Presence: concept, determinants, and measurement
By W. Ijsselsteijn, H. Ridder, Jonathan Freeman, S. Avons. Electronic imaging, 2000
688 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Media Technology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/f84d468be4825adad39e436bff858a63583939d5
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Giuseppe Riva
- W. Ijsselsteijn
- Edmund Keogh
- Jules Davidoff
- Jane Lessiter
- Jonathan Freeman
- Richard Skarbez
- Frederick P. Brooks, Jr.
In Media Technology
- Giuseppe Riva
- W. Ijsselsteijn
- Richard Skarbez
- Frederick P. Brooks, Jr.
- Mary C. Whitton
- James R. Brinson
- Sarah Parsons
- Sue Valerie Gray Cobb
In Human-Computer Interaction
- Giuseppe Riva
- W. Ijsselsteijn
- Richard Skarbez
- Mary C. Whitton
- Frederick P. Brooks, Jr.
- Edmund Keogh
- Jules Davidoff
- Jane Lessiter
Citations in the corpus
- 360° Video Journalism: Experimental Study on the Effect of Immersion on News Experience and Distant Suffering (2019, background): “Systematic research into the causes and effects of presence began in the early 1990s and is currently picking up speed (Ijsselsteijn et al. 2000).”
- Measuring and defining the experience of immersion in games (2008, background): “IJsselsteijn et al. (2000) explains that the search for objective measures to corroborate subjective measures is a common way to over come this problem.”
- Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence (2001, background): “Thus, a sensible research goal is an aggregate measurement of presence that can reasonably be expected to be reliable and valid (IJsselsteijn et al., 2000).”
- A Process Model of the Formation of Spatial Presence Experiences (2007, result): “This definition is in harmony with most existing definitions (e.g., ISPR, 2001; IJsselsteijn et al., 2000; Kim & Biocca, 1997; Lessiter et al., 2001; Schubert, Friedmann, & Regenbrecht, 1999, 2001), but is more explicit in suggesting necessary conditions (and contributing processes) for Spatial…”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “Distinctions have been made between types of presence: Physical presence , the sense of physical relocation of the observer (IJsselsteijn et al., 2000); and social presence , the sense of being collocated with virtual agents (Heeter, 1992; Lombard and Ditton, 1997; Biocca et al., 2003).”
- Being there : the experience of presence in mediated environments (2003, methodology): “For a more detailed overview of presence determinants, we refer to IJsselsteijn, de Ridder, Freeman, and Avons [ 9 ] or Sadowski and Stanney [10].”
- A Survey of Presence and Related Concepts (2017, background): “The authors identified four determinants of presence: (1) the extent and fidelity of sensory information, (2) the match between sensors and display, (3) content factors (a broad category covering most anything else that is part of the virtual scenario), and (4) user characteristics [68].”
- Narrative and interactivity in computer games (2006, background): “, Ijsselsteijn et al., 2000; Steuer, 1992). For example, Wirth et al. (2003) suggest that spatial presence is influenced by individual differences in user ability (information processing speed, spatial ability, absorption, need for cognition, self-efficacy, and domain-specific interest) as well as s”
- Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence (2016, neutral): “To exemplify, IJsselsteijn, de Ridder, Freeman, and Avons (2000) described that the so-called secondary reaction time measure has been used to measure presence.”
- A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory (2001, background): “In experiments conducted to date, this has ranged from a virtual cliff scenario (Usoh et al., 1999) to a fast-paced rally car drive (Freeman, Avons, Meddis, Pearson, & IJsselsteijn, 2000; Freeman & Avons, 2000).”
- Problematic Instagram Use: The Role of Perceived Feeling of Presence and Escapism (2018, background): “…in which medium appears to become either invisible, or transformed into a social entity (Lombard and Ditton 1997), and has been recognized and examined under via interrelated sub-types (i.e., social, spatial, and copresence) by some researchers (e.g., Ijsselsteijn et al. 2000; Slater et al. 2000).”