Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Defining virtual reality: dimensions determining telepresence
Communication in the age of virtual reality
Communication applications of virtual reality
Communication in the age of virtual reality
Situated facial displays: towards social interaction
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A step toward irrationality: using emotion to change belief
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
An experimental study of the effect of presence in collaborative virtual environments
Intelligent agents for mobile and virtual media
Proceedings of the third Nordic conference on Human-computer interaction
Applying a cognitive architecture to control of virtual non-player characters
WSC '04 Proceedings of the 36th conference on Winter simulation
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Playability in action videogames: a qualitative design model
Human-Computer Interaction
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Telepresence, or the sense of "being there", has been discussed in the literature as an essential, defining aspect of a virtual environment, including definitions rooted in behavioral response, signal detection theory, and philosophy, but has generally ignored the emotional aspects of the virtual experience. The purpose of this study is to examine the concept of presence in terms of people's emotional engagement within an immersive mediate environment. Three main theoretical statements are discussed: a). Objective telepresence: display viewpoint; b). Subjective telepresence: emotional factors and individual self-transcendence styles; c). Social telepresence: program-controlled entities in an on-line game environment. This study has implications for how research could be conducted to further our understanding of telepresence. Validated psychological subjective techniques for assessing emotions and a sense of telepresence will be applied. The study results could improve our knowledge of the construct of telepresence, as well as better inform us about how a virtual environment, such as an online game, can be managed in creating and designing emotional effects.