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What is Telepresence

Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services
The sense of ‘being’ in some remote location represented by the medium.
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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Virtual Collaboration
The conveyance of a person’s “being” in the virtual or online or mediated space (communicated through icons, voice, textual information, voice, imagery, avatar, and other representations).
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The Role of Robotic Telepresence in the Academic Library
Technologies that allow the user to see, hear, and speak to another individual from a remote location, virtually replicating presence.
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Interface-Based Differences in Online Decision Making
Reflects the degree of the consumer’s perception of him/herself as being physically located in a mediating computerized environment (Schloerb, 1995).
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Characteristics, Limitations, and Potential of Advergames
The experience of being present at a real or virtual world location remote from one’s own physical location, using information technology channels.
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Applications of Second Life
The feeling of presence in a virtual reality that is promoted by an avatar.
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Building Global Citizens: Empathy, the Limits of Human Nature, and First Steps towards Social Equality through E-Learning Assignments
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Identity Theories and Technology
The experience of being immersed in a virtual environment.
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From CMC Technologies to Social Participation Technologies
Supported by immersive 3-D virtual environments, telepresence enables participants to have real-time experiences almost similar to physical experiences. Participants can don electronic devices, wear special clothing, or enter virtual worlds containing electronic sensors.
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Use of Humanoid Robots for Students With Intellectual Disabilities
An advanced form of remote control, done by telemetry over wired or wireless links, used in humanoid robotics in which a human operator has a sense of being on location so that the experience resembles virtual reality.
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Digital Humanities Strategy
A form of technology that creates the sense of being present at a place other than the actual location.
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A Simple and Secure Credit Card-Based Payment System
Defined as the feeling of being fully present at a remote location from one’s own physical location. Telepresence creates a virtual or simulated environment of the real experience.
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Bridging the Gap with Distance Education Students: Telepresence
An interactive video communication that simulates a traditional face-to-face environment by using interactive media technologies.
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A Comprehensive Examination of Mobile Augmented Reality in Tourism (MART) Adoption: Using the UTAUT2 Framework
Creates a sense of being in a different location, often facilitated by VR (virtual reality) technologies.
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Affordances in Virtual World Learning Communities
The illusion that one is physically present in the same space as someone else.
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