Interacting with Presence : HCI and the Sense of Presence in Computer-Mediated Environments.

Yazar:Riva, Giuseppe
Katkıda bulunan(lar):Waterworth, John | Murray, Dianne
Materyal türü: KonuKonuYayıncı: Warschau/Berlin : Walter de Gruyter GmbH, 2014Telif hakkı tarihi: �2014Tanım: 1 online resource (196 pages)İçerik türü:text Ortam türü:computer Taşıyıcı türü: online resourceISBN: 9783110409697Konu(lar): Human-computer interaction -- Psychological aspects | Technology -- Social aspects | User interfaces (Computer systems) -- Psychological aspects | Virtual reality -- Psychological aspectsTür/Form:Electronic books.Ek fiziksel biçimler:Print version:: Interacting with PresenceDDC sınıflandırma: 302.231 LOC classification: QA76.9.H85 .R384 2014Çevrimiçi kaynaklar: Click to View
İçindekiler:
Introduction: Editors' Introduction to Interacting with Presence -- Why "Interacting with Presence"? -- Structure of This Book -- An Introduction to Presence: Section 1 -- From the Body to the Technology to the Brain: Section 2 -- Experiencing the Others through a Technology: Section 3 -- Using Presence to Increase Wellbeing: Section 4 -- Individual Differences in Presence: Section 5 -- In Summary -- 1 Extending the Self through the Tools and the Others: a General Framework for Presence and Social -- 1.1 Introduction to Chapter 1 -- 1.2 From Space to Action -- 1.3 From Action to Presence -- 1.4 From Presence to Social Presence -- 1.5 The Evolutionary Role of Presence and Social Presence -- 1.5.1 The Three Levels of Presence -- 1.5.2 The Three Levels of Social Presence -- 1.6 From Theory to Practice: the Development of Better Interactive Technologies -- References -- 2 Altered, Expanded and Distributed Embodiment: the Three Stages of Interactive Presence -- 2.1 Introduction to Chapter 2: Presence and Three Categories of Embodiment -- 2.2 Altered Embodiment: Changing Senses, Changing the World -- 2.3 Expanded Embodiment: Embodiment without a Body? -- 2.4 Distributed Embodiment: That's Me Over There! -- 2.5 Our Future Embodiment(s): Challenges and Possibilities -- 2.6 Conclusion to Chapter 2 -- References -- 3 Measuring Presence in the Simulating Brain -- 3.1 Introduction to Chapter 3 -- 3.2 Background -- 3.3 The Simulating Brain -- 3.4 Presence in the Simulating Brain -- 3.5 Measuring What, How? -- 3.6 Previous Studies -- 3.7 Conclusion to Chapter 3 -- References -- 4 A Framework for Interactivity and Presence in Novel Bodies -- 4.1 Introduction to Chapter 4 -- 4.1.1 Extending Human Morphology In Novel Ways -- 4.2 Body Schema and Extending the Body Functionality with Tools -- 4.2.1 Tool Use.
4.3 Body Image and the Transfer of Body Ownership to Novel Bodies -- 4.3.1 Body Transfer and Body Ownership -- 4.4 Embodied Cognition and Virtual Environments -- 4.5 Conclusion to Chapter 4 -- References -- 5 Presence and Hyperpresence: Implications for Community Awareness -- 5.1 Introduction to Chapter 5 -- 5.2 Hyperpresence in Local Communities -- 5.3 Hyperpresence in Mobile Technologies -- 5.4 Hyperpresence in Online Virtual Communities -- 5.5 Conclusion to Chapter 5 -- References -- 6 Measuring Social Presence in Team-Based Digital Games -- 6.1 Introduction to Chapter 6 -- 6.1.1 Measuring Social Presence -- 6.2 Overview of the Questionnaire Development -- 6.2.1 Statistical Criteria -- 6.2.2 Data -- 6.3 Trial 1: Chivalry -- 6.4 Trial 2: Natural Selection 2 -- 6.5 Principal Component Analysis -- 6.5.1 Data Gathering -- 6.5.2 Analysis -- 6.6 Conclusion to Chapter 6 -- References -- Appendix -- CCPIGv1.1P -- Section 1: Competitive Social Presence -- Section 2: Cooperative Social Presence -- 7 Recreating Leisure: How Immersive Environments Can Promote Wellbeing -- 7.1 Introduction to Chapter 7 -- 7.2 Innovative Research and Industry Applications -- 7.2.1 Related Research Projects at Other Centres -- 7.2.2 Related Gaming Applications -- 7.3 Clinical Background -- 7.3.1 About Technology-enhanced Multimodal Meditation (TEMM) and Light and Sound Meditat -- 7.4 TEMM Clinical Study -- 7.4.1 Study Design -- 7.4.2 Findings: Data Analysis and Results -- 7.4.3 Qualitative Subject Feedback -- 7.5 Discussion -- 7.5.2 Neurophysiology and Eurochemical Aspects to Consider -- 7.5.1 Clinical Study Review: Key Insights -- 7.5.3 Physiological Findings and Clinical Outcomes -- 7.5.4 Socioeconomic and Societal Benefits -- 7.5.5 Holistic Aspects of TEMM Therapy -- 7.5.6 Personalized Medicine Aspects to TEMM and Immersive Wellbeing Environments.
