A Systematic Review of Social Presence: Definition, Antecedents, and Implications
Open accessAbstract
Social presence, or the feeling of being there with a "real" person, is a crucial component of interactions that take place in virtual reality. This paper reviews the concept, antecedents, and implications of social presence, with a focus on the literature regarding the predictors of social presence. The article begins by exploring the concept of social presence, distinguishing it from two other dimensions of presence-telepresence and self-presence. After establishing the definition of social presence, the article offers a systematic review of 233 separate findings identified from 152 studies that investigate the factors (i.e., immersive qualities, contextual differences, and individual psychological traits) that predict social presence. Finally, the paper discusses the implications of heightened social presence and when it does and does not enhance one's experience in a virtual environment.
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Through avatars in networked virtual environments, IVR offers older adults the opportunity to connect with others in a more meaningful way compared with other communication mediums.
“Through the incorporation of avatars into networked virtual environments, IVR also offers older adults the opportunity to connect with others in a more meaningful way compared with other communication mediums [6] where meeting in person may not be possible—a reality forced upon many of us during the COVID-19 pandemic [7].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [6]
The Introduction describes VR as a medium for social interaction and says it is purported to afford greater social presence than other technology-mediated communication. The Findings report greater social presence for avatar-mediated and other richer media than for text chat, but do not establish superiority over communication media generally. These passages do not address older adults or show that their connections are more meaningful. (LLM, conf=0.86)
Experimental — accuracy not yet measuredIntuitive interfaces and human-like feedback help individuals regain confidence in problem-solving, compensating for the control lost due to mortality salience, thereby increasing preference for anthropomorphized products.
“Specifically, intuitive interfaces and human-like feedback help individuals regain confidence in problem-solving, compensating for the control lost due to mortality salience, thereby increasing preference for anthropomorphized products [29].”
From Anthropomorphic Design in Mortality Salience Situations: Exploring Emotional and Non-Emotional Mechanisms Enhancing Consumer Purchase Intentions (2024) · cites this paper as [29]
The Findings section reports that human-like feedback, such as an agent nodding appropriately, can increase perceived social presence. It does not address mortality salience, restored problem-solving confidence or control, or a resulting preference for anthropomorphized products (searched: mortality salience, control, and the claimed confidence mechanism). (LLM, conf=0.76)
Experimental — accuracy not yet measuredMortality salience often leads to a reduced sense of control; however, anthropomorphic design, through its human-like understanding and feedback mechanisms, effectively enhances users' sense of control.
“Mortality salience often leads to a reduced sense of control; however, anthropomorphic design, through its human-like understanding and feedback mechanisms, effectively enhances users’ sense of control [29].”
From Anthropomorphic Design in Mortality Salience Situations: Exploring Emotional and Non-Emotional Mechanisms Enhancing Consumer Purchase Intentions (2024) · cites this paper as [29]
The Findings sections on immersive qualities and social presence report that human-like behavior and appropriate feedback can increase perceived social presence, not users’ sense of control. Searches for mortality salience, reduced control, and anthropomorphism-related control found no passage addressing either claimed effect. Page numbers are unavailable in our copy. (LLM, conf=0.76)
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Social Inhibition in Immersive Virtual Environments
Hoyt, C. L., Blascovich, J., & Swinth, K. R. (2003) · Presence - Teleoperators and Virtual Environments · doi:10.1162/105474603321640932 · Cited by 205 · see citing works
Zhan, Z., & Hu, M. Y. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.002 · Cited by 202 · cited 1× · see citing works
“, immersive features) impact social presence are based on the assumption that certain affordances of a medium can increase or decrease social presence when all other circumstances are equal (e.g., Axelsson et al., 2001; Moreno and Mayer, 2004; Zhan and Mei, 2013).”
BackgroundSelf-Esteem, Interpersonal Risk, and Preference for E-Mail to Face-To-Face Communication
Joinson, A. (2004) · CyberPsychology & Behavior · doi:10.1089/cpb.2004.7.472 · Cited by 193 · cited 1× · see citing works
“Directly germane to this hypothesis, studies (Joinson, 2004; Hertel et al., 2008; Hammick and Lee, 2014) consistently show that less socially oriented individuals prefer interacting through a medium that is considered to be “leaner” (e.g., text-based CMC), while more socially oriented individuals…”
BackgroundDirect Responses to People on the Screen
Lombard, M. (1995) · Communication Research · doi:10.1177/009365095022003002 · Cited by 192 · cited 1× · see citing works
“…with a virtual cat, view virtual humans in pain CA Canada Short et al., 1976; Nowak and Biocca, 2003 Engage in a video call with a remote participant using a telepresence robot AP Korea Choi et al., 2001 Short et al., 1976; Lombard, 1995 affordance(s) that influenced perceptions of social presence.”
MethodCollaborating in networked immersive spaces: as good as being there together?
Schroeder, R., Steed, A., Axelsson, A.-S., Heldal, I., Abelin, Å., Wideström, J., Nilsson, A., & Slater, M. (2001) · Computers & graphics · doi:10.1016/s0097-8493(01)00120-0 · Cited by 187 · cited 1× · see citing works
“Among the 10 studies that we identified, only two studies found significant differences in social presence between an immersive platform and a non-immersive one (Schroeder et al., 2001; Heldal et al., 2005).”
BackgroundFrancescato, D., Porcelli, R., Mebane, M., Cuddetta, M., Klobas, J., & Renzi, P. (2006) · Computers in Human Behavior · doi:10.1016/j.chb.2005.03.001 · Cited by 186
Presence and Image Quality: The Case of High-Definition Television
Bracken, C. (2005) · Media Psychology · doi:10.1207/s1532785xmep0702_4 · Cited by 186 · cited 1× · see citing works
“While two studies (Bracken, 2005; Ahn et al., 2014) found that more immersive displays (i.e., higher definition, larger screen size) led to higher social presence, two others (Skalski and Whitbred, 2010; James et al., 2011) were unable to find a significant effect of display on social presence.”
BackgroundShared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Gajadhar, B., de Kort, Y., & Ijsselsteijn, W. (2008) · Fun and Games · doi:10.1007/978-3-540-88322-7_11 · Cited by 184 · see citing works
The Role of Social Presence in Interactive Agent-Based Persuasion
Skalski, P., & Tamborini, R. (2007) · Media Psychology · doi:10.1080/15213260701533102 · Cited by 181 · cited 1× · see citing works
“In their study on social agents, for example, Skalski and Tamborini (2007) invited participants to listen to a health message on blood pressure.”
BackgroundBystander Responses to a Violent Incident in an Immersive Virtual Environment
Slater, M., Rovira, A., Southern, R. W., Swapp, D., Zhang, J., Campbell, C., & Levine, M. (2013) · PLoS ONE · doi:10.1371/journal.pone.0052766 · Cited by 179 · cited 1× · see citing works
“…in a virtual bar, for example, participants reported contextual factors (e.g., appearance of bar, responsiveness of other characters, believability of dialogue with victim) as issues that brought them out of the virtual experience (“breaks in presence” Slater and Steed, 2000; Slater et al., 2013).”
BackgroundSocial robots and virtual agents as lecturers for video instruction
Li, J., Kizilcec, R. F., Bailenson, J., & Ju, W. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.005 · Cited by 172 · see citing works
Self-citationAl‐Natour, S., Benbasat, I., & Cenfetelli, R. T. (2011) · Journal of the Association for Information Systems · doi:10.17705/1jais.00267 · Cited by 166 · see citing works
Can a Robot Be Perceived as a Developing Creature?.
Lee, K. M., Park, N., & Song, H. (2005) · Human Communication Research · doi:10.1111/j.1468-2958.2005.tb00882.x · Cited by 162 · see citing works
Transatlantic Touch: A Study of Haptic Collaboration over Long Distance
Kim, J., Kim, H. K., Tay, B.-O. K., Muniyandi, M., Srinivasan, M., Jordan, J., Mortensen, J., Oliveira, M., & Slater, M. (2004) · Presence - Teleoperators and Virtual Environments · doi:10.1162/1054746041422370 · Cited by 161 · cited 2× · see citing works
“For example, participants felt higher levels of social presence when they received haptic feedback as they lifted a (virtual) box with a partner compared to when such feedback was not available (Kim et al., 2004).”
