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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 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]
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“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]
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“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]
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Citations
Cites
Organizational Information Requirements, Media Richness and Structural Design
Daft, R. L., & Lengel, R. H. (1986) · Management Science · doi:10.1287/mnsc.32.5.554 · Cited by 9,868 · cited 3×
“Studies suggest that higher levels of social presence are more beneficial in equivocal contexts wherein there is no “correct” outcome, such as negotiations (Daft and Lengel, 1986; Garau et al., 2003).”
BackgroundMeasuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371 · cited 1×
“Incontrast to immersion, presence is the subjective experience of actually being in the mediated virtual environment (Slater and Wilbur, 1997; Witmer and Singer, 1998; Walther and Parks, 2002).”
BackgroundThe social psychology of telecommunications
Parker, E., Short, J., Williams, E., & Christie, B. (1976) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2065899 · Cited by 6,031 · cited 9×
“…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.”
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Steuer, J. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00812.x · Cited by 5,459 · cited 1×
“Telepresence can be defined as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment” (Steuer, 1992, p. 75).”
BackgroundComputer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction
WALTHER, J. B. (1996) · Communication Research · doi:10.1177/009365096023001001 · Cited by 4,798 · cited 1×
“Walther (1996) later expanded this theory to posit that people who communicate via text-based CMC platforms could, in some cases, achieve even higher levels of social presence than FtF interactants by carefully selecting which facets of themselves they wish to reveal (i.e., hyperpersonal model of…”
BackgroundAt the Heart of It All: The Concept of Presence
Lombard, M., & Ditton, T. B. (2006) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.1997.tb00072.x · Cited by 4,021 · cited 1×
“When the perception of telepresence is strong, people should no longer be aware that their experiences are being mediated through technology (Lombard and Ditton, 1997).”
BackgroundSlater, M., & Wilbur, S. (1997) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1997.6.6.603 · Cited by 3,034 · cited 4×
“William Gibson famously described cyberspace as a “consensual hallucination experienced daily by billions of legitimate operators, in every nation” ( Gibson, 1984, p. 51), portraying the social nature of “stepping through a barrier” (Slater and Wilbur, 1997, p. 2) into the virtual environment.”
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Slater, M. (2009) · Philosophical Transactions of the Royal Society B: Biological Sciences · doi:10.1098/rstb.2009.0138 · Cited by 2,691 · cited 3×
“One significant concept that was not included due to this criterion was plausibility illusion (Slater, 2009).”
BackgroundInterpersonal Effects in Computer-Mediated Interaction
Walther, J. B. (1992) · Communication Research · doi:10.1177/009365092019001003 · Cited by 2,664 · cited 3×
“In contrast to these medium-centric views of social presence, Walther (1992) argued that individuals are capable of adapting to different communication media, and can thus achieve their communication goals accordingly.”
BackgroundToward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria
Biocca, F. A., Harms, C., & Burgoon, J. K. (2003) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474603322761270 · Cited by 2,365 · cited 3×
“…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, 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,…”
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“As Blascovich et al. (2002) and Nass et al. (1994) argue, the appearance of the visual representation might simply be less important than behavioral social cues.”
Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment
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“Both intimacy and immediacy are determined by verbal and nonverbal cues such as facial expressions, vocal cues, gestures, and physical appearance (Gunawardena and Zittle, 1997).”
BackgroundEnhancing Our Lives with Immersive Virtual Reality
Slater, M., & Sanchez-Vives, M. V. (2016) · Frontiers in Robotics and AI · doi:10.3389/frobt.2016.00074 · Cited by 1,993
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
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“In their meta-analysis on the impact of immersion on telepresence, Cummings and Bailenson (2016) similarly found that general modality (e.g., comparing an HMD with head-tracking to a desktop computer) was one of the most frequently studied predictors of telepresence.”
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“…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): 24–58, Richardson and Swan (2003): 19–63, Siriaraya and Ang (2012): 22–80.”
