نتایج جستجو برای: presence

تعداد نتایج: 575966  

2007
Jason S. Wrench Narissra M. Punyanunt-Carter

The purpose of this study was to create a model for examining the relationships between computer-mediated-communication (CMC) apprehension, CMC skill, and CMC presence. Using structural-equation modeling, the study found that CMC apprehension and CMC skill negatively corelated with each other ( .36). Furthermore, CMC apprehension was not shown to relate to CMC presence ( .09), but CMC presence ...

2013
Vero Vanden Abeele Bob De Schutter Brian J. Gajadhar Daniel M. Johnson

In the past years, there has been a surge in game controllers that allow players to play in a more physical, more natural way. In this paper we present an experimental study of the effect of gaming using these naturally mapped controllers on the player experience in a social setting. Results support the hypothesis that more naturally mapped controllers augment spatial presence. Furthermore, the...

2007
Liam Rourke Terry Anderson D. Randy Garrison Walter Archer Randy Garrison

Instructional media such as computer conferencing engender high levels of student-student and student-teacher interaction; therefore, they can support models of teaching and learning that are highly interactive and consonant with the communicative ideals of university education. This potential and the ubiquity of computer conferencing in higher education prompted three of the authors of the thi...

2009
SAM K. HUI ERIC T. BRADLOW PETER S. FADER

We examine three sets of established behavioral hypotheses about consumers’ in-store shopping behavior (the effect of perceived time pressure, licensing, and the social presence of other shoppers) using field data on shopping paths and linked purchases obtained from an actual grocery store. We incorporate these behavioral hypotheses within an individual-level probability model to examine their ...

2001
Giuseppe Riva Brenda K. WIEDERHOLD Dong P. JANG Mayumi KANEDA Sun I. KIM

Abstrac t. The purpose of this study was to investigate the relationship between subjective ratings of presence and physiological responses to a virtual environment. To measure subjective presence, Immersion, Presence, and Realism questionnaires were used. As measures of physiological response, heart rate and skin resistance readings were acquired. Seventytwo participants (36.4±15.5 years of ag...

2003
Silvano P. Colombano

The present sequential “mission oriented” approach to robotic planetary exploration, could be changed to an “infrastructure building” approach where a robotic presence is permanent, self sustaining and growing with each mission. We call this self-sustaining robotic ecology approach “robosphere” and discuss the technological issues that need to be addressed before this concept can be realized. O...

2006
David Nunez

This paper presents a working memory based model of attention in presence, in which presence depends on the allocation of cognitive resources to process an environment. In the model, media decoders (cognitive modules specialized in decoding particular media) extract data about the environment in an abstracted form. In order for presence to occur, a certain amount of working memory is required f...

2010
Ines Di Loreto Abdelkader Gouaich

In recent years, there has been increasing interest, both in the potential of computer games as learning and teaching tools, and in research into their use. However, most frameworks for serious games evaluation do not explicitly consider social aspects. On the contrary, we believe that social aspects have to be considered as an essential component of the ’virtual’ life of most current users. Fo...

2014
Phemie Wright

Designing and implementing successful online learning has been at the forefront of institutional agendas since digital learning increased in market demand over the last decade. However there is still ongoing debate as to the “how” of this arduous task. The Community of Inquiry (CoI) is one learning design method that has seen potential in the field, but practical implementation of designing for...

2006
Sin-Hwa Kang James H. Watt Katherine Isbister

We describe how static anthropomorphic images of avatars affected users’ emotion perceptions of interactants and medium when they engaged in a conversation on a mobile telephone. We utilized measurements of social presence, specifically interactant satisfaction and social richness of medium. The items of these two measurements were modified to include new items of emotional credibility. The res...

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