BackgroundInfluentialA study of demographic embodiments of product recommendation agents in electronic commerce
Qiu, L., & Benbasat, I. (2010) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2010.05.005 · Cited by 158 · see citing works
Kim, H., Suh, K.-S., & Lee, U.-K. (2013) · Information & Management · doi:10.1016/j.im.2013.02.003 · Cited by 156 · see citing works
Choi, Y. K., Miracle, G. E., & Biocca, F. A. (2001) · Journal of Interactive Advertising · doi:10.1080/15252019.2001.10722055 · Cited by 155 · see citing works
Influence of avatar appearance on presence in social VR
Heidicker, P., Langbehn, E., & Steinicke, F. (2017) · IEEE Symposium on 3D User Interfaces · doi:10.1109/3dui.2017.7893357 · Cited by 153 · see citing works
Lee, E.-J., & Shin, S.-Y. (2012) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2012.0228 · Cited by 149 · see citing works
McGregor, S. C. (2018) · New Media & Society · doi:10.1177/1461444816686103 · Cited by 145 · see citing works
Let the Avatar Brighten Your Smile: Effects of Enhancing Facial Expressions in Virtual Environments
Oh, S. Y., Bailenson, J., Krämer, N., & Li, B. (2016) · PLoS ONE · doi:10.1371/journal.pone.0161794 · Cited by 145 · see citing works
Self-citationLim, J., & Richardson, J. (2016) · Internet and Higher Education · doi:10.1016/j.iheduc.2015.12.001 · Cited by 143 · see citing works
Pysander, E.-L. S. (2005) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474605774785253 · Cited by 141 · cited 3× · see citing works
“…studies reviewed in this paper show that increasing immersive qualities does not linearly increase social presence (e.g., Moreno and Mayer, 2004; Sallnäs, 2005; Homer et al., 2008), it would be critical to understand if, and if so when, there is a ceiling effect of immersion on social presence.”
BackgroundA Psychophysical Experiment Regarding Components of the Plausibility Illusion
Skarbez, R., Neyret, S., Brooks, F. P., Slater, M., & Whitton, M. C. (2017) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2017.2657158 · Cited by 134 · cited 1× · see citing works
“Researchers have also explored the impact of the personality of the virtual human (Pan et al., 2015), level of coherence to the user’s expectations (Skarbez et al., 2017), and the physicality of the virtual human (Chuah et al., 2013) on plausibility illusion.”
BackgroundAppel, J., von der Pütten, A. M., Krämer, N. C., & Gratch, J. S. (2012) · Advances in Human-Computer Interaction · doi:10.1155/2012/324694 · Cited by 133 · cited 2× · see citing works
“…modalities (e.g., audio, video, avatar) also found that participants felt the lowest level of social presence when communicating via text-based CMC compared to “richer” forms of media, when given the same amount of time (e.g., Bente et al., 2008; Appel et al., 2012; Kim et al., 2013b).”
BackgroundMethodLee, E.-J., & Oh, S. Y. (2012) · Journal of Communication · doi:10.1111/j.1460-2466.2012.01681.x · Cited by 131 · see citing works
Hammick, J. K., & Lee, M. J. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2013.01.046 · Cited by 127 · see citing works
Lee, K., & Nass, C. (2004) · Human Communication Research · doi:10.1111/j.1468-2958.2004.tb00730.x · Cited by 126 · cited 1× · see citing works
“Presence can be further divided into three distinct subcategories: telepresence (spatial presence), self-presence, and social presence (Lee, 2004).”
BackgroundJin, S.-A. (2011) · Journal of Broadcasting & Electronic Media · doi:10.1080/08838151.2011.546248 · Cited by 119 · see citing works
Telepresence in Videocommunications: A Study on Stereoscopy and Individual Eye Contact
Mühlbach, L., Böcker, M., & Prussog, A. (1995) · Hum. Factors · doi:10.1518/001872095779064582 · Cited by 115 · cited 2× · see citing works
“Mühlbach et al. (1995) similarly found that participants felt greater social presence when they engaged in a video conferencing session using a stereoscopic display compared to a monoscopic one.”
BackgroundMethodNot So Imaginary Interpersonal Contact With Public Figures on Social Network Sites
Lee, E., & Jang, J.-W. (2011) · Communication Research · doi:10.1177/0093650211431579 · Cited by 114 · see citing works
Felnhofer, A., Kothgassner, O., Hauk, N., Beutl, L., Hlavacs, H., & Kryspin-Exner, I. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2013.10.045 · Cited by 112 · see citing works
Kim, K., Bolton, J., Girouard, A., Cooperstock, J., & Vertegaal, R. (2012) · International Conference on Human Factors in Computing Systems · doi:10.1145/2207676.2208640 · Cited by 112 · cited 1×
“The studies that were identified in the present paper (Mühlbach et al., 1995; Takatalo et al., 2011; Kim et al., 2012; Ahn et al., 2014) suggest that the inclusion of depth cues increase social presence.”
BackgroundLeadership and collaboration in shared virtual environments
Steed, A., Slater, M., Sadagic, A., Bullock, A., & Tromp, J. (1999) · Proceedings IEEE Virtual Reality (Cat. No. 99CB36316) · doi:10.1109/vr.1999.756941 · Cited by 111 · cited 1× · see citing works
“Asmall number of studies (e.g., Steed et al., 1999; Slater et al., 2000; Moreno and Mayer, 2004) have also compared immersive virtual platforms (e.g., HMD, cave automatic virtual environment; CAVE) with non-immersive ones (e.g., Desktop).”
BackgroundSpatiality in videoconferencing: trade-offs between efficiency and social presence
Hauber, J., Regenbrecht, H., Billinghurst, M., & Cockburn, A. (2006) · Conference on Computer Supported Cooperative Work · doi:10.1145/1180875.1180937 · Cited by 110 · see citing works
Gender Differences in E-Learning: Communication, Social Presence, and Learning Outcomes
Johnson, R. D. (2011) · Journal of Organizational and End User Computing · doi:10.4018/joeuc.2011010105 · Cited by 102 · cited 1× · see citing works
“In terms of gender, the majority of the surveyed studies found that females experience higher levels of social presence compared to males (e.g., Giannopoulos et al., 2008; Johnson, 2011).”
ResultAllmendinger, K. (2010) · Educational Psychology Review · doi:10.1007/s10648-010-9117-8 · Cited by 96 · cited 2× · see citing works
“This is an important issue to consider when designing communication systems; more social presence may not always be better (Allmendinger, 2010).”
BackgroundJin, S. A. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.022 · Cited by 96 · cited 2× · see citing works
“…interpersonal evaluations (e.g., similarity attraction, social penetration theory, social identity theory, preference for consistency, etc.) to technology-mediated contexts to explore their relevance in interpersonal perceptions (e.g., Reeves and Nass, 1996; Jin, 2012; Verhagen et al., 2014).”
BackgroundKoudenburg, N., Gordijn, E., & Postmes, T. (2014) · Personality and Social Psychology Bulletin · doi:10.1177/0146167214549945 · Cited by 95 · cited 1× · see citing works
“…that technological features such as audio delays differentially influence communication outcomes depending on the relationship between the partners (Koudenburg et al., 2014), this avenue of research may help researchers and practitioners understand how to design social VR systems when…”
BackgroundSocial Presence in a Home Tele-Application
de Greef, P., & IJsselsteijn, W. A. (2001) · CyberPsychology & Behavior · doi:10.1089/109493101300117974 · Cited by 94 · see citing works
The impact of avatar realism and anonymity on effective communication via mobile devices
Kang, S.-H., & Watt, J. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2012.10.010 · Cited by 93 · cited 1× · see citing works
“…studies show an increase in social presence when the visual representation is more photographically or anthropomorphically realistic (e.g., Kang and Watt, 2013), others report no differences (e.g., Bailenson et al., 2001; Bente et al., 2008) or even a reduction in social presence (e.g., Nowak and…”
BackgroundNowak, K. L., Krcmar, M., & Farrar, K. M. (2008) · Presence - Teleoperators and Virtual Environments · doi:10.1162/pres.17.3.256 · Cited by 89 · see citing works
Social evaluations of embodied agents and avatars
Guadagno, R., Swinth, K. R., & Blascovich, J. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.07.017 · Cited by 88 · see citing works
Can online buddies and bandwagon cues enhance user participation in online health communities?
Kim, H.-S., & Sundar, S. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.04.039 · Cited by 85 · cited 1× · see citing works
“More recent studies (Choi and Kwak, 2017, Study 2; Lee and Nass, 2004; Lee et al., 2005; Kim and Sundar, 2014; Daher et al., 2016; Kim, 2016; Robb et al., 2016) have examined how the number of people or the mere presence of another person who is aware of the virtual environment (i.e., social cues)…”
BackgroundReal-life prosocial behavior decreases after being socially excluded by avatars, not agents
Kothgassner, O. D., Griesinger, M., Kettner, K., Wayan, K., Völkl-Kernstock, S., Hlavacs, H., Beutl, L., & Felnhofer, A. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.059 · Cited by 82 · see citing works
User Experience in 3D Stereoscopic Games
Takatalo, J., Kawai, T., Kaistinen, J., Nyman, G., & Häkkinen, J. (2011) · Media Psychology · doi:10.1080/15213269.2011.620538 · Cited by 82 · cited 1× · see citing works
“The studies that were identified in the present paper (Mühlbach et al., 1995; Takatalo et al., 2011; Kim et al., 2012; Ahn et al., 2014) suggest that the inclusion of depth cues increase social presence.”
BackgroundFeng, B., Li, S., & Li, N. (2013) · Communication Research · doi:10.1177/0093650213510942 · Cited by 80 · see citing works
Kim, K. J. (2016) · Journal of Computer-Mediated Communication · doi:10.1111/jcc4.12177 · Cited by 79 · cited 2× · see citing works
“These results are in line with the findings of Kim (2016) and Lee and Nass (2004), who also found that multiple virtual communicators increase feelings of social presence.”