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“Similarly, participants felt higher levels of social presence when their partner’s virtual representation was similar to his or her actual physical appearance (Jin, 2012), which resonates with findings regarding preference for consistency (Festinger, 1962).”
BackgroundBlascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002) · Psychological Inquiry · doi:10.1207/s15327965pli1302_01 · Cited by 1,280 · cited 2×
“As Blascovich et al. (2002) and Nass et al. (1994) argue, the appearance of the visual representation might simply be less important than behavioral social cues.”
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“Finally, social presence or co-presence, refers to the “sense of being with another” (Biocca et al., 2003, p. 456) and is dependent on the ease with which one perceives to have “the access to the intelligence, intentions, and sensory impressions of another” (Biocca, 1997, p. 22).”
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Managing User Trust in B2C e-Services
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“In addition, researchers frequently hypothesize that increasing the salience of the mediated communication partner will naturally lead to more positive social outcomes (e.g., Fogg and Tseng, 1999; Hassanein and Head, 2007).”
BackgroundThe elements of computer credibility
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“In addition, researchers frequently hypothesize that increasing the salience of the mediated communication partner will naturally lead to more positive social outcomes (e.g., Fogg and Tseng, 1999; Hassanein and Head, 2007).”
BackgroundInterpersonal Distance in Immersive Virtual Environments
Bailenson, J., Blascovich, J., Beall, A., & Loomis, J. (2003) · Personality and Social Psychology Bulletin · doi:10.1177/0146167203029007002 · Cited by 851
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“Finally, social presence or co-presence, refers to the “sense of being with another” (Biocca et al., 2003, p. 456) and is dependent on the ease with which one perceives to have “the access to the intelligence, intentions, and sensory impressions of another” (Biocca, 1997, p. 22).”
BackgroundSlater, M., & Steed, A. (2000) · Presence - Teleoperators and Virtual Environments · doi:10.1162/105474600566925 · Cited by 769 · cited 1×
“…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).”
BackgroundIndividuals and groups in social psychology.
Tajfel, H. (1979) · British Journal of Social and Clinical Psychology · doi:10.1111/j.2044-8260.1979.tb00324.x · Cited by 704 · cited 1×
“…and Benbasat (2010) found that participants were more likely to feel higher levels of social presence when they interacted with a virtual product recommendation agent whose appearance matched their ethnicity than one that did not, replicating findings based on social identity theory (Tajfel, 1979).”
BackgroundYoo, Y., & Alavi, M. (2001) · MIS Quarterly · doi:10.2307/3250922 · Cited by 694 · cited 2×
“Of the nine studies identified in Table 1 ( de Greef and Ijsselsteijn, 2001; Yoo and Alavi, 2001; Sallnäs, 2005, Study 1 & 2; Bailenson et al., 2006; Bente et al., 2008; Homer et al., 2008; de Greef, 2014; Gimpel et al., 2016) that offered a comparison between audio-only and audio-video modalities,…”
BackgroundFortin, D. R., & Dholakia, R. R. (2003) · Journal of Business Research · doi:10.1016/s0148-2963(03)00106-1 · Cited by 659
Lee, K. M., Peng, W., Jin, S.-A., & Yan, C. (2006) · Journal of Communication · doi:10.1111/j.1460-2466.2006.00318.x · Cited by 647
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Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M. (2001) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474601753272844 · Cited by 573 · cited 1×
“…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 Biocca, 2003).”
