3.4. The Concept of Presence

For relating Augmented Reality to Virtual Reality later on in this work, we have to gain an understanding of the concept of presence, that is central for any form of VR. Asking for a definition of presence yields in several answers coming out of different theories. This section will summarise current results compiled from (Schuemie et al. 2001) and will be rather short. For a more extensive survey of recent research see there.

Six different explications of presence used in literature have been identified by (Lombard & Ditton). For immersive VR the concept of transportation is the most widely used to characterise presence: the sensation of being in a virtual world (“you are there”, or “it is here”). The sense of being together in a virtual world (“we are together”) is often termed co-presence or social presence and thought to be part of overall presence. Essential is that a high sense of presence in a VE requires a simultaneous low level of presence in the real world (Slater et al.) – presence is exclusive. (Sheridan) distinguishes presence, the sense of being in a computer generated world, and telepresence, the sense of being at a real remote location. (Schloerb) gives a completely empirical definition of presence, that is subjective presence, the likelihood that the person judges himself to be physically present in the virtual environment, and objective presence, the likelihood of successfully completing a task. The concept of objective presence is regarded as rather important if it comes to VR as work environment, whereas subjective presence is questioned in this context.

In VR research another central term is immersion. It is characterised by (Slater & Wilbur) as an objective description of aspects of the system such as field of view and display resolution, in contrast to presence as subjective phenomenon such as the sensation of being in a virtual environment. Most authors quoted in this paper are less explicit; their definition or use of the term immersion closely resembles the meaning of subjective presence as introduced before.

The role of attention is acknowledged in most theories suggesting explanations of presence, e.g. (Witmer & Singer) who think that both immersion and involvement, a psychological state experienced as consequence of focusing one’s attention on a coherent set of stimuli or related activities and events, are necessary for experiencing presence. The ecological view claims that the successful support of actions with responses similar to those in the real world (where our perceptual system has evolved) yields in a sense of presence. The social/cultural view agrees with this notion and extends the concept as Schuemie et al. summarises: “Experiencing presence depends on whether the VE behaves and is constructed according to our cultural expectations and whether the VE is perceived and interpreted the same by others (O’Brian et al. 1998)”. This approach to presence stresses that “action is essentially social” (Mantovani & Riva 1999).

As final definition we want to use the one stated by (Schuemie et al.): “Presence … is a psychological state or subjective perception in which even though part of all of an individual’s current experience is generated by and/or filtered through human-made technology, part or all of the individual’s perception fails to accurately acknowledge the role of the technology in the experience.” This means that normally, i.e. except from the most extreme cases, the person can indicate correctly that technology is used to produce the impressions. But “at ‘some level’ and to ‘some degree’ the individual’s perceptions overlook that knowledge and objects, events, entities, and environments are perceived as if the technology was not involved in the experience”. Although people always can tell apart direct from mediated stimuli and know that the experience is mediated, the illusion of non-mediation can be perceived at some level. The given definition is not dependent on the subjective sensation of ‘being-there’ and may also apply to less immersive experiences or even memories of past experiences. As (Slater et al.) put it, presence makes the individual remembering the visited environment as place rather than as a set of pictures.

Based on the results of current research, “much uncertainty remains as to the usefulness of presence” (Schuemie et al.). The contribution of presence on task performance is controversial and even with more empirical evidence in the field of emotional responses and phobia treatment it is inconclusive. Part of the problem is that it is still unclear, “whether higher measured presence causes stronger emotional responses in a VE or the other way around” (Schuemie et al.). But researches acknowledge that subjective sensation can be a goal for itself. Users of certain applications like movies, games and entertainment would benefit from higher presence within the VE.