BackgroundResultPhysical and social presence in 3D virtual role-play for pre-service teachers
Cho, Y., Yim, S., & Paik, S. (2015) · Internet and Higher Education · doi:10.1016/j.iheduc.2015.01.002 · Cited by 78 · cited 1× · see citing works
“The age range of the seven studies that explored the relationship between age and social presence are as follows: Cho et al. (2015): 21– 44, Felnhofer et al. (2014): range not reported ( M = 23.34, SD = 2.73), Hauber et al. (2005): 19–63, Kim et al. (2004): not reported, Lim and Richardson (2016):…”
BackgroundInfluentialJin, S.-A. (2009) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cpb.2008.0273 · Cited by 77 · see citing works
Gerhard, M., Moore, D., & Hobbs, D. (2001) · International Conference on Intelligent Virtual Agents · doi:10.1007/3-540-44812-8_12 · Cited by 77 · cited 1× · see citing works
“…2002; Tu, 2002 Hire the most suitable job candidate (Management decision task) (hire most suitable job candidate) AP Germany Bouchard et al., 2013 Gerhard et al., 2001; Bailenson et al., 2005 Interact with a virtual cat, view virtual humans in pain CA Canada Short et al., 1976; Nowak and Biocca,…”
BackgroundPersuasive computing: Feeling peer pressure from multiple computer agents
Xu, K., & Lombard, M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.04.043 · Cited by 76 · see citing works
Hertel, G., Schroer, J., Batinic, B., & Naumann, S. (2008) · Social Psychology · doi:10.1027/1864-9335.39.4.231 · Cited by 76 · see citing works
Can synchronicity and visual modality enhance social presence in mobile messaging?
Park, E. K., & Sundar, S. S. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.12.001 · Cited by 74 · see citing works
Kim, K., Maloney, D., Bruder, G., Bailenson, J., & Welch, G. F. (2017) · Comput. Animat. Virtual Worlds · doi:10.1002/cav.1771 · Cited by 73 · see citing works
Self-citationBuilding relationships within corporate SNS accounts through social presence formation
Han, S., Min, J., & Lee, H. (2016) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2016.06.004 · Cited by 73 · see citing works
When the Medium Is the Message
Lee, E.-J., & Shin, S.-Y. (2014) · Communication Research · doi:10.1177/0093650212466407 · Cited by 72 · cited 1× · see citing works
“Directly germane to this hypothesis, studies (Joinson, 2004; Hertel et al., 2008; Hammick and Lee, 2014) consistently show that less socially oriented individuals prefer interacting through a medium that is considered to be “leaner” (e.g., text-based CMC), while more socially oriented individuals…”
BackgroundEffectiveness of Politicians' Soft Campaign on Twitter Versus TV: Cognitive and Experiential Routes
Lee, E. J. (2013) · Journal of Communication · doi:10.1111/jcom.12049 · Cited by 69 · see citing works
Jin, S.-A. (2010) · Presence - Teleoperators and Virtual Environments · doi:10.1162/pres_a_00001 · Cited by 68 · cited 3× · see citing works
“…communication apprehension, weaker need to belong, etc.) feel less social presence than their more social counterparts (Giannopoulos et al., 2008; Jin, 2010; Cortese and Seo, 2012; Kim et al., 2013a) offers some empirical evidence that socially withdrawn individuals may be less motivated to…”
BackgroundEmpathy Toward Virtual Humans Depicting a Known or Unknown Person Expressing Pain
Bouchard, S., Bernier, F., Boivin, E., Dumoulin, S., Laforest, M., Guitard, T., Robillard, G., Monthuy-Blanc, J., & Renaud, P. (2013) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2012.1571 · Cited by 66 · cited 2× · see citing works
“…Kumar and Benbasat, 2002; Tu, 2002 Hire the most suitable job candidate (Management decision task) (hire most suitable job candidate) AP Germany Bouchard et al., 2013 Gerhard et al., 2001; Bailenson et al., 2005 Interact with a virtual cat, view virtual humans in pain CA Canada Short et al.,…”
BackgroundThe Evolution of Social Behavior over Time in Second Life
Harris, H., Bailenson, J., Nielsen, A., & Yee, N. (2009) · Presence - Teleoperators and Virtual Environments · doi:10.1162/pres.18.6.434 · Cited by 64 · cited 1× · see citing works
“Visual realism consists of photographic, anthropomorphic, and behavioral (or communicative) realism (Harris et al., 2009).”
BackgroundSelf-citationThe wobbly table: Increased social presence via subtle incidental movement of a real-virtual table
Lee, M., Kim, K., Daher, S., Raij, A., Schubert, R., Bailenson, J., & Welch, G. (2016) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr.2016.7504683 · Cited by 62 · see citing works
Self-citationEffects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences
Wu, Y., Babu, S. V., Armstrong, R., Bertrand, J. W., Luo, J., Roy, T., Daily, S., Dukes, L. C., Hodges, L., & Fasolino, T. (2014) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2014.19 · Cited by 59
Nowak, K. L., Watt, J., & Walther, J. (2009) · Computers in Human Behavior · doi:10.1016/j.chb.2009.05.006 · Cited by 59 · see citing works
Tasks matter: modeling group task processes in experimental CSCW research
Mennecke, B. E., & Wheeler, B. C. (1993) · [1993] Proceedings of the Twenty-sixth Hawaii International Conference on System Sciences · doi:10.1109/hicss.1993.284167 · Cited by 56 · see citing works
Interactive Animation: Exploring Spokes-Characters on the Internet
Phillips, B. J., & Lee, W.-N. (2005) · Journal of Current Issues & Research in Advertising · doi:10.1080/10641734.2005.10505170 · Cited by 55 · see citing works
Schumann, S., Klein, O., Douglas, K. M., & Hewstone, M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.08.006 · Cited by 55 · see citing works
Kumar, N., & Benbasat, I. (2003) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2002.993867 · Cited by 54 · cited 1× · see citing works
“…isolate the Networked Minds Questionnaire ( Biocca et al., 2001 ) Get-acquainted task AP Germany Bente et al., 2008 Biocca et al., 2001; Nowak, 2001; Kumar and Benbasat, 2002; Tu, 2002 Hire the most suitable job candidate (Management decision task) (hire most suitable job candidate) AP Germany…”
BackgroundFelnhofer, A., Kafka, J. X., Hlavacs, H., Beutl, L., Kryspin‐Exner, I., & Kothgassner, O. D. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.11.031 · Cited by 52 · cited 1× · see citing works
“The remaining half of the studies, however, suggests that participants perceive similar levels of social presence for both agents and avatars (Nowak and Biocca, 2003; von der Pütten et al., 2010; Dalzel-Job, 2014, Study 2; Kothgassner et al., 2014, 2017; Felnhofer et al., 2018).”
BackgroundSiriaraya, P., & Chee, S. (2012) · Interacting with computers · doi:10.1016/j.intcom.2012.03.003 · Cited by 51 · see citing works
The collaborative cube puzzle: a comparison of virtual and real environments
Wideström, J., Axelsson, A.-S., Schroeder, R., Nilsson, A., Heldal, I., & Abelin, Å. (2000) · International Conference on Collaborative Virtual Environments · doi:10.1145/351006.351035 · Cited by 51 · see citing works
Lee, K. M., Jeong, E., Park, N., & Ryu, S. (2011) · International journal of human computer interactions · doi:10.1080/10447318.2011.555302 · Cited by 50 · see citing works
Zibrek, K., Kokkinara, E., & McDonnell, R. (2017) · ACM Symposium on Applied Perception · doi:10.1145/3119881.3119887 · Cited by 49 · see citing works
Exploring users’ social responses to computer counseling interviewers’ behavior
Kang, S., & Gratch, J. S. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.01.006 · Cited by 49 · cited 3× · see citing works
“Researchers have also found that social presence can be influenced by contextual and individual factors that impact perceptions of the psychological distance between interactants (e.g., Siriaraya and Ang, 2012; Kang and Gratch, 2014; Verhagen et al., 2014).”
BackgroundSex Categorization in Computer Mediated Communication (CMC): Exploring the Utopian Promise
Nowak, K. L. (2003) · Media Psychology · doi:10.1207/s1532785xmep0501_4 · Cited by 48 · see citing works
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 · cited 1× · see citing works
“Similarly, Poeschl (2017) found that perceiving the virtual audience to be more socially present tended to lead to a worse speech-giving performance.”
BackgroundLee, M., Bruder, G., & Welch, G. F. (2017) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr.2017.7892237 · Cited by 47 · see citing works
Self-citationKang, S.-H., Watt, J., & Ala, S. K. (2008) · Proceedings of the 41st Annual Hawaii International Conference on System Sciences (HICSS 2008) · doi:10.1109/hicss.2008.95 · Cited by 46 · see citing works
Haptic Feedback Increases Perceived Social Presence
Pysander, E.-L. S. (2010) · Lecture notes in computer science · doi:10.1007/978-3-642-14075-4_26 · Cited by 45 · see citing works
Nakanishi, H., Murakami, Y., Daisuke, N., & Ishiguro, H. (2008) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/1460563.1460614 · Cited by 45 · see citing works
Slater, M., Spanlang, B., & Corominas, D. (2010) · ACM SIGGRAPH Conference (SIGGRAPH) · doi:10.1145/1833349.1778829 · Cited by 44 · cited 2× · see citing works
“While this decision was made to achieve a higher level of internal validity, it led to the exclusion of research on important concepts, one of which is plausibility illusion (Slater, 2009; Slater et al., 2010).”
