As computer-mediated work continues to evolve, and online interactions between individuals become more immersive and socially nuanced, the experiences of individuals within virtual environments will no doubt be a recurrent topic of organizational research. Presence, or the subjective experience of “being ” in an environment, has been suggested by researchers in multiple disciplines to be an important factor in the effective utilization of virtual worlds. This paper reviews the relevant literature on social presence and presents a framework through which this construct can reliably and validly be measured. The goal of this paper is to propose a conceptually- and statistically-sound strategy for how to define and measure presence for purposes...
Virtual Reality (VR) for multiple users is a new technology which is increasingly used for diverse p...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
Abstract. Virtual environments can be used as a test bed for validation of human behavior simulation...
Social presence, or the feeling of being there with a real person, is a crucial component of inter...
A behavioral observation methodology was employed in this study to examine how social behavior unfol...
Presence is usually assessed via a variety of subjective and objective measures. However, constraint...
Interactivity seems to be a familiar concept, which partially explains its frequent use in discussio...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
This paper addresses a sensitive issue, of presence experienced by people interacting with a virtual...
Presence, the experience of ‘being there’ in a mediated environment, has become closely associated w...
Social presence, or the feeling of being there with a “real” person, is a crucial component of inter...
Virtual environments (VEs) are thought to elicit a sense of presence to the user. The sense of prese...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
A framework is introduced for measuring user experience in virtual environments (VEs). It has been d...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Virtual Reality (VR) for multiple users is a new technology which is increasingly used for diverse p...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
Abstract. Virtual environments can be used as a test bed for validation of human behavior simulation...
Social presence, or the feeling of being there with a real person, is a crucial component of inter...
A behavioral observation methodology was employed in this study to examine how social behavior unfol...
Presence is usually assessed via a variety of subjective and objective measures. However, constraint...
Interactivity seems to be a familiar concept, which partially explains its frequent use in discussio...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
This paper addresses a sensitive issue, of presence experienced by people interacting with a virtual...
Presence, the experience of ‘being there’ in a mediated environment, has become closely associated w...
Social presence, or the feeling of being there with a “real” person, is a crucial component of inter...
Virtual environments (VEs) are thought to elicit a sense of presence to the user. The sense of prese...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
A framework is introduced for measuring user experience in virtual environments (VEs). It has been d...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Virtual Reality (VR) for multiple users is a new technology which is increasingly used for diverse p...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
Abstract. Virtual environments can be used as a test bed for validation of human behavior simulation...