At the Heart of It All: The Concept of Presence
By Matthew Lombard, Theresa Ditton. 2006
3,927 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/18a871e9299e41c61c1f8f0250b85ebe59d2dbfe
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Riva H. Tukachinsky
- Tilo Hartmann
- Markus Appel
- Rick W. Busselle
- Jeremy N. Bailenson
- Peter Vorderer
- Helena Bilandzic
- Michelle R. Nelson
In Sociology and Political Science
- Juho Hamari
- Jesse Fox
- Jeremy N. Bailenson
- Peter Vorderer
- Milena M. Head
- Richard M. Ryan
- Tilo Hartmann
- N. Yee
In Human-Computer Interaction
- Jeremy N. Bailenson
- Jesse Fox
- Kristine L. Nowak
- Sun Joo Grace Ahn
- Mel Slater
- Richard Skarbez
- Mary C. Whitton
- N. Yee
Citations in the corpus
- The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments (2005, background): “Researchers from the first camp (e.g., Heeter, 1992; Biocca, 1997; Lombard & Ditton, 1997; Garau, Slater, Bee, & Sasse, 2001; Lessiter, Freeman, Keogh, & Davidoff, 2001 define copresence in terms of a user’s perception or feeling that others are cosituated within an interpersonal environment (Swin”
- The role of social presence in establishing loyalty in e-Service environments (2007, background): “Examples of website features that encourage social presence include socially rich text content, personalized greetings (Gefen and Straub, 2003), human audio (Lombard and Ditton, 1997), or human video (Kumar and Benbasat, 2002).”
- Persuasive Robotics: The influence of robot gender on human behavior (2009, neutral): “2) Mobile Dexterous Social Robot: The Mobile Dexter-ous Social (MDS) robot was developed as a platform for research into human-robot interaction.”
- Can A Retail Web Site be Social? (2007, background): “Thus: H7: Flow has a positive effect on pleasure.”
- Psychological Outcomes in Reaction to Media Exposure to Disasters and Large-Scale Violence: A Meta-Analysis (2017, background): “Communications research has provided evidence for the efficacy of video footage, compared with more traditional forms of media such as newsprint or radio, in creating a more emotionally arousing experience—a sense of realism that has been referred to as presence (Lombard & Ditton, 1997).”
- Is Virtual Reality made for Men only? Exploring Gender Differences in the Sense of Presence (2012, background): “In addition, another user characteristic has been repeatedly suggested to be responsible for individual differences in the experience of presence: gender (c.f. Lombard & Ditton, 1997).”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, methodology): “Citing research on therapeutic desensitization using virtual reality, Lombard and Ditton (1997) suggested that even the relatively lower engagement that occurs during the experience of presence can enhance desensitization.”
- Mapping the road to fun: Natural video game controllers, presence, and game enjoyment (2011, background): “Several presence scholars suggest that naturalness is a presence dimension (e.g. Lombard and Ditton, 1997; Lessiter et al., 2000), but most standardized measures of presence only tap content naturalness and do not tap form naturalness (presumably to remain applicable to non-interactive media…”