BackgroundHow Social Context Cues in Online Support-Seeking Influence Self-Disclosure in Support Provision
Li, S., Feng, B., Li, N., & Tan, X. W. (2015) · Communication Quarterly · doi:10.1080/01463373.2015.1078389 · Cited by 44 · cited 1× · see citing works
“…explored the provision of identity cues (e.g., name, portrait picture) as a contextual factor that influences social presence, and found that increasing the number of identity cues enhances feelings of social presence (Li et al., 2015; Feng et al., 2016; Choi and Kwak, 2017; Schumann et al., 2017).”
BackgroundCroes, E. A. J., Antheunis, M. L., Schouten, A. P., & Krahmer, E. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.09.037 · Cited by 44 · see citing works
The roles of sensory modalities in collaborative virtual environments (CVEs)
Nam, C., Shu, J., & Chung, D.-H. (2008) · Computers in Human Behavior · doi:10.1016/j.chb.2007.07.014 · Cited by 43 · see citing works
Cubes in the Cube: A Comparison of a Puzzle-Solving Task in a Virtual and a Real Environment
Axelsson, A.-S., Abelin, Å., Heldal, I., Schroeder, R., & Wideström, J. (2001) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/109493101300117956 · Cited by 43 · cited 1× · see citing works
“…affordances of a medium (e.g., immersive features) impact social presence are based on the assumption that certain affordances of a medium can increase or decrease social presence when all other circumstances are equal (e.g., Axelsson et al., 2001; Moreno and Mayer, 2004; Zhan and Mei, 2013).”
BackgroundMixed-Initiative Real-Time Topic Modeling & Visualization for Crisis Counseling
Dinakar, K., Chen, J., Lieberman, H., Picard, R., & Filbin, R. (2015) · Proceedings of the 20th International Conference on Intelligent User Interfaces · doi:10.1145/2678025.2701395 · Cited by 42 · cited 1× · see citing works
“In contrast, it is possible that people will prefer lower levels of social presence when they are feeling more vulnerable; the success of text-based counseling and support systems (Dinakar et al., 2015) lends some support to this conjecture.”
BackgroundLim, Y.-S., & Lee-Won, R. J. (2017) · Telematics and informatics · doi:10.1016/j.tele.2016.09.003 · Cited by 42 · see citing works
Who is this?: Identity and presence in robot-mediated communication
Choi, J.-J., & Kwak, S. (2017) · Cognitive Systems Research · doi:10.1016/j.cogsys.2016.07.006 · Cited by 42 · cited 3× · see citing works
“…explored the provision of identity cues (e.g., name, portrait picture) as a contextual factor that influences social presence, and found that increasing the number of identity cues enhances feelings of social presence (Li et al., 2015; Feng et al., 2016; Choi and Kwak, 2017; Schumann et al., 2017).”
BackgroundPhysical Embodiment Can Produce Robot Operator’s Pseudo Presence
Tanaka, K., Nakanishi, H., & Ishiguro, H. (2015) · Frontiers in ICT · doi:10.3389/fict.2015.00008 · Cited by 42 · see citing works
Immersiveness and symmetry in copresent scenarios
Heldal, I., Schroeder, R., Steed, A., Axelsson, A.-S., Spant, M., & Wideström, J. (2005) · IEEE Proceedings. VR 2005. Virtual Reality, 2005. · doi:10.1109/vr.2005.48 · Cited by 42 · cited 2×
“Although it is less common, a small number of studies also compare different types of virtual environments (e.g., Heldal et al., 2005; Johnsen and Lok, 2008).”
BackgroundEffects of Supportive Feedback Messages on Exergame Experiences: A Mediating Role of Social Presence
Kim, J., & Timmerman, C. E. (2018) · J. Media Psychol. Theor. Methods Appl. · doi:10.1027/1864-1105/a000175 · Cited by 41 · see citing works
Influences of haptic communication on a shared manual task
Chellali, A., Dumas, C., & Milleville-Pennel, I. (2011) · Interacting with Computers · doi:10.1016/j.intcom.2011.05.002 · Cited by 40 · see citing works
Exploring Agent Physicality and Social Presence for Medical Team Training
Chuah, J., Robb, A. C., White, C. B., Wendling, A., Lampotang, S., Kopper, R., & Lok, B. C. (2013) · Presence - Teleoperators and Virtual Environments · doi:10.1162/pres_a_00145 · Cited by 40 · cited 1× · see citing works
“Researchers have also explored the impact of the personality of the virtual human (Pan et al., 2015), level of coherence to the user’s expectations (Skarbez et al., 2017), and the physicality of the virtual human (Chuah et al., 2013) on plausibility illusion.”
BackgroundWu, Z., Li, J., & Theng, Y. (2015) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2015.0065 · Cited by 39 · see citing works
Use of Virtual Environments for the Acquisition of Spatial Knowledge: Comparison Among Different
Johnson, D. M., & Stewart, J. (1999) · Military Psychology · doi:10.1207/s15327876mp1102_1 · Cited by 38 · see citing works
The Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments
Giannopoulos, E., Eslava, V., Oyarzabal, M., Hierro, T., González, L., Ferre, M., & Slater, M. (2008) · EuroHaptics · doi:10.1007/978-3-540-69057-3_36 · Cited by 37 · cited 3×
“…(e.g., shy, high communication apprehension, weaker need to belong, etc.) feel less social presence than their more social counterparts (Giannopoulos et al., 2008; Jin, 2010; Cortese and Seo, 2012; Kim et al., 2013a) offers some empirical evidence that socially withdrawn individuals may…”
BackgroundResultPan, X., Gillies, M. F. P., & Slater, M. (2015) · Frontiers in Robotics and AI · doi:10.3389/frobt.2015.00001 · Cited by 36 · see citing works
Mobile device affordance: Explicating how smartphones influence the outcome of phishing attacks
Vishwanath, A. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.035 · Cited by 36 · see citing works
Access, utility, imperfection: The impact of videoconferencing on perceptions of social presence
Lowden, R. J., & Hostetter, C. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.10.007 · Cited by 36 · see citing works
Emotional display behavior in different forms of Computer Mediated Communication
Kim, D., Frank, M. G., & Kim, S. T. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.09.001 · Cited by 36 · see citing works
Intragroup Emotions: Physiological Linkage and Social Presence
Järvelä, S., Kätsyri, J., Ravaja, N., Chanel, G., & Henttonen, P. (2016) · Frontiers in Psychology · doi:10.3389/fpsyg.2016.00105 · Cited by 35 · cited 1× · see citing works
“The present paper also identified five studies that explored the impact of absolute physical distance between interactants on feelings of social presence (e.g., Gajadhar et al., 2008; Croes et al., 2016; Järvelä et al., 2016).”
BackgroundShahid, S., Krahmer, E., & Swerts, M. (2012) · Interacting with computers · doi:10.1016/j.intcom.2012.04.006 · Cited by 33 · see citing works
The Role of Social Presence in Opinion Expression During FtF and CMC Discussions
Cortese, J., & Seo, M. (2012) · Communication Research Reports · doi:10.1080/08824096.2011.639913 · Cited by 33 · cited 5× · see citing works
“As such, these individuals prefer to withdraw from social situations and stay in the background, rather than engaging in the conversation (Allmendinger, 2010; Cortese and Seo, 2012).”
BackgroundInfluentialThe Effects of Avatars' Age on Older Adults' Self-Disclosure and Trust
Lee, Y.-H., Xiao, M., & Wells, R. (2018) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2017.0451 · Cited by 32 · see citing works
An Evaluation of Immersive Displays for Virtual Human Experiences
Johnsen, K., & Lok, B. C. (2008) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr.2008.4480764 · Cited by 32 · cited 1× · see citing works
“Although it is less common, a small number of studies also compare different types of virtual environments (e.g., Heldal et al., 2005; Johnsen and Lok, 2008).”
BackgroundAhn, D., Seo, Y., Kim, M., Kwon, J., Jung, Y., Ahn, J., & Lee, D. (2014) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2013.0455 · Cited by 31 · see citing works
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 · cited 1× · see citing works
“Finally, while we are aware of the strengths of behavioral and physiological measures and limitations of self-report measures (Slater, 2004; Friedman et al., 2006), we did not include studies that exclusively used behavioral and/or physiological measures of social presence to reduce variance and…”
Background(1980) · doi:10.1111/j.1600-0447.1980.tb10227.x · Cited by 24 · cited 2×
“…explored the provision of identity cues (e.g., name, portrait picture) as a contextual factor that influences social presence, and found that increasing the number of identity cues enhances feelings of social presence (Li et al., 2015; Feng et al., 2016; Choi and Kwak, 2017; Schumann et al., 2017).”
