMRI
Lee, S., Kim, G. J., & Lee, J. (2004) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/1077534.1077549 · Cited by 11
“Many presence-related researches have looked at various "bottom up" perceptual cues that affect the level of user felt presence in the context of virtual reality [7][8][11][19][22][30][31][32][33][34][35][36].”
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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