BackgroundSelf-citationAvatar Embodiment. Towards a Standardized Questionnaire
González-Franco, M., & Peck, T. C. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00074 · Cited by 564
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“Of the nine studies identified in Table 1 ( de Greef and Ijsselsteijn, 2001; Yoo and Alavi, 2001; Sallnäs, 2005, Study 1 & 2; Bailenson et al., 2006; Bente et al., 2008; Homer et al., 2008; de Greef, 2014; Gimpel et al., 2016) that offered a comparison between audio-only and audio-video modalities,…”
BackgroundMethodInfluentialAn experimental study on the role of touch in shared virtual environments
Basdogan, C., Ho, C., Srinivasan, M., & Slater, M. (2000) · ACM Trans. Comput. Hum. Interact. · doi:10.1145/365058.365082 · Cited by 519
Lee, K. M., Jung, Y., Kim, J., & Kim, S. R. (2006) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2006.05.002 · Cited by 510 · cited 3×
“Another study wherein social presence was operationalized to focus on the extent to which participants felt like they were together with their partner similarly found that social presence predicted attraction toward a physically embodied agent (i.e., robot; Lee et al., 2006a).”
BackgroundSmall-Group Behavior in a Virtual and Real Environment: A Comparative Study
Slater, M., Sadagic, A., Usoh, M., & Schroeder, R. (2000) · Presence - Teleoperators and Virtual Environments · doi:10.1162/105474600566600 · Cited by 465 · cited 1×
“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).”
BackgroundAnthropomorphism of computers: Is it mindful or mindless?
Kim, Y., & Sundar, S. S. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.09.006 · Cited by 462 · cited 1×
“While there are a few exceptions (e.g., Qiu and Benbasat, 2005; Kim and Sundar, 2012), most of the current evidence indicates that people feel higher levels of social presence when there is a visual representation available, as can be noted in Table 1 .”
BackgroundThe Influence of Body Movement on Subjective Presence in Virtual Environments
Slater, M., Steed, A., Mccarthy, J., & Maringelli, F. (1998) · Hum. Factors · doi:10.1518/001872098779591368 · Cited by 452
Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., & Sasse, M. A. (2003) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/642611.642703 · Cited by 441 · cited 4×
“Studies suggest that higher levels of social presence are more beneficial in equivocal contexts wherein there is no “correct” outcome, such as negotiations (Daft and Lengel, 1986; Garau et al., 2003).”
BackgroundInfluentialBailenson, J., Swinth, K. R., Hoyt, C. L., Persky, S., Dimov, A., & Blascovich, J. (2005) · Presence - Teleoperators and Virtual Environments · doi:10.1162/105474605774785235 · Cited by 428 · cited 3×
“…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, 2003 Engage in a…”
BackgroundSelf-citationVerhagen, T., van Nes, J. V., Feldberg, F., & van Dolen, W. (2014) · J. Comput. Mediat. Commun. · doi:10.1111/jcc4.12066 · Cited by 405 · cited 2×
“…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).”
BackgroundHow Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Slater, M. (2004) · Presence - Teleoperators and Virtual Environments · doi:10.1162/1054746041944849 · Cited by 402 · cited 1×
“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…”
BackgroundBailenson, J. N., Yee, N., Merget, D., & Schroeder, R. (2006) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.15.4.359 · Cited by 399
Self-citationRamirez, A., Walther, J., Burgoon, J., & Sunnafrank, M. (2002) · Human Communication Research · doi:10.1111/j.1468-2958.2002.tb00804.x · Cited by 393 · cited 1×
“Subsequent studies have since shown that individuals adopt different strategies to convey socioemotional cues on platforms with relatively limited verbal and nonverbal cues (e.g., Ramirez et al., 2002; Antheunis et al., 2010).”
Background“It doesn’t matter what you are!” Explaining social effects of agents and avatars
von der Pütten, A. M., Krämer, N. C., Gratch, J., & Kang, S.-H. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2010.06.012 · Cited by 389 · cited 2×
“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).”
BackgroundPersonalized Messages That Promote Science Learning in Virtual Environments.