BackgroundReal faces and robot faces: The effects of representation on computer-mediated communication
Clayes, E. L., & Anderson, A. (2007) · Int. J. Hum. Comput. Stud. · doi:10.1016/j.ijhcs.2006.10.005 · Cited by 21 · see citing works
The impact of social setting on the recall and recognition of in-game advertising
Herrewijn, L., & Poels, K. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2014.06.012 · Cited by 20 · cited 2× · see citing works
“In another study, participants felt lower levels of social presence when they were asked to observe their partner play a multiplayer game compared to when their partner observed them or when they played the game together with their partner (Herrewijn and Poels, 2015).”
BackgroundGender Difference in Social Presence Experienced in e- Learning Activities
Thayalan, X., Shanthi, A., & Paridi, T. (2012) · doi:10.1016/j.sbspro.2012.11.363 · Cited by 20
Denollet, J. (2020) · Encyclopedia of Behavioral Medicine · doi:10.1007/978-1-4419-1005-9_1598 · Cited by 18
Jung, S., Roh, S., Yang, H. J., & Biocca, F. A. (2017) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2017.0027 · Cited by 18 · see citing works
Robb, A. C., Kleinsmith, A., Cordar, A., White, C. B., Wendling, A., Lampotang, S., & Lok, B. C. (2016) · Frontiers in ICT · doi:10.3389/fict.2016.00017 · Cited by 16 · see citing works
Rauwers, F., Voorveld, H., & Neijens, P. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.03.042 · Cited by 16 · see citing works
Effects of visual cue and spatial distance on exitability in electronic negotiation
Hatta, T., & Ken-ichi, O. (2008) · Computers in Human Behavior · doi:10.1016/j.chb.2007.05.008 · Cited by 16 · see citing works
The Influence of Real Human Personality on Social Presence with a Virtual Human in Augmented Reality
Kim, K., Bruder, G., Maloney, D., & Welch, G. (2016) · ICAT-EGVE · doi:10.2312/egve.20161443 · Cited by 15 · cited 2× · see citing works
“These results are in line with the findings of Kim (2016) and Lee and Nass (2004), who also found that multiple virtual communicators increase feelings of social presence.”
BackgroundResultSelf-citationExploring social presence transfer in real-virtual human interaction
Daher, S., Kim, K., Lee, M., Raij, A., Schubert, R., Bailenson, J., & Welch, G. (2016) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr.2016.7504705 · Cited by 15 · cited 3×
“For example, Daher et al. (2016) found that being exposed to a conversation between a virtual human and a real person prior to the study increased feelings of social presence for the participant after interacting with the same virtual human.”
BackgroundResultSelf-citationThe Impact of Collaborative Style on the Perception of 2D and 3D Videoconferencing Interfaces
Hauber, J., Regenbrecht, H., Cockburn, A., & Billinghurst, M. (2012) · The Open Software Engineering Journal · doi:10.2174/1874107x01206010001 · Cited by 14 · see citing works
Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment
Peña, J. F., Ghaznavi, J., Brody, N., Prada, R., Martinho, C., Santos, P. A., Damas, H., & Dimas, J. (2017) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000218 · Cited by 13 · see citing works
Talk to me: the influence of audio quality on the perception of social presence
Dicke, C., Aaltonen, V., Rämö, A., & Vilermo, M. (2010) · British Computer Society Conference on Human-Computer Interaction · doi:10.14236/ewic/hci2010.36 · Cited by 13
Qin, J., Choi, K., Xu, R.-H., Pang, W.-M., & Heng, P.-A. (2013) · PRESENCE: Teleoperators and Virtual Environments · doi:10.1162/pres_a_00132 · Cited by 11 · see citing works
Videos in space: a study on presence in video mediating communication systems
Hills, A., Hauber, J., & Regenbrecht, H. (2005) · International Symposium on Information, Communication and Automation Technologies · doi:10.1145/1152399.1152447 · Cited by 10
Lee-Won, R. J., Joo, Y. K., & Park, S. G. (2020) · Wiley eBooks · doi:10.1002/9781119011071.iemp0158 · Cited by 8 · cited 1× · see citing works
“…interpersonal evaluations (e.g., similarity attraction, social penetration theory, social identity theory, preference for consistency, etc.) to technology-mediated contexts to explore their relevance in interpersonal perceptions (e.g., Reeves and Nass, 1996; Jin, 2012; Verhagen et al., 2014).”
BackgroundChristie, B. (1974) · doi:10.1002/ejsp.2420040307 · Cited by 8 · cited 1×
“In perhaps one of the earliest studies of social presence, Christie (1974) conducted a study wherein 36 businessmen discussed an important business topic in groups of six, and found that participants reported higher levels of social presence for the multi-speaker phone system than for the standard…”
BackgroundWon the election – Lost Power Surprises of “the Spanish party”
Vershinin, A. (2016) · Contemporary Europe · doi:10.15211/soveurope320163241 · Cited by 7 · see citing works
James, C. A., Haustein, K., Bednarz, T., Alem, L., Caris, C., & Castleden, A. (2011) · doi:10.2174/1875934301104010093 · Cited by 6 · cited 1×
“While two studies (Bracken, 2005; Ahn et al., 2014) found that more immersive displays (i.e., higher definition, larger screen size) led to higher social presence, two others (Skalski and Whitbred, 2010; James et al., 2011) were unable to find a significant effect of display on social presence.”
BackgroundGruber, S. (2014) · doi:10.7767/boehlau.9783205793236.385 · Cited by 2
Flagged first, then by citations
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Sorted by citations
My AI Friend: How Users of a Social Chatbot Understand Their Human–AI Friendship
Brandtzaeg, P. B., Skjuve, M., & Følstad, A. (2022) · Human Communication Research · doi:10.1093/hcr/hqac008 · Cited by 490 · see citing works
Liu-Thompkins, Y., Okazaki, S., & Li, H. (2022) · Journal of the Academy of Marketing Science · doi:10.1007/s11747-022-00892-5 · Cited by 441 · see citing works
“Social presence refers to “the salience of the interact-ants and their interpersonal relationship during a mediated conversation” (Oh et al. 2018, p.2).”
BackgroundSocial Presence: Conceptualization and Measurement
Kreijns, K., Xu, K. M., & Weidlich, J. (2021) · Educational Psychology Review · doi:10.1007/s10648-021-09623-8 · Cited by 362 · see citing works
Social interactions in the metaverse: Framework, initial evidence, and research roadmap
Hennig‐Thurau, T., Aliman, D. N., Herting, A. M., Cziehso, G. P., Linder, M., & Kübler, R. V. (2022) · Journal of the Academy of Marketing Science · doi:10.1007/s11747-022-00908-0 · Cited by 462 · see citing works
“For developing our theoretical framework, we combine fundamental insights of research on virtual reality (e.g., Oh et al., 2018) and RMSIs on the 2D internet (e.g., Brucks & Levav, 2022).”
BackgroundMethodInfluentialService robots: Applying social exchange theory to better understand human–robot interactions
Kim, H., So, K. K. F., & Wirtz, J. (2022) · Tourism Management · doi:10.1016/j.tourman.2022.104537 · Cited by 338 · see citing works
Händel, M., Stephan, M., Gläser-Zikuda, M., Kopp, B., Bedenlier, S., & Ziegler, A. (2022) · Journal of Research on Technology in Education · doi:10.1080/15391523.2020.1846147 · Cited by 292 · see citing works
“…of belonging to a meaningful learning community is emphasized as an important factor of students ’ learning experience in online learning, especially because it is difficult to make their social presence perceptible in the online environment (Joksimovi (cid:2) c et al., 2015; Oh et al., 2018).”
BackgroundFuture directions for chatbot research: An interdisciplinary research agenda
Følstad, A., Araujo, T., Law, E. L.-C., Brandtzaeg, P. B., Papadopoulos, S., Reis, L., Baez, M., Laban, G., McAllister, P., Ischen, C., et al. (2021) · Computing · doi:10.1007/s00607-021-01016-7 · Cited by 247 · see citing works
Liu, B. (2021) · Journal of Computer-Mediated Communication · doi:10.1093/jcmc/zmab013 · Cited by 228 · see citing works
Nguyen, M. H., Gruber, J., Marler, W., Hunsaker, A., Fuchs, J., & Hargittai, E. (2022) · New Media & Society · doi:10.1177/1461444820985442 · Cited by 217 · see citing works
“SPT suggests that digital media vary in their ability to transmit social cues and thereby facilitate social presence through computer-mediated interpersonal communication (for a systematic review see Oh et al., 2018).”
BackgroundSocial Interaction With Agents and Avatars in Immersive Virtual Environments: A Survey
Kyrlitsias, C., & Michael‐Grigoriou, D. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.786665 · Cited by 224 · see citing works
“A systematic review (Oh et al., 2018) reported that approximately half of the studies surveyed showed an impact of agency on social presence, whereas in the remaining half of the studies the participants perceived similar levels of social presence regardless of the level of agency.”
