New communication environments: from everyday to virtual
New communication environments: from everyday to virtual
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
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
Is presence a technology issue? Some insights from cognitive sciences
Virtual Reality - Mediated Presence: Virtual Reality, Mixed Environments and Social Networks, Part 1.Guest Editors: Anna Spagnolli; Matthew Lombard; Luciano Gamberini
A mobile biosensor to detect cardiorespiratory activity for stress tracking
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Psychometric reliability of the NeuroVR-based virtual version of the multiple errands test
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
A virtual reality test for the assessment of cognitive deficits: usability and perspectives
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Smartphone based experience sampling of stress-related events
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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Is it possible to experience more presence in doing the same thing in virtual reality than in reality? According to the well known definition of presence as ''disappearance of mediation'', the answer is no: technology is a barrier, a mediating tool that can only reduce the level of presence experienced in an interaction. However, the increasing diffusion of a technology like augmented reality that adds a technological layer of information to the real world suggests the opposite: the experience of ''being there'' may be influenced by the ability of ''making sense there''. To explore this issue we used a sample of 20 university students to evaluate the level of presence experienced in two different settings: an immersive virtual reality job simulation and a real world simulation that was identical to its VR counterpart (same interviewer, same questions) but without technological mediation and without any social and cultural cues in the environment that may give a better meaning to both the task and its social context. Self-report data, and in particular the scores in the Spatial Presence and the Ecological Validity ITC-SOPI scales, suggest that experienced presence was higher during the virtual interview than in the real world simulation. This interpretation was confirmed by subjective (higher in VR) but not by objective (Skin Conductance) anxiety scores. These data suggest a vision of presence as a social construction, in which reality is co-constructed in the relationship between actors and their environments through the mediation of physical and cultural artifacts.