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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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Lustigová, Z., & Lustig, F. (2009) · International Conference on Information Technology Interfaces (ITI) · doi:10.1109/iti.2009.5196119 · Cited by 11
“Sheridan [7] identified three types of presence: physical presence, telepresence, and virtual presence.”
BackgroundHands-On Laboratory Experience Using Adhesives for Remote Learning of Polymer Chemistry
Schmidt, S. J., Wright, Z. M., Eckhart, K. E., Starvaggi, F. A., Vickery, W. M., Wolf, M. E., Pitts, M. J., Warner, T. C., Taofik, T., Ng, M., et al. (2021) · Journal of Chemical Education · doi:10.1021/acs.jchemed.0c01374 · Cited by 12
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Giordano, R., Donati, M. A., Zamboni, L., Fusina, F., Primi, C., & Lugoboni, F. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.854088 · Cited by 11
“Sense of presence is a mental manifestation (42), a cognitive state which is consistent with a subjective feeling of “being there,” in”
BackgroundData Transmission Latency and Sense of Control
Berberian, B., Blaye, P. L., Schulte, C., Kinani, N., & Sim, P. R. (2013) · Lecture notes in computer science · doi:10.1007/978-3-642-39360-0_1 · Cited by 12
An Experimental Study of the Effect of Presence in Collaborative Virtual Environments
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Can you feel me?: How embodiment levels of telepresence systems affect presence
Choi, J. J., & Kwak, S. S. (2016) · IEEE RO-MAN · doi:10.1109/roman.2016.7745180 · Cited by 11
“As a result of these two different ecologies, a receiver could have the odd experience of speaking to a remote sender who is not physically present, because of the two realities created by the telepresence system [9, 10].”
BackgroundHall, R. H., Wilfred, L., Hilgers, M. G., Walker, C., Hortenstine, J. M., & Leu, M.-C. (2004) · Cited by 11
Moody, P. (2017) · International Journal of E-Politics · doi:10.4018/ijep.2017070104 · Cited by 11
“Yet even Heeters, referencing Sheridan (1992) and Zeltzer (1992), acknowledged that “different kinds of virtual tasks may have different optimal minimal fidelity requirements” (Heeters, 1992, p. 264), or in other words, the ‘full’ VR experience might not be necessary to achieve immersion in a…”
BackgroundBormann, K. (2006) · Virtual Reality · doi:10.1007/s10055-006-0019-5 · Cited by 11
Reality and human performance in a virtual world
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Böcker, M., Runde, D., & Mühlbach, L. (1995) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/154193129503900306 · Cited by 11
“This definition encompasses both the sensation of being physically present with the remote objects (see e.g. Sheridan, 1992) - we call this aspect "spatial presence" - as well as the degree of the "communicative presence" of the remote interlocutors (Bocker & Miihlbach, 1993).”
BackgroundEdwards, G. W. (2000) · VTechWorks (Virginia Tech) · Cited by 11
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“Moreover, social VR supposedly increases the pres-ence—the feeling of being in a virtual place (cf. Sheridan, 1992)—of participants through immersion in virtual spaces that allow students to actively control their avatars and prevent the purely passive reception of content, or “Zoom fatigue”…”
Bente, G., Schmälzle, R., Jahn, N. T., & Schaaf, A. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1032510 · Cited by 11
“Similar to telepresence (Minsky, 1980), presence has been de fi ned as the “ sense of being there ” (Sheridan, 1992), i.e., the “ subjective experience of being in an environment, even when one is physically situated in another ” (Witmer and Singer, 1998, p. 225).”
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Khan, M. S. L., Li, H., & Réhman, S. U. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-07626-3_54 · Cited by 10
“According to [22], presence is a subjective sensation or mental manifestation that is not easily amenable to objective physiological definitions and measurements.”
BackgroundTowards an Objective Measure of Presence
Schirm, J., Tullius, G., & Habgood, J. (2019) · doi:10.1145/3341215.3356263 · Cited by 10
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Jiang, X., Goh, T., Chen, X., Liu, M., & Yang, B. (2023) · Australasian Journal of Educational Technology · doi:10.14742/ajet.8121 · Cited by 10
“Place presence is defined as a subjective and psychological sense of an individual in a particular virtual environment (Sheridan & Thomas, 1992).”
BackgroundMontefiore, T., & Formosa, P. (2023) · Philosophy & Technology · doi:10.1007/s13347-023-00660-5 · Cited by 13
“conceiving of oneself as actually present in the virtual world) (see Sanchez-Vives & Slater, 2005; Sheridan, 1992) and character identification (i.”
BackgroundChandio, Y., Interrante, V. L., & Anwar, F. M. (2024) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2024.3372120 · Cited by 10
“A combination of technical and human factors influence the presence in MR. Prior work has explored how presence is impacted by technical factors such as visual realism [68, 71], field of view (FoV) [4, 12, 18], and level of details [95].”
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Blas, N. D., Garzotto, F., & Poggi, C. (2009) · World Wide Web · doi:10.1007/s11280-009-0065-5 · Cited by 10
“Presence has been defined as ‘‘ the subjective sensation of being in one place or environment, even when one is physically situated in another ’’ [80].”
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“This is the concept of "presence", traditionally described as the feeling of "being there" in the virtual world [3-6].”
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“It is the sense of “being there” (Sheridan, 1992) within the mediated environment, as if it is real.”
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“There have been many terms associated with sense of presence, such as copresence [8], social presence [9], telepresence [10], virtual presence [ 11 ], and para-social presence [12].”
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“Indeed, it seems likely that haptic interfaces will become more and more essential as computer interfaces evolve and one day become as commonplace as today’s visual and audio interfaces [3].”