BackgroundResultInfluentialSocial interaction in augmented reality
Miller, M. R., Jun, H., Herrera, F., Villa, J. Y., Welch, G., & Bailenson, J. N. (2019) · PLoS ONE · doi:10.1371/journal.pone.0216290 · Cited by 235 · see citing works
Self-citationBarreda-Ángeles, M., & Hartmann, T. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107047 · Cited by 206 · see citing works
Munnukka, J., Talvitie–Lamberg, K., & Maity, D. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107343 · Cited by 228 · see citing works
Virtual influencer marketing: the good, the bad and the unreal
Mouritzen, S. L. T., Penttinen, V., & Pedersen, S. (2023) · European Journal of Marketing · doi:10.1108/ejm-12-2022-0915 · Cited by 182 · see citing works
Ahshan, R. (2021) · Education Sciences · doi:10.3390/educsci11090483 · Cited by 161 · see citing works
“Studies in [25,26] reveal that SS interactions make students feel they are actual classmates in virtual worlds, and SI interactions provide feelings that their instructors are real people.”
BackgroundAI companions for lonely individuals and the role of social presence
Merrill, K., Kim, J., & Collins, C. (2022) · Communication Research Reports · doi:10.1080/08824096.2022.2045929 · Cited by 142 · see citing works
“Research highlights the importance of social presence (Oh, Bailenson, & Welch, 2018), particularly in humans’ perceptions about machine agents (e.g., Spence, Westerman, Edwards, & Edwards, 2014).”
BackgroundHuman-AI interaction research agenda: A user-centered perspective
Tingting, J., Sun, Z., Fu, S., & Lv, Y. (2024) · Data and Information Management · doi:10.1016/j.dim.2024.100078 · Cited by 146 · see citing works
Priya, B., & Sharma, V. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107912 · Cited by 156 · see citing works
Lukacik, E., Bourdage, J. S., & Roulin, N. (2020) · Human Resource Management Review · doi:10.1016/j.hrmr.2020.100789 · Cited by 157 · see citing works
The Influence of Avatar Representation on Interpersonal Communication in Virtual Social Environments
Aseeri, S. A., & Interrante, V. (2021) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2021.3067783 · Cited by 135 · see citing works
Delgosha, M. S., & Hajiheydari, N. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106660 · Cited by 149 · see citing works
Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy
Lindner, P. (2021) · International Journal of Cognitive Therapy · doi:10.1007/s41811-020-00090-7 · Cited by 120 · see citing works
Feelings of presence and perceived social support in social virtual reality platforms
van Brakel, V., Barreda-Ángeles, M., & Hartmann, T. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107523 · Cited by 127 · see citing works
The effect of different types of virtual influencers on consumers’ emotional attachment
Yan, J., Xia, S., Jiang, A., & Lin, Z. (2024) · Journal of Business Research · doi:10.1016/j.jbusres.2024.114646 · Cited by 124 · see citing works
A review of user training methods in brain computer interfaces based on mental tasks
Roc, A., Pillette, L., Mladenović, J., Benaroch, C., N’Kaoua, B., Jeunet, C., & Lotte, F. (2020) · Journal of Neural Engineering · doi:10.1088/1741-2552/abca17 · Cited by 114 · see citing works
“Another important aspect of the environment is the psycho-social context, notably the social presence, i.e. the subjective experience of being in presence of a person with thoughts and emotions [111].”
BackgroundEffects of Anthropomorphic Design Cues of Chatbots on Users’ Perception and Visual Behaviors
Chen, J., Guo, F., Ren, Z., Li, M., & Ham, J. R. C. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2193514 · Cited by 96 · see citing works
“Social presence is increased when users are exposed to agents with human-like features (Oh et al., 2018).”
Tan, S.-M., & Liew, T. W. (2020) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2020.1722399 · Cited by 111 · see citing works
“…the finding of this study is the first to link the “ medium-centric social presence ” which is defined as the degree of social cues afforded by a digital environment as computer-mediated communication medium (Oh et al., 2018; Short et al., 1976; Yoo & Alavi, 2001) with multiple source effect.”
BackgroundFelton, W. M., & Jackson, R. E. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.1921368 · Cited by 105 · see citing works
Cummings, J. J., Tsay-Vogel, M., Cahill, T. J., & Zhang, L. (2021) · New Media & Society · doi:10.1177/1461444820986816 · Cited by 94 · see citing works
“, 1992), as well as both spatial and social presence, their measures of the latter were limited such that spatial presence was captured only through the coding of a single open-ended question related to overall user experience, while social presence—a notably multidimensional construct (Biocca et al., 2003; Cummings a…”
BackgroundInfluentialXu, K. (2019) · New Media & Society · doi:10.1177/1461444819851479 · Cited by 87 · see citing works
“Although gender is one of the most commonly examined individual factors in relation to social presence, scholars have not reached consensus on the gender effects (Oh et al., 2018).”
BackgroundWeidner, F., Boettcher, G., Arboleda, S. A., Diao, C., Sinani, L., Kunert, C., Gerhardt, C., Broll, W., & Raake, A. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3247072 · Cited by 134 · see citing works
Yaremych, H., & Persky, S. (2019) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2019.103845 · Cited by 90 · see citing works
“…variables that contribute to higher versus lower levels of social presence and social influence in VR, including those related to the realism and agency of the virtual interaction partner and the degree of automaticity in the task being performed (Blascovich, 2002; Oh, Bailenson, & Welch, 2018).”
BackgroundChatbot-Based Services: A Study on Customers’ Reuse Intention
Silva, F. A., Shojaei, A. S., & Barbosa, B. (2023) · Journal of theoretical and applied electronic commerce research · doi:10.3390/jtaer18010024 · Cited by 114 · see citing works
Detyna, M., Sanchez-Pizani, R., Giampietro, V., Dommett, E. J., & Dyer, K. (2022) · Learning Environments Research · doi:10.1007/s10984-022-09408-y · Cited by 89 · see citing works
“As Oh et al. (2018) argued, there are a number of factors that impact social presence in an online environment, and one way to ensure presence and connection is for participants to both show their face and use eye contact.”
BackgroundMa, Z.-X. (2020) · Media Psychology · doi:10.1080/15213269.2019.1651655 · Cited by 87 · see citing works
Singh, S., Olson, E. D., & Tsai, C.-H. K. (2021) · Journal of Hospitality and Tourism Management · doi:10.1016/j.jhtm.2021.10.014 · Cited by 95 · see citing works
Pedram, S., Palmisano, S., Skarbez, R., Perez, P., & Farrelly, M. (2020) · Comput. Educ. · doi:10.1016/j.compedu.2020.103891 · Cited by 86 · see citing works
Toward Enhanced Teleoperation Through Embodiment
Toet, A., Kuling, I. A., Krom, B. N., & van Erp, J. B. F. (2020) · Frontiers in Robotics and AI · doi:10.3389/frobt.2020.00014 · Cited by 86 · see citing works
“In practice, there are conflicts between transparency and control, and compromises need to be made (Oh et al., 2018).”
BackgroundPedagogical Agents in Educational VR: An in the Wild Study
Petersen, G. B., Mottelson, A., & Makransky, G. (2021) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3411764.3445760 · Cited by 76 · see citing works
“Furthermore, Oh et al. [38] show the potential for fidelity (i.e., visual realism) and consistency between behavioral and visual realism in pedagogical agents to be important sources of social presence and thereby possibly learning.”
BackgroundInfluentialHow humanlike is enough?: Uncover the underlying mechanism of virtual influencer endorsement
Ma, Y., & Li, J.-R. (2023) · Comput. Hum. Behav. Artif. Humans · doi:10.1016/j.chbah.2023.100037 · Cited by 80 · see citing works
Higgins, D., Zibrek, K., Cabral, J. P., Egan, D., & McDonnell, R. (2022) · Computers & Graphics · doi:10.1016/j.cag.2022.03.009 · Cited by 82 · see citing works
“While there are many other determinants of social presence [14], not much is known about the importance of quality and naturalness of the character’s voice, although there is evidence that the close resemblance of an avatar’s voice to one’s own voice can lead to greater senses of immersion and…”
BackgroundLet’s Face It: Influence of Facial Expressions on Social Presence in Collaborative Virtual Reality
Kimmel, S., Jung, F., Matviienko, A., Heuten, W., & Boll, S. C. (2023) · International Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3580707 · Cited by 78 · see citing works
“outcomes, including trust, enjoyment, and attractiveness [53].”
BackgroundInfluentialAlsaad, A. K. (2023) · Journal of Hospitality Marketing & Management · doi:10.1080/19368623.2023.2223584 · Cited by 69 · see citing works
Proxemics for Human-Agent Interaction in Augmented Reality
Huang, A., Knierim, P., Chiossi, F., Chuang, L. L., & Welsch, R. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517593 · Cited by 66 · see citing works
Cognitive Presence in Online Learning: A Systematic Review of Empirical Research from 2000 to 2019
Sadaf, A., Wu, T., & Martin, F. (2021) · Computers and Education Open · doi:10.1016/j.caeo.2021.100050 · Cited by 73 · see citing works
“There are systematic reviews and meta-analyses conducted focusing on social presence [8, 30] and teaching presence [31], however, there is no systematic review specifically on cognitive presence.”
