Presence, Explicated
2004/02/01 by Kwan Min Lee · 26 citations
Computer Science · Engineering · Psychology · #Action Observation and Synchronization #Evacuation and Crowd Dynamics #Virtual Reality Applications and Impacts
paper · doi:10.1111/j.1468-2885.2004.tb00302.x
openalex publication_date 2004/02/01 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/30
Abstract
This article reviews previous literature on presence, with a particular focus on its conceptualization and typologies. It first compares various types of presence-related terms (e.g., telepresence, virtual presence, mediated presence, copresence, and presence) and suggests that of those terms the term presence works best for the systematic study of human interaction with media and simulation technologies. After an extensive explication process, presence is newly defined as “a psychological state in which virtual objects are experienced as actual objects in either sensory or nonsensory ways.” Three types of presence—physical, social, and self presence—are defined based on the general definition of presence and the corresponding domains of human experience. Finally, implications of the current explication to the study of presence are discussed.
Citations
Cited by
- Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds
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- “To Be So Connected, Yet Not At All”: Relational Presence, Absence, and Maintenance in the Context of a Wartime Deployment
- Individual differences in processing multisensory information predict presence in different virtual reality environments
- A structural equation modeling investigation of the emotional value of immersive virtual reality in education
- Questionnaires for evaluating virtual reality: A systematic scoping review
- Walking into the Unknown: Manipulating Knowledge of the External Environment to Promote Presence in VR
- Collective Embodiment, or the Social Nature of the Sense of Embodiment in Social VR
- Five canonical findings from 30 years of psychological experimentation in virtual reality
- Being here, being there: Investigating cognitive and attentional mechanisms of breaks in presence using psychophysiological and reaction time measures
- Low-Cost Virtual Reality System in Evaluation of Rhythmic Motor Patterns in Elderly and Parkinson's Disease Patients
- Perceived Proximity in Virtual Work: Explaining the Paradox of Far-but-Close
- Influence of Rapport and Social Presence with an AI Psychotherapy Chatbot on Users’ Self-Disclosure
- What does it mean to be present at work? Negotiating attention, distraction and presence in working from home
- Beyond the Screen: A Meta-Analysis of How Tracking Levels, Age, and Issue Relevance Shape the Effectiveness of Immersive Media in Health Communication
- Robots as Social Companions? Investigating Longitudinal Companionship and Social Presence in Child-Robot Interaction
- Enjoyment: At the Heart of Media Entertainment
- Exploring the relationship between presence and enjoyment in a virtual museum
- The effects of egocentric and allocentric representations on presence and perceived realism: Tested in stereoscopic 3D games
- Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges
- Including the “I” in Virtuality and Modern Job Design: Extending the Job Characteristics Model to Include the Moderating Effect of Individual Experiences of Electronic Dependence and Copresence
- Why Presence Occurs: Evolutionary Psychology, Media Equation, and Presence
- Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review
- Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change
- The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments
- Measuring Narrative Engagement
- The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality
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