7.6 Conclusion to Chapter 7 -- References -- 8 Therapeutic Presence in Mediated Psychotherapy: the Uncanny Stranger in the Room -- 8.1 Introduction to Chapter 8 -- 8.2 Therapeutic Presence -- 8.3 Mediated Therapeutic Presence -- 8.4 Conclusion to Chapter 8 -- References -- 9 Coping with Stress and Anxiety: the Role of Presence in Technology Mediated Environments -- 9.1 Introduction to Chapter 9 -- 9.2 Presence as a Link Among Different Approaches -- 9.3 From the Ubiquitous to the Interreality Approach -- 9.4 Advances in Presence Measurement -- 9.5 Conclusion to Chapter 9 -- References -- 10 Does Gender Matter? Exploring Experiences of Physical and Social Presence in Men and Women -- 10.1 Introduction to Chapter 10 -- 10.1.1 Sex or Gender? -- 10.1.2 Presence Equals Presence? -- 10.2 Physical Presence -- 10.2.1 Background -- 10.2.2 Physical Presence in a Stressful vs. a Non-stressful VE -- 10.2.3 Discussion -- 10.3 Social Presence -- 10.3.1 Background -- 10.3.2 Social Presence in a Collaborative VE -- 10.3.3 Discussion -- 10.4 Conclusion to Chapter 10 -- References -- 11 The Experience of Presence in Persuasive Virtual Environments -- 11.1 Introduction to Chapter 11 -- 11.2 Defining Presence in the Context of Persuasion -- 11.3 Theoretical Frameworks for Examining Presence in Persuasive Environments -- 11.3.1 Media Richness -- 11.3.2 Computers as Social Actors -- 11.3.3 Model of Social Influence in Virtual Environments -- 11.4 Contexts for Virtual Persuasion -- 11.4.1 Health -- 11.4.2 Advertising and E-commerce -- 11.4.3 Education -- 11.4.4 Organizations and Work Collaboration -- 11.5 Implications for Design -- 11.6 Conclusion to Chapter 11 -- References -- Bios -- Index.
Özet: The experience of interacting with the newest Virtual Reality technologies is profoundly affected by the extent to which we feel ourselves to be 'present' in computer-generated worlds. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence and the emerging field of presence research.
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Introduction: Editors' Introduction to Interacting with Presence -- Why "Interacting with Presence"? -- Structure of This Book -- An Introduction to Presence: Section 1 -- From the Body to the Technology to the Brain: Section 2 -- Experiencing the Others through a Technology: Section 3 -- Using Presence to Increase Wellbeing: Section 4 -- Individual Differences in Presence: Section 5 -- In Summary -- 1 Extending the Self through the Tools and the Others: a General Framework for Presence and Social -- 1.1 Introduction to Chapter 1 -- 1.2 From Space to Action -- 1.3 From Action to Presence -- 1.4 From Presence to Social Presence -- 1.5 The Evolutionary Role of Presence and Social Presence -- 1.5.1 The Three Levels of Presence -- 1.5.2 The Three Levels of Social Presence -- 1.6 From Theory to Practice: the Development of Better Interactive Technologies -- References -- 2 Altered, Expanded and Distributed Embodiment: the Three Stages of Interactive Presence -- 2.1 Introduction to Chapter 2: Presence and Three Categories of Embodiment -- 2.2 Altered Embodiment: Changing Senses, Changing the World -- 2.3 Expanded Embodiment: Embodiment without a Body? -- 2.4 Distributed Embodiment: That's Me Over There! -- 2.5 Our Future Embodiment(s): Challenges and Possibilities -- 2.6 Conclusion to Chapter 2 -- References -- 3 Measuring Presence in the Simulating Brain -- 3.1 Introduction to Chapter 3 -- 3.2 Background -- 3.3 The Simulating Brain -- 3.4 Presence in the Simulating Brain -- 3.5 Measuring What, How? -- 3.6 Previous Studies -- 3.7 Conclusion to Chapter 3 -- References -- 4 A Framework for Interactivity and Presence in Novel Bodies -- 4.1 Introduction to Chapter 4 -- 4.1.1 Extending Human Morphology In Novel Ways -- 4.2 Body Schema and Extending the Body Functionality with Tools -- 4.2.1 Tool Use.