BackgroundInfluentialHealy, D., Flynn, A., Conlan, O., McSharry, J., & Walsh, J. (2022) · JMIR Serious Games · doi:10.2196/35802 · Cited by 77 · see citing works
Cummings, J. J., & Wertz, B. (2022) · Journal of Computer-Mediated Communication · doi:10.1093/jcmc/zmac027 · Cited by 83 · see citing works
Longa, L. D., Valori, I., & Farroni, T. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.795283 · Cited by 82 · see citing works
Concert experiences in virtual reality environments
Onderdijk, K. E., Bouckaert, L., Dyck, E. V., & Maes, P.-J. (2023) · Virtual Reality · doi:10.1007/s10055-023-00814-y · Cited by 70 · see citing works
“Individuals experiencing (some) discomfort or unease during social interaction, or those who might feel uncomfortable in the presence of others, are likely to be less motivated to increase social interaction and connected-ness (Allmendinger 2010; Cortese and Seo 2012; Oh et al. 2018).”
BackgroundInfluentialLindner, P., Dagöö, J., Hamilton, W., Miloff, A., Andersson, G., Schill, A., & Carlbring, P. (2020) · Cognitive Behaviour Therapy · doi:10.1080/16506073.2020.1795240 · Cited by 84 · see citing works
“An additional avenue of future research is examining whether exposure using so-called social VR (Oh et al., 2018), that allow virtual gatherings through avatar representation of multiple users, evokes a stronger fear response, and whether the same effect can be achieved by blinding the patient to…”
BackgroundUsing immersive technologies to enhance the student learning experience
Baxter, G. J., & Hainey, T. (2023) · Interactive Technology and Smart Education · doi:10.1108/itse-05-2023-0078 · Cited by 116 · see citing works
Wienrich, C., Döllinger, N., & Hein, R. M. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.627194 · Cited by 78 · see citing works
“…presence mainly depends on sensory factors (e.g., visual representation of others, interactivity), or on the social context (e.g., physical proximity, social cues) (Oh et al., 2018) as well as on the task-related social interdependence between the actors (e.g., avatars) (Wienrich et al., 2018).”
BackgroundImmersion and Coherence: Research Agenda and Early Results
Skarbez, R., Brooks, F. P., & Whitton, M. C. (2020) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2020.2983701 · Cited by 73 · see citing works
“(For now, we exclude social presence, which merits an entire publication on its own, and has in fact received an excellent recent survey by Oh, Bailenson, and Welch [39].”
BackgroundDubosc, C., Gorisse, G., Olivier Christmann, C., Fleury, S., Poinsot, K., & Richir, S. (2021) · Computers & Graphics · doi:10.1016/j.cag.2021.08.011 · Cited by 74 · see citing works
Baudier, P., de Boissieu, E., & Duchemin, M.-H. (2022) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2022.122255 · Cited by 79 · see citing works
Hu, P., Gong, Y. Y., Lu, Y., & Ding, A. W. (2022) · International Journal of Research in Marketing · doi:10.1016/j.ijresmar.2022.04.006 · Cited by 81 · see citing works
The Impact of Virtual Reality in the Social Presence of a Virtual Agent
Guimarães, M., Prada, R., Santos, P. A., Dias, J., Jhala, A. H., & Mascarenhas, S. F. (2020) · ACM International Conference on Intelligent Virtual Agents (IVA) · doi:10.1145/3383652.3423879 · Cited by 67 · see citing works
“Both academic researchers and practitioners are highly interested in studying the factors that increase social presence as it often predicts positive communication outcomes [25] [14] [32].”
BackgroundRobomorphism: Examining the effects of telepresence robots on between-student cooperation
Schouten, A. P., Portegies, T. C., Withuis, I., Willemsen, L. M., & Mazerant, K. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106980 · Cited by 84 · see citing works
Strategies for Fostering a Genuine Feeling of Connection in Technologically Mediated Systems
Stepanova, E. R., Desnoyers-Stewart, J., Höök, K., & Riecke, B. E. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517580 · Cited by 64 · see citing works
“For mediated interactions, while there is considerable research on the construct of social presence [15, 131], there is not a widely accepted definition for a mediated genuine feeling of connection that might be facilitated by such social presence.”
BackgroundA Design Space for Social Presence in VR
Yassien, A., Elagroudy, P., Makled, E., & Abdennadher, S. (2020) · Nordic Conference on Human-Computer Interaction · doi:10.1145/3419249.3420112 · Cited by 64
“For a comprehensive account of the recent literature on social presence in VR, we encourage the reader to check [46].”
BackgroundInfluentialNg, M., Coopamootoo, K., Toreini, E., Aitken, M., Elliot, K., & van Moorsel, A. (2020) · IEEE European Symposium on Security and Privacy Workshops (EuroS&PW) · doi:10.1109/eurospw51379.2020.00034 · Cited by 90 · see citing works
“This feeling and perception of interacting with a human being is also known as ’social presence’ [6], [14], [15].”
BackgroundPoint-cloud avatars to improve spatial communication in immersive collaborative virtual environments
Gamelin, G., Chellali, A., Cheikh, S., Ricca, A., Dumas, C., & Otmane, S. (2020) · Personal and Ubiquitous Computing · doi:10.1007/s00779-020-01431-1 · Cited by 63
“Several studies have investigated the effects of the presence and the realism of the partner’s avatar in CVEs with results indicating that people feel higher levels of social presence when there is a visual representation available [20].”
Miloff, A., Carlbring, P., Hamilton, W., Andersson, G., Reuterskiöld, L., & Lindner, P. (2020) · Journal of Medical Internet Research · doi:10.2196/16660 · Cited by 60 · see citing works
Medeiros, D., Mcgill, M., Ng, A., McDermid, R., Pantidi, N., Williamson, J., & Brewster, S. (2022) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2022.3203002 · Cited by 62 · see citing works
“The animations represented different activities (e.g., typing on a laptop, talking to each other, moving their hands) to make them appear more life-like and recreate real-world social situations, increasing their perceived social presence [49].”
BackgroundExploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch
Wulf, T., Schneider, F., & Queck, J. (2021) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2020.0546 · Cited by 61 · see citing works
“…presence defined as ‘‘the subjective experience of being present with a ‘‘real’’ person and having access to his or her thoughts and emotions’’ 16 (p1), interactivity can increase feelings of social presence 17 through enhancing the perception that one is talking with an intelligent being…”
Çelık, F., & Baturay, M. H. (2024) · BMC Psychology · doi:10.1186/s40359-024-01549-4 · Cited by 109 · see citing works
“This may play a key role in how the metaverse facilitates learning by providing higher degrees of social presence [37, 67, 68], enjoyment [69] and cognitive abilities [69, 70].”
BackgroundSocial presence and place illusion are affected by photorealism in embodied VR
Zibrek, K., & Mcdonnell, R. (2019) · Motion in Games · doi:10.1145/3359566.3360064 · Cited by 59 · see citing works
“Virtual embodiment was also found to be important for distance perception [Mohler et al. 2010; Ries et al. 2008] and collaboration style [Pan and Steed 2017].”
BackgroundVoices of the unsung: The role of social presence and interactivity in building empathy in 360 video
Pimentel, D., Kalyanaraman, S., Lee, Y.-H., & Halan, S. (2021) · New Media & Society · doi:10.1177/1461444821993124 · Cited by 58 · see citing works
“…(e.g. experiencing mutual gaze), and despite a lack of uniformity in definition and measurement, scholars largely acknowledge that social presence extends beyond mere mutual awareness and is in fact a multidimensional construct (see Oh et al., 2018 for a systematic review of social presence).”
BackgroundCross Reality (XR): Challenges and Opportunities Across the Spectrum
Ziker, C., Truman, B., & Dodds, H. (2021) · Innovative Learning Environments in STEM Higher Education · doi:10.1007/978-3-030-58948-6_4 · Cited by 58
Tactile display of softness on fingertip
Frediani, G., & Carpi, F. (2020) · Scientific Reports · doi:10.1038/s41598-020-77591-0 · Cited by 58 · see citing works
Towards a typology of virtual events
Yung, R., Le, T. H., Moyle, B., & Arcodia, C. (2022) · Tourism Management · doi:10.1016/j.tourman.2022.104560 · Cited by 57 · see citing works
Collaborative Virtual Reality for Laparoscopic Liver Surgery Training
Chheang, V., Saalfeld, P., Huber, T., Huettl, F., Kneist, W., Preim, B., & Hansen, C. (2019) · International Conference on Artificial Intelligence and Virtual Reality · doi:10.1109/aivr46125.2019.00011 · Cited by 55
Dunmoye, I. D., Rukangu, A., May, D., & Das, R. P. (2024) · Computers & Education X Reality · doi:10.1016/j.cexr.2024.100054 · Cited by 54 · see citing works
Humans Vs. Service Robots as Social Actors in Persuasion Settings
Lee, H., & Yi, Y. (2024) · Journal of services research · doi:10.1177/10946705241278842 · Cited by 53 · see citing works
“In contrast to previous research that predominantly emphasizes the positive effects of anthropomorphic robots (Blut et al. 2021; Oh, Bailenson, and Welch 2018; Yoganathan et al. 2021), this study reveals a critical insight: consumers attribute social agency to these robots with human-like social…”
Lim, S., Schmälzle, R., & Bente, G. (2025) · Computers in Human Behavior Artificial Humans · doi:10.1016/j.chbah.2025.100172 · Cited by 47 · see citing works
“…the operationalization of these dimensions may vary, studies suggest that co-presence and social presence are closely associated with outcomes including overall satisfaction with the media (Bulu, 2012), attraction (Lee et al., 2006), and behavioral intentions (Kang and Kim, 2022; Oh et al., 2018).”
