Skip to main content icon/video/no-internet

The concept of presence and its related theories have mainly been developed by Frank Biocca, Matthew Lombard, Kwan Min Lee, and other scholars in communication and computer science. The origin of the term presence comes from Marvin Minsky who used the term telepresence to explain the possibility that humans could feel the sense of being physically transported to a remote work space via a teleoperating system. Since then, various terms (e.g., virtual presence, mediated presence) have been used to describe similar phenomena. Lombard defines presence as the perceptual illusion of being in a situation that is unmediated, and Lee defines it as a psychological state in which the virtuality of experience is unnoticed. According to Lee, presence occurs when technology users do not notice the technology-mediated nature of experiencing (e.g., telecommunication) and/or the artificiality of experienced objects such as computer agents or social robots.

The concept of presence is important because it is at the heart of all mediated and simulated experiences through which humans try to overcome their sensory channel limitations by using psychological (e.g., imagination), physical, and/or human-made technologies. For example, almost all ancient tribes had a convention of narrating fantasy tales of tribal history to the younger generation. Through imagination, each generation of listeners transported themselves to different times and spaces in which the events supposedly had occurred. Physical tools (written language, media, telephone, computer simulation, etc.) provide rich sensory props for imagination. Written narratives provide reliable and detailed descriptions of events. Film and television visualize imaginary worlds. Telecommunication devices simulate face-to-face communication by providing real-time interaction and delivering autiientic (or at least, very realistic) voices of interactants. Sophisticated simulation technologies create a virtual world by accepting almost all human sensory inputs and providing multisensory feedback and output. In all the examples above, presence occurs when tools successfully create compelling experiences in a way that users do not notice the virtuality of experience.

Three Types of Presence

Based on three domains of human experience, presence can be further categorized into three types—physical, social, and self-presence. Physical presence is defined as the psychological state in which the virtuality of physical experience is unnoticed. Physical experience becomes virtual either when the act of experiencing actual physical objects or environments is mediated by technology or when the experienced physical objects or environments are artificially created by technology. Physical presence occurs when technology users do not notice the mediated nature of experiencing actual physical objects-environments and/or the artificiality of experienced physical objects-environments.

Social presence is defined as the psychological state in which the virtuality of social experience is not noticed. Social presence occurs when technology users do not notice the mediated nature of experiencing other humans and/or the artificiality of experienced social actors.

Presence researchers have tended to focus on physical presence, but social presence is now gaining a tremendous interest not only from academia, but also from industry. There are four main reasons. First, the possibility that social presence can also be created through agents or through the machine itself—computers, e-toys such as Sony's Aibo, bots or robots, and the like—has tremendous theoretical and practical import. Theoretically, it suggests new lines of thinking about human interactions with media. Second, the growing trend of projecting oneself into mediated-virtual environments (via agents and avatars) and increasing communication between projected selves has called for a systematic study of how people make sense of virtually presented selves. Third, the recent growth of multi-user computer games and anecdotal evidence indicates that users strongly prefer to interact with others across a wide range of media products. In other words, users pursue social presence while interacting with new media. Finally, social presence also has been argued to facilitate persuasion and sales in e-commerce.

...

  • Loading...
locked icon

Sign in to access this content

Get a 30 day FREE TRIAL

  • Watch videos from a variety of sources bringing classroom topics to life
  • Read modern, diverse business cases
  • Explore hundreds of books and reference titles

Sage Recommends

We found other relevant content for you on other Sage platforms.

Loading