Moreno, R., & Mayer, R. E. (2004) · Journal of Educational Psychology · doi:10.1037/0022-0663.96.1.165 · Cited by 370 · cited 3×
“…considering that multiple 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…”
BackgroundSupporting presence in collaborative environments by haptic force feedback
Pysander, E.-L. S., Rassmus-Gröhn, K., & Sjöström, C. (2000) · ACM Transactions on Computer-Human Interaction · doi:10.1145/365058.365086 · Cited by 363 · cited 1×
“With the exception of one study (Sallnäs et al., 2000), all of the 10 studies that we identified found a positive relationship between haptic feedback and perceptions of social presence ( Table 1 ).”
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Self-citationThe impact of eye gaze on communication using humanoid avatars
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“William Gibson famously described cyberspace as a “consensual hallucination experienced daily by billions of legitimate operators, in every nation” ( Gibson, 1984, p. 51), portraying the social nature of “stepping through a barrier” (Slater and Wilbur, 1997, p. 2) into the virtual environment.”
BackgroundShould I trust him? The effects of reviewer profile characteristics on eWOM credibility
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A model for social presence in online classrooms
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The effects of video on cognitive load and social presence in multimedia-learning
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“…identified in Table 1 ( de Greef and Ijsselsteijn, 2001; Yoo and Alavi, 2001; Sallnäs, 2005, Study 1 & 2; Bailenson et al., 2006; Bente et al., 2008; Homer et al., 2008; de Greef, 2014; Gimpel et al., 2016) that offered a comparison between audio-only and audio-video modalities, only four found…”
BackgroundPublic Speaking in Virtual Reality: Facing an Audience of Avatars
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Impression formation: the role of expressive behavior.
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“Considering the fact that both gesture and posture have a significant influence on person perception in FtF contexts (Riggio and Friedman, 1986), it is possible that this added layer of technology in CMC will impact experiences of social presence.”
BackgroundAntheunis, M. L., Valkenburg, P. M., & Peter, J. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2009.07.005 · Cited by 250 · cited 1×
“Subsequent studies have since shown that individuals adopt different strategies to convey socioemotional cues on platforms with relatively limited verbal and nonverbal cues (e.g., Ramirez et al., 2002; Antheunis et al., 2010).”
BackgroundKim, K. J., Park, E., & Shyam Sundar, S. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.02.009 · Cited by 234
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“…not explore the impact of agency on social presence using a questionnaire, another study showed that participants showed higher physiological arousal while playing a computer game when they thought their opponent was an avatar compared to when they thought it was an agent (Lim and Reeves, 2010).”
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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
Zhan, Z., & Hu, M. Y. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.002 · Cited by 202 · cited 1×
“, 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×
“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×
“…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.”
MethodFrancescato, D., Porcelli, R., Mebane, M., Cuddetta, M., Klobas, J. E., & Renzi, P. (2005) · Computers in Human Behavior · doi:10.1016/j.chb.2005.03.001 · Cited by 192
Collaborating 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×
“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).”
BackgroundPresence and Image Quality: The Case of High-Definition Television
Bracken, C. (2005) · Media Psychology · doi:10.1207/s1532785xmep0702_4 · Cited by 186 · 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.”
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
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×
“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×
“…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
Self-citationCan 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 168
Al‐Natour, S., Benbasat, I., & Cenfetelli, R. T. (2011) · Journal of the Association for Information Systems · doi:10.17705/1jais.00267 · Cited by 166
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×
“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).”