Wibawa, B., Baihaqi, I., Nareswari, N., Mardhotillah, R. R., & Pramesti, F. (2022) · International Journal of Business Society · doi:10.33736/ijbs.4596.2022 · Cited by 53 · see citing works
“Studies have shown that social presence is related to various positive communication outcomes, such as persuasion and attraction (Oh et al., 2018).”
BackgroundDo Prosody and Embodiment Influence the Perceived Naturalness of Conversational Agents' Speech?
Ehret, J., Bönsch, A., Aspöck, L., Röhr, C. T., Baumann, S., Grice, M., Fels, J., & Kuhlen, T. (2021) · ACM Transactions on Applied Perception · doi:10.1145/3486580 · Cited by 53 · see citing works
Chan, S. H. M., Qiu, L., & Xie, T. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107926 · Cited by 56 · see citing works
Socially Assistive Robots as Storytellers that Elicit Empathy
Spitale, M., Okamoto, S., Gupta, M., Xi, H., & Matarić, M. (2022) · ACM Trans. Hum. Robot Interact. · doi:10.1145/3538409 · Cited by 51 · see citing works
“The sense of social presence increases when users perceive the robot as an agent having social attitudes and social behaviors [41, 68].”
BackgroundHoltzman, S., Kushlev, K., Wozny, A., & Godard, R. J. P. (2021) · Journal of Social and Personal Relationships · doi:10.1177/02654075211043296 · Cited by 51 · see citing works
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 55 · see citing works
“Although patients reported positive perceptions of this audio-only VR therapist, visually and behaviorally realistic VR therapists have been shown to evoke greater perceived presence [135].”
BackgroundArtificial Intelligence and the Psychology of Human Connection
Boyd, R. L., & Markowitz, D. M. (2026) · Perspectives on Psychological Science · doi:10.1177/17456916251404394 · Cited by 61 · see citing works
“3a)—the sense that one is interacting with an intentional, engaged agent (Oh et al., 2018).”
Khojasteh, N., & Won, A. S. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.643331 · Cited by 45 · see citing works
“One of the most common de fi nition of presence de fi nes it as subjective experience of being in the virtual environment (Slater and Wilbur, 1997; Oh et al., 2018).”
BackgroundQuestionnaires 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 59 · see citing works
Li, M., & Hua, Y. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.810181 · Cited by 53 · see citing works
“Based on the various antecedents that impact social presence proposed by Oh et al. (2018), future research could explore the influences of other factors on different dimensions of social presence in live streaming commerce.”
BackgroundExtended Reality for the Clinical, Affective, and Social Neurosciences
Parsons, T. D., Gaggioli, A., & Riva, G. (2020) · Brain Sciences · doi:10.3390/brainsci10120922 · Cited by 62 · see citing works
Acceptance and Effectiveness of a Virtual Reality Public Speaking Training
Palmas, F., Cichor, J. E., Plecher, D. A., & Klinker, G. (2019) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar.2019.00034 · Cited by 57 · see citing works
Song, S., Yao, X., Zhao, Y., & Ba, Z. (2024) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2024.103750 · Cited by 48 · see citing works
IEEEVR2020: Exploring the First Steps Toward Standalone Virtual Conferences
Ahn, S. J. G., Levy, L., Eden, A., Won, A. S., MacIntyre, B., & Johnsen, K. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.648575 · Cited by 48 · see citing works
“Socialpresence for each of the media platforms the attendees used during the conference was measured with four 5-point Likert-type items that were adapted from earlier literature (Oh et al., 2018).”
BackgroundMethodCofini, V., Perilli, E., Moretti, A., Bianchini, V., Perazzini, M., Muselli, M., Lanzi, S., Tobia, L., Fabiani, L., & Necozione, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19138214 · Cited by 58 · see citing works
VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality
Sykownik, P., Karaosmanoglu, S., Emmerich, K., Steinicke, F., & Masuch, M. (2023) · International Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581230 · Cited by 46 · see citing works
“If relevant in the context, avatars should provide mimics, one of the most important stimuli to contribute to sociality [68, 81].”
BackgroundWhat was Hybrid? A Systematic Review of Hybrid Collaboration and Meetings Research
Neumayr, T., Saatçi, B., Rintel, S., Klokmose, C., & Augstein, M. (2021) · arXiv.org · doi:10.48550/arxiv.2111.06172 · Cited by 46 · see citing works
“SLRs often have a rather narrow focus on one specific delimitable characteristic or dimension, for example on Social Presence in virtual environments [143] (here the authors additionally focus on “predictors of social presence”), on technologies which support awareness in collaborative systems [120], or on explanation…”
BackgroundEffects of Avatar player-similarity and player-construction on gaming performance
Rahill, K. M., & Sebrechts, M. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100131 · Cited by 46 · see citing works
A 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 · see citing works
“In addition, (bodily) acting within a virtual social context may create a sense of being together (co-presence), or interacting with others (social presence) while actually being physically remote (Short et al., 1976; Garau et al., 2005; Parsons et al., 2017; Oh et al., 2018).”
BackgroundMethodGaze Behavior in Social Fear Conditioning: An Eye-Tracking Study in Virtual Reality
Reichenberger, J., Pfaller, M. A., & Mühlberger, A. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.00035 · Cited by 51 · see citing works
Using Socially Expressive Mixed Reality Arms for Enhancing Low-Expressivity Robots
Groechel, T., Shi, Z., Pakkar, R., & Matarić, M. (2019) · IEEE International Symposium on Robot and Human Interactive Communication · doi:10.1109/ro-man46459.2019.8956458 · Cited by 46 · see citing works
“For socially interactive robots, social presence depends on the ability to communicate expected social behaviors through the robot’s available modalities [6], [25].”
BackgroundState of the art on immersive virtual reality and its use in developing meaningful empathy
Villalba, É. E., Azócar, A. L. S. M., & Jacques-García, F. (2021) · Computers & electrical engineering · doi:10.1016/j.compeleceng.2021.107272 · Cited by 46 · see citing works
Zhang, K., Deldari, E., Yao, Y., & Zhao, Y. (2023) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/3597638.3608388 · Cited by 37 · see citing works
“Unlike the PC-based virtual worlds where users rely on a mouse and a keyboard to manipulate their avatars on a 2D screen [40], social VR afords embodied frst-person avatar experience and simulates “face-to-face” interactions via full-body tracking and synchronous verbal communications [47, 51, 73].”
BackgroundBiased by being there: The persuasive impact of spatial presence on cognitive processing
Breves, P. L. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106723 · Cited by 51 · see citing works
Bailenson, J., Beams, B., Brown, J., Deveaux, C., Han, E., Queiroz, A. C. M., Ratan, R., Santoso, M., Srirangarajan, T., Tao, Y.-J., et al. (2024) · Technology, Mind, and Behavior · doi:10.1037/tmb0000129 · Cited by 44 · see citing works
“…initially conceptualized as the experience of emotional and psychological closeness between people during mediated communication (Short et al., 1976), or more recently as the level of perceptual salience of other social actors as “ real ” (for a review, see Cummings & Wertz, 2023; Oh et al., 2018).”
BackgroundSelf-citation
- Authors
- Oh, C. S., Bailenson, J. N., & Welch, G. F.
- Affiliations
- Stanford University (US)
- Corresponding author
- Oh, Catherine S.
- ORCID
- Bailenson, Jeremy N.
- Venue
- Frontiers in Robotics and AI
- Publisher
- Frontiers Media SA
- Published
- 2018-10-15
- Volume
- 5
- Pages
- 114-114
- ISSN
- 2296-9144 (ISSN-L)
- PMC
- PMC7805699
- OpenAlex
- W2896735034
- Cited by
- 1,032
- References
- 253
- Citations by year
- 2026: 174 · 2025: 206 · 2024: 167 · 2023: 168 · 2022: 118 · 2021: 118 · 2020: 59 · 2019: 20 · 2018: 1
- FWCI
- 6.16
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Frontiers in Robotics and AI (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Journal of International Crisis and Risk Communication Research (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- National Science Foundation (1800961)
- Office of Naval Research (N00014-17-1, N00014-17-1-2927, N00014, N00014-17)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Education › Online and Blended Learning
- Keywords
- social presence, telepresence, self-presence, virtual reality, contextual factors, individual psychological characteristics, virtual worlds, human-robot interaction
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