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What is Presence

Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services
“The perceptual illusion of non-mediation,” the sensation of ‘being there’ in the virtual space.
Published in Chapter:
Augmented Reality Framework for the Socialization between Elderly People
Luis Almeida (Institute of Systems and Robotics, Portugal), Paulo Menezes (Institute of Systems and Robotics, Portugal), and Jorge Dias (Institute of Systems and Robotics, Portugal)
DOI: 10.4018/978-1-4666-3986-7.ch023
Abstract
The socialization between elderly people assumes a key role on their mind and body well-being while loneliness expects to be one of major problems of our increasing age society. This research aims to study and develop a framework to support elderly people socialization when they are confined to their homes for some reason. It can be also adequate for people following some neurological or physical rehabilitation treatment remotely or monitoring behaviors in order to prevent potential diseases. This work proposes a framework that supports the socialization through Augmented Reality (AR) based on telepresence. The aim is a low cost solution that enables users to communicate and interact remotely, experiencing the benefits of a face-to-face meeting. The authors explore computers graphics, spatial audio, and artificial vision to induce sensations of being physical in the presence of other people and exploit the potential activities that such frameworks enable. TV and phones are elderly common companion devices that should be complementarily used with emergent AR technologies to enhance and create the remote presence feeling, minimizing the loneliness. Inspired by Virtual Reality (VR) studies, one of the authors’ goals is to explore if VR presence measurement instruments are useful in the AR context by reviewing literature on the area.
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More Results
Design Models for Developing Educational Virtual Reality Environments: A Systematic Review
Presence refers to the feeling of being in real life in a realistically designed virtual reality environment.
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Advanced Mobile Multimedia Services with IMS
The information about the availability of a person for communication. It is more than just “online,” “off-line” and may include states like “present” “busy” “at meeting” “sleeping,” and so forth.
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Family Business Firms' Branding: Managing Strategic Attributes That Influence Millennial Consumer Behavior
It determines the degree to which branding efforts are executed as well as consumer recognition and awareness.
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The Use of Virtual Reality in Education for Sustainable Development
Presence, often used in relation to virtual reality, is the psychological state of feeling as though one is physically located within a simulated environment.
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Computer-Based Neuropsychological Rehabilitation: Virtual Reality and Serious Games
The illusion of really being in the rendered virtual environment.
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Surveying Games With a Combined Model of Immersion and Flow
Sense of feeling as if physically present in a virtual environment. Immersion is often used as a term when describing presence, but for the study presented here, immersion and flow describe two different phenomena.
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360° Video as an Opportunity for the Inclusion of Product Placement
In terms of Virtual Reality, presence refers to a subjective feeling of being present in a 360° video or computer-generated environment.
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Self-Presence, Explicated: Body, Emotion, and Identity Extension into the Virtual Self
A perceptual phenomenon that occurs when mediated experiences are treated as nonmediated experiences in some way.
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Design Process for Accessible Virtual Reality Learning Environments: A First Approach
A feeling of being in and of the virtual world, and the ignoring of physical world distractions.
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Creating Cultural Analogues in Virtual Communities through Branding
The sense of being in an environment. Philosphically, this can apply to any kind of environment. In digital environments, the degree to which users fail to acknowledge the mediation of technology.
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Theatre in Second Life® Holds the VR Mirror up to Nature
The concept of being in the same space as another. Telepresence allows for presence through various technological tools, such as video conferencing, or meeting in virtual worlds.
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Presence in Social Networks
The discourse, practices and technologies supporting the exposure of the states of presentities such that those states can be perceived by other agents in the network
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Integrative Course Design and Pedagogy to Humanize Online Learning: A Case Study
The techniques for establishing and sustaining connection with learners who are otherwise separated by time and place. Three types of presence (i.e., social, teaching, and cognitive) describe the dynamic and complex nature of online learning, framed as a Community of Inquiry model ( Garrison, Anderson, & Archer, 2000 ).
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Effects of Virtual Reality Learning Platforms on Usability and Presence: Immersive vs. Non-Immersive Platform
The psychological subjective reactions of the users about how much they feel in the real world in the virtual environment are the whole.
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Perceptions of Presence and Community in Immersive Online Learning Environments
A sense of “being there” with others, even though not physically in the same space.
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The Ethics Behind Neuroethics, Neurobioethics, Sensory Enhancement, and Surrogate Realities: Worthy v Lost II
The subjective feeling or perception of being present in a virtual or simulated environment, often achieved through the use of virtual reality technologies.
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Locating Presence and Positions in Online Focus Group Text with Stance-Shift Analysis
In this chapter, the term is used to mean the sense or “feeling” that other participants are copresent in online interaction.
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Cognitive Apprenticeship for Teaching Computer Science and Leadership in Virtual Worlds
The understanding and experience of self and others in the virtual world, based on dialog with individuals, an exchange of ideas with a class, shared perspectives with individuals, groups, institutions, or the world. Presence builds upon Otto Scharmer’s research at MIT’s Presencing Institute.
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Connector: A Geolocated Mobile Social Service
awareness information usually used in social networks and applications related with user’s status, position or activity.
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Teacher Training in 3D Virtual Worlds: Understanding Immersive Learning for Teaching Practices
The psychological perception of being “there”, within a virtual environment in which the person is immersed.
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Mediated Embodiment in New Communication Technologies
The feeling of really being in an artificial environment.
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Virtual Reality 2.0 and Its Application in Knowledge Building
The term presence refers to the extent to which somebody has the impression to be present in a mediated environment. Presence is a matter of the feeling of being there , i.e. the personal perception of an individual, which depends on the available sensory information, but also on this person’s control of attention, motivational factors and other mental processes.
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Teacher Presence
Engagement within the environment, engagement with the subject matter, and availability for the learner.
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Locating Presence and Positions in Online Focus Group Text with Stance-Shift Analysis
In this chapter, the term is used to mean the sense or “feeling” that other participants are copresent in online interaction.
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Implementing Successful Online Learning Communities
The perception that what is perceived exists.
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Exploring Affordances and Limitations of 3D Virtual Worlds in Psychoeducational Group Counseling
A psychological state in which one feels being in the place or virtual environment rather than in the immediate physical environment.
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Pedagogical Considerations for Successful Implementation of Virtual Reality in the Language Classroom
The sense of believing the digital assets of a VR application are real, by being able to interact with them almost as if they are real.
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Get in the GROOVE: Using a Virtual World to Promote Health
The degree to which individuals believe that the virtual technology experience is “real” for them.
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Bringing the Metaverse to Higher Education: Engaging University Students in Virtual Worlds
The subjective experience of immersion, such that a person might believe they are somewhere different to where they are.
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Extended Reality as the Immersive Environment Conjunction of Augmented Reality, Virtual Reality, and Mixed Reality: A Phenomenological Response Facing Modern Culture
Is referred to the feeling of acknowledging in a perceptive and cognitive basis the spatial awareness of an individual in a virtual realm, reacting to stimuli if he/she was in the real world.
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Tailored Leadership as a Post-COVID-19 Opportunity for Enhanced Performance
The actual or perceived availability and visibility of a leader that may bring hope and comfort to employees in uncertain times.
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Virtual Reality as Distraction Technique for Pain Management in Children and Adolescents
The subjective perception of being in a virtual environment and living a realistic experience.
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