4.3 Body Image and the Transfer of Body Ownership to Novel Bodies -- 4.3.1 Body Transfer and Body Ownership -- 4.4 Embodied Cognition and Virtual Environments -- 4.5 Conclusion to Chapter 4 -- References -- 5 Presence and Hyperpresence: Implications for Community Awareness -- 5.1 Introduction to Chapter 5 -- 5.2 Hyperpresence in Local Communities -- 5.3 Hyperpresence in Mobile Technologies -- 5.4 Hyperpresence in Online Virtual Communities -- 5.5 Conclusion to Chapter 5 -- References -- 6 Measuring Social Presence in Team-Based Digital Games -- 6.1 Introduction to Chapter 6 -- 6.1.1 Measuring Social Presence -- 6.2 Overview of the Questionnaire Development -- 6.2.1 Statistical Criteria -- 6.2.2 Data -- 6.3 Trial 1: Chivalry -- 6.4 Trial 2: Natural Selection 2 -- 6.5 Principal Component Analysis -- 6.5.1 Data Gathering -- 6.5.2 Analysis -- 6.6 Conclusion to Chapter 6 -- References -- Appendix -- CCPIGv1.1P -- Section 1: Competitive Social Presence -- Section 2: Cooperative Social Presence -- 7 Recreating Leisure: How Immersive Environments Can Promote Wellbeing -- 7.1 Introduction to Chapter 7 -- 7.2 Innovative Research and Industry Applications -- 7.2.1 Related Research Projects at Other Centres -- 7.2.2 Related Gaming Applications -- 7.3 Clinical Background -- 7.3.1 About Technology-enhanced Multimodal Meditation (TEMM) and Light and Sound Meditat -- 7.4 TEMM Clinical Study -- 7.4.1 Study Design -- 7.4.2 Findings: Data Analysis and Results -- 7.4.3 Qualitative Subject Feedback -- 7.5 Discussion -- 7.5.2 Neurophysiology and Eurochemical Aspects to Consider -- 7.5.1 Clinical Study Review: Key Insights -- 7.5.3 Physiological Findings and Clinical Outcomes -- 7.5.4 Socioeconomic and Societal Benefits -- 7.5.5 Holistic Aspects of TEMM Therapy -- 7.5.6 Personalized Medicine Aspects to TEMM and Immersive Wellbeing Environments.

7.6 Conclusion to Chapter 7 -- References -- 8 Therapeutic Presence in Mediated Psychotherapy: the Uncanny Stranger in the Room -- 8.1 Introduction to Chapter 8 -- 8.2 Therapeutic Presence -- 8.3 Mediated Therapeutic Presence -- 8.4 Conclusion to Chapter 8 -- References -- 9 Coping with Stress and Anxiety: the Role of Presence in Technology Mediated Environments -- 9.1 Introduction to Chapter 9 -- 9.2 Presence as a Link Among Different Approaches -- 9.3 From the Ubiquitous to the Interreality Approach -- 9.4 Advances in Presence Measurement -- 9.5 Conclusion to Chapter 9 -- References -- 10 Does Gender Matter? Exploring Experiences of Physical and Social Presence in Men and Women -- 10.1 Introduction to Chapter 10 -- 10.1.1 Sex or Gender? -- 10.1.2 Presence Equals Presence? -- 10.2 Physical Presence -- 10.2.1 Background -- 10.2.2 Physical Presence in a Stressful vs. a Non-stressful VE -- 10.2.3 Discussion -- 10.3 Social Presence -- 10.3.1 Background -- 10.3.2 Social Presence in a Collaborative VE -- 10.3.3 Discussion -- 10.4 Conclusion to Chapter 10 -- References -- 11 The Experience of Presence in Persuasive Virtual Environments -- 11.1 Introduction to Chapter 11 -- 11.2 Defining Presence in the Context of Persuasion -- 11.3 Theoretical Frameworks for Examining Presence in Persuasive Environments -- 11.3.1 Media Richness -- 11.3.2 Computers as Social Actors -- 11.3.3 Model of Social Influence in Virtual Environments -- 11.4 Contexts for Virtual Persuasion -- 11.4.1 Health -- 11.4.2 Advertising and E-commerce -- 11.4.3 Education -- 11.4.4 Organizations and Work Collaboration -- 11.5 Implications for Design -- 11.6 Conclusion to Chapter 11 -- References -- Bios -- Index.

The experience of interacting with the newest Virtual Reality technologies is profoundly affected by the extent to which we feel ourselves to be 'present' in computer-generated worlds. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence and the emerging field of presence research.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2022. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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