A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
By Jane Lessiter, Jonathan Freeman, Edmund Keogh, Jules Davidoff. Presence - Teleoperators and Virtual Environments, 2001
1,234 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Media Technology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ffae820740e8d8ce31d750eeec997da20c4f00a4
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
- Jeremy N. Bailenson
- Giuseppe Riva
- Sarah Parsons
- Frank A. Biocca
- Christoph Bartneck
- Elizabeth A. Croft
- Dana Kulic
- Richard Skarbez
In Media Technology
- Giuseppe Riva
- Sarah Parsons
- Richard Skarbez
- Sue Valerie Gray Cobb
- Frederick P. Brooks, Jr.
- W. Ijsselsteijn
- Mary C. Whitton
In Human-Computer Interaction
- Jeremy N. Bailenson
- Sarah Parsons
- Richard Skarbez
- Mary C. Whitton
- J. Blascovich
- Giuseppe Riva
- Frederick P. Brooks, Jr.
- Crystal L. Hoyt
Citations in the corpus
- A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness (2014, background): “Sense of physical space refers to the consumer’s perception of space, engagement represents the strong visual attraction for consumers, ecological validity is the degree to which the consumer perceives reality in the simulated environment, and negative effects refers to the unease resulting from the”
- State-of-the-art of virtual reality technologies for children on the autism spectrum (2011, methodology): “Participants experienced street, playground and school corridor scenes and were asked to rate their feelings of ‘presence’ measured by the ITC Sense of Presence Inventory (ITC-SoPI; Lessiter et al. 2001).”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “…to a player experience and how they may be aligned or super-positioned in relation to each other, e.g., whereas some researchers conceptualize presence as a subdimension of flow Novak et al. (1997), other researchers argue it is the other way round Bryce and Rutter (2001); Lessiter et al. (2001).”
- Using Presence Questionnaires in Virtual Reality (2019, background): “Examples include the ITC-Sense of presence inventory (ITC-SOPI) [14] and the temple presence inventory (TPI) [17] for non-interactive media as well as questionnaires focusing on social environments [9, 21].”
- Exploring influencing variables for the acceptance of social robots (2013, background): “This might be due to the fact that men tend to anthropomorphize a robot more because they perceive a robot as an autonomous person [64,69].”
- 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…”