BackgroundInfluentialLim, J., & Richardson, J. C. (2015) · The Internet and Higher Education · doi:10.1016/j.iheduc.2015.12.001 · Cited by 161
A 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
Let the Avatar Brighten Your Smile: Effects of Enhancing Facial Expressions in Virtual Environments
Oh, S. Y., Bailenson, J. N., Krämer, N. C., & Li, B. J. (2016) · PLoS ONE · doi:10.1371/journal.pone.0161794 · Cited by 157
Self-citationKim, H., Suh, K.-S., & Lee, U.-K. (2013) · Information & Management · doi:10.1016/j.im.2013.02.003 · Cited by 156
Choi, Y. K., Miracle, G. E., & Biocca, F. A. (2001) · Journal of Interactive Advertising · doi:10.1080/15252019.2001.10722055 · Cited by 155
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
Lee, E.-J., & Shin, S.-Y. (2012) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2012.0228 · Cited by 149
Pysander, E.-L. S. (2005) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474605774785253 · Cited by 141 · cited 3×
“…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×
“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×
“…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
Hammick, J. K., & Lee, M. J. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2013.01.046 · Cited by 127
Lee, K., & Nass, C. (2004) · Human Communication Research · doi:10.1111/j.1468-2958.2004.tb00730.x · Cited by 126 · cited 1×
“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
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×
“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
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
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×
“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
Allmendinger, K. (2010) · Educational Psychology Review · doi:10.1007/s10648-010-9117-8 · Cited by 104 · cited 2×
“This is an important issue to consider when designing communication systems; more social presence may not always be better (Allmendinger, 2010).”
BackgroundGender 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×
“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).”
ResultJin, S. A. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.022 · Cited by 96 · cited 2×
“…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×
“…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
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×
“…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…”
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 91
Nowak, K. L., Krcmar, M., & Farrar, K. M. (2008) · Presence - Teleoperators and Virtual Environments · doi:10.1162/pres.17.3.256 · Cited by 89
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
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×
“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)…”
BackgroundUser 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×
“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
Kim, K. J. (2016) · Journal of Computer-Mediated Communication · doi:10.1111/jcc4.12177 · Cited by 79 · cited 2×
“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×
“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
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×
“…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
Hertel, G., Schroer, J., Batinic, B., & Naumann, S. (2008) · Social Psychology · doi:10.1027/1864-9335.39.4.231 · Cited by 76
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
Kim, K., Maloney, D., Bruder, G., Bailenson, J., & Welch, G. F. (2017) · Comput. Animat. Virtual Worlds · doi:10.1002/cav.1771 · Cited by 73
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
When the Medium Is the Message
Lee, E.-J., & Shin, S.-Y. (2014) · Communication Research · doi:10.1177/0093650212466407 · Cited by 72 · cited 1×
“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
Jin, S.-A. (2010) · Presence - Teleoperators and Virtual Environments · doi:10.1162/pres_a_00001 · Cited by 68 · cited 3×
“…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×
“…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×
“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
Self-citationSchumann, S., Klein, O., Douglas, K. M., & Hewstone, M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.08.006 · Cited by 62
Effects 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
Siriaraya, P., & Ang, C. S. (2012) · Interacting with Computers · doi:10.1016/j.intcom.2012.03.003 · Cited by 57
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
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
Kumar, N., & Benbasat, I. (2003) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2002.993867 · Cited by 54 · cited 1×
“…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×
“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).”
BackgroundThe 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
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
Zibrek, K., Kokkinara, E., & McDonnell, R. (2017) · ACM Symposium on Applied Perception · doi:10.1145/3119881.3119887 · Cited by 49
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×
“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
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×
“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
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
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
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
Slater, M., Spanlang, B., & Corominas, D. (2010) · ACM SIGGRAPH Conference (SIGGRAPH) · doi:10.1145/1833349.1778829 · Cited by 44 · cited 2×
“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×
“…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
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
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×
“…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×
“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
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×
“…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
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
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
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×
“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 40
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
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
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
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
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
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×
“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
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×
“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
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×
“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
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×
“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
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×
“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
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
Rauwers, F., Voorveld, H., & Neijens, P. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.03.042 · Cited by 16
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
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×
“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
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
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
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×
“…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
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
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Cited by
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
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
“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 446
Social interactions in the metaverse: Framework, initial evidence, and research roadmap
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“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).”
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Kim, H., So, K. K. F., & Wirtz, J. (2022) · Tourism Management · doi:10.1016/j.tourman.2022.104537 · Cited by 351
Metadata
- 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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