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January 2012 Volume 15 Number 1 - Educational Technology ...

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Initially this paper explores definitions of presence put forth over the last 20 years, and how these apply to middle<br />

school students rather than adults. Second, we introduce the reader to the SAVE Science project. Third, we present<br />

preliminary findings from a SAVE Science study exploring whether participating students achieved presence through<br />

the VE modules as demonstrated through an online survey and a post-module discussion with their teacher, and if<br />

there is a difference in perceived presence based on gender or age, using Piaget’s levels of development as a lens.<br />

Defining presence within virtual environments<br />

Historically, presence has been discussed in terms of how an individual’s interactions with a virtual reality are<br />

depicted in the virtual environment (VE). The key factors considered important to presence were sensory, perceptual,<br />

and social (see definitions below). The type/design of the environment was extremely important to facilitate<br />

development of presence or not. Table 1 summarizes several papers on these factors. Heeter (1992), in addressing<br />

Virtual Reality (VR) technologies, used the term “dimensions” to define presence and considered the personal (or<br />

how much you perceived/believed you were part of the VR), social (or how much you perceived/believed “others” in<br />

the VR interacted with you), and environmental (or how much you perceived/believed the environment reacted to<br />

you as part of the scene) aspects of interaction in the VR. Steuer (1993), discussing how VR is technologically rather<br />

than experