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What is Presence
1.
“The perceptual illusion of non-mediation,” the sensation of ‘being there’ in the virtual space.
Learn more in: Augmented Reality Framework for the Socialization between Elderly People
2.
Presence
refers to the feeling of being in real life in a realistically designed virtual reality environment.
Learn more in: Design Models for Developing Educational Virtual Reality Environments: A Systematic Review
3.
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.
Learn more in: Advanced Mobile Multimedia Services with IMS
4.
It determines the degree to which branding efforts are executed as well as consumer recognition and awareness.
Learn more in: Family Business Firms' Branding: Managing Strategic Attributes That Influence Millennial Consumer Behavior
5.
The illusion of really being in the rendered virtual environment.
Learn more in: Computer-Based Neuropsychological Rehabilitation: Virtual Reality and Serious Games
6.
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.
Learn more in: Surveying Games With a Combined Model of Immersion and Flow
7.
In terms of Virtual Reality,
presence
refers to a subjective feeling of being present in a 360° video or computer-generated environment.
Learn more in: 360° Video as an Opportunity for the Inclusion of Product Placement
8.
A perceptual phenomenon that occurs when mediated experiences are treated as nonmediated experiences in some way.
Learn more in: Self-Presence, Explicated: Body, Emotion, and Identity Extension into the Virtual Self
9.
A feeling of being in and of the virtual world, and the ignoring of physical world distractions.
Learn more in: Design Process for Accessible Virtual Reality Learning Environments: A First Approach
10.
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.
Learn more in: Creating Cultural Analogues in Virtual Communities through Branding
11.
The concept of being in the same space as another. Tele
presence
allows for
presence
through various technological tools, such as video conferencing, or meeting in virtual worlds.
Learn more in: Theatre in Second Life® Holds the VR Mirror up to Nature
12.
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
Learn more in: Presence in Social Networks
13.
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 ).
Learn more in: Integrative Course Design and Pedagogy to Humanize Online Learning: A Case Study
14.
The psychological subjective reactions of the users about how much they feel in the real world in the virtual environment are the whole.
Learn more in: Effects of Virtual Reality Learning Platforms on Usability and Presence: Immersive vs. Non-Immersive Platform
15.
The sense of being there, where a simulation is set.
Learn more in: An Immersive Virtual Reality Training Environment for CBRN Procedures
16.
A sense of “being there” with others, even though not physically in the same space.
Learn more in: Perceptions of Presence and Community in Immersive Online Learning Environments
17.
A sense of being in a place at a given time.
Learn more in: Caring in the Zone: Fostering Relationships in Virtual Learning Communities
18.
In this chapter, the term is used to mean the sense or “feeling” that other participants are copresent in online interaction.
Learn more in: Locating Presence and Positions in Online Focus Group Text with Stance-Shift Analysis
19.
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.
Learn more in: Cognitive Apprenticeship for Teaching Computer Science and Leadership in Virtual Worlds
20.
awareness information usually used in social networks and applications related with user’s status, position or activity.
Learn more in: Connector: A Geolocated Mobile Social Service
21.
The psychological perception of being “there”, within a virtual environment in which the person is immersed.
Learn more in: Teacher Training in 3D Virtual Worlds: Understanding Immersive Learning for Teaching Practices
22.
The feeling of being immersed in a game/media environment.
Learn more in: Understanding Serious Gaming: A Psychological Perspective
23.
The feeling of really being in an artificial environment.
Learn more in: Mediated Embodiment in New Communication Technologies
24.
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.
Learn more in: Virtual Reality 2.0 and Its Application in Knowledge Building
25.
Engagement within the environment, engagement with the subject matter, and availability for the learner.
Learn more in: Teacher Presence
26.
In this chapter, the term is used to mean the sense or “feeling” that other participants are copresent in online interaction.
Learn more in: Locating Presence and Positions in Online Focus Group Text with Stance-Shift Analysis
27.
The perception that what is perceived exists.
Learn more in: Implementing Successful Online Learning Communities
28.
The state or fact of existing, occurring, or being present.
Learn more in: Immersive Virtual Reality as a Tool for Education: A Case Study
29.
A psychological state in which one feels being in the place or virtual environment rather than in the immediate physical environment.
Learn more in: Exploring Affordances and Limitations of 3D Virtual Worlds in Psychoeducational Group Counseling
30.
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.
Learn more in: Pedagogical Considerations for Successful Implementation of Virtual Reality in the Language Classroom
31.
The degree to which individuals believe that the virtual technology experience is “real” for them.
Learn more in: Get in the GROOVE: Using a Virtual World to Promote Health
32.
The subjective experience of immersion, such that a person might believe they are somewhere different to where they are.
Learn more in: Bringing the Metaverse to Higher Education: Engaging University Students in Virtual Worlds
33.
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.
Learn more in: Extended Reality as the Immersive Environment Conjunction of Augmented Reality, Virtual Reality, and Mixed Reality: A Phenomenological Response Facing Modern Culture
34.
The actual or perceived availability and visibility of a leader that may bring hope and comfort to employees in uncertain times.
Learn more in: Tailored Leadership as a Post-COVID-19 Opportunity for Enhanced Performance
35.
The subjective perception of being in a virtual environment and living a realistic experience.
Learn more in: Virtual Reality as Distraction Technique for Pain Management in Children and Adolescents
Find more terms and definitions using our
Dictionary Search
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