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Nemire, K. E., & Ellis, S. R. (1993) · doi:10.1109/vrais.1993.378266 · Cited by 10
“the sense of being physically and psychologically present in the simulated environment [17, 38 ].”
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“Prior research supports this approach, indicating that greater control over environmental variables can increase perceived realism and presence [45], [49].”
BackgroundMethodAbellán, R. G., Piñol, C. T. T., & Slater, M. (2024) · Frontiers in Communication · doi:10.3389/fcomm.2024.1474524 · Cited by 9
“Place illusion and plausibility, although orthogonal, can be considered as two dimensions of the illusion of presence (Held and Durlach, 1992; Sheridan, 1992, 1996; Sanchez-Vives and Slater, 2005; Slater, 2009; Slater et al., 2022).”
RetroSketch: A Retrospective Method for Measuring Emotions and Presence in Virtual Reality
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“Presence is typically defined as the sense of “being there” [87, 128, 200, 212, 230, 240, 272], describing the illusion created by VR [220, 221, 223, 225] that leads users to respond to virtual experiences as if “they were real” [200, 220, 222, 237].”
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“…in a virtual environment while physically located in another place (Witmer and Singer 1998) and is an essential factor in VR. Presence is related to vividness and interaction during an experience (Sheridan 1992); thus, a better VR system should provide a high degree of presence (Park et al. 2022).”
BackgroundPresence: Is it just pretending?
Turner, P. (2015) · AI & Society · doi:10.1007/s00146-014-0579-y · Cited by 9
“Early, formal definitions of telepresence, that is, the sense of presence created by technology have included, ‘‘the sense of ‘being there’’’ (e.g. Held and Durlach 1992; Sheridan 1992); and famously as ‘‘the perceptual illusion of non-mediation’’ (Lombard and Ditton 1997) who wrote that, ‘‘An illusion of non-mediatio…”
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“Early researchers developed high-level theoretical frameworks to achieve a “sense of immersion“ or “sense of presence” in virtual environments [24].”
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“- The human user will interact with the avatar through Kinect [10] cameras, which can provide both classical 2D color images and a high-quality depth map.”
BackgroundThe Experience of Presence in 3D Web Environment: An Analysis of Korean Second Life
Park, S., Hwang, H. S., & Choi, M. (2009) · Lecture notes in computer science · doi:10.1007/978-3-642-02583-9_43 · Cited by 9
“” This notion of presence is concerned with the subjective feeling of existence within a mediated environment [2,3,4,5].”
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“Sheridan [8] even names five factors that will influence the perception of presence: “extent of sensory information”, “control of sensors relative to environment”, “ability to modify the physical environment”, “task difficulty”, and “degree of automation”.”
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“Indeed, it seems likely that haptic interfaces will become more and more essential as computer interfaces evolve and one day become as commonplace as today's visual and audio interfaces [3].”
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“The technology that makes the users feel as if they were present in the remote scene is referred to “telepresence”[9].”
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“Sheridan (1992) defines telepresence as the feeling experienced by a teleoperator of being phenomenally ‘there’ at the remote operation site.”
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“One of the principle issues is the illusion of ‘presence’ first discussed in the early 1990s [1].”
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“2.3 Psychological issues and the problem of “presence” Sheridan (1992) identified three types of presence: physical presence, telepresence, and virtual presence.”
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“A previous study on telecommunication systems suggested that several components must be fulfilled [5]: (1) the user should be able to extend their sensory information, (2) the user should have control over the remote sensors, and (3) the user should have the physical ability to interact with the remote entity or envir…”
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“(45,46) In the 1990s, concepts like “virtual presence”, (47) “sense of presence”, (48) and “depth of presence” (49) emerged.”
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“…measures as indices of presence (e.g., Freeman, Avons, Meddis, Pearson, & Ijsselsteijn, 2000; Lepecq, Bringoux, Pergandi, Coyle and Mestre, 2009; Sheridan, 1992); but while those behavioral measures are considered as 'symptoms' of a phenomenon that is hidden to an observer, here action is…”
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“Telepresence has been defined as perceiving the remote environment as if physically there (Sheridan, 1992).”
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The “book problem” and its neural correlates
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“Early definitions of presence included (the still relevant) ‘‘being there’’ (variously, Held and Durlach 1992; Sheridan 1992; Zeltzer 1992), the perceptual illusion of non-mediation (Lombard and Ditton 1997); ‘‘a mental state in which a user feels physically present within the computer-mediated environment’’ (Draper e…”
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“The richness of the user " s experience within a VE contributes to their sense of presence, and object interaction plays an important role [280] [241] [223].”
BackgroundMultimedia Human-Computer Interaction for Presence and Exploration in a Telemuseum
Agah, A., & Tanie, K. (1999) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474699566071 · Cited by 8
“Telepresence has been the subject of many studies (Sheridan, 1992).”
BackgroundThe Binding Problem in Presence Research
Harvey, M., & Sanchez-Vives, M. V. (2005) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474605774918714 · Cited by 7
“Most definitions of presence echo the common theme that presence is the sense of “being there” (Held & Durlach, 1992; Sheridan, 1992) or the “subjective experience of being in one place or environment, even when one is physically situated in another” (Witmer & Singer, 1998).”
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Distortion of depth perception in a virtual environment application
Pfautz, J. (1996) · DSpace@MIT (Massachusetts Institute of Technology) · Cited by 8
Understanding cross cultural differences during interaction within immersive virtual environments
Bucolo, S. (2004) · doi:10.1145/1044588.1044634 · Cited by 8
Assessing Negative Side Effects in Virtual Environments
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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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