TY - GEN
T1 - Emotion and sense of telepresence
T2 - 12th International Conference on Human-Computer Interaction, HCI International 2007
AU - Lee, Jiub-De
PY - 2007
Y1 - 2007
N2 - 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.
AB - 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.
KW - Computer game
KW - Emotion
KW - Self-transcendence style
KW - Telepresence
UR - http://www.scopus.com/inward/record.url?scp=38149133841&partnerID=8YFLogxK
U2 - 10.1007/978-3-540-73110-8_42
DO - 10.1007/978-3-540-73110-8_42
M3 - Conference contribution
AN - SCOPUS:38149133841
SN - 9783540731085
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 393
EP - 400
BT - Human-Computer Interaction
PB - Springer Verlag
Y2 - 22 July 2007 through 27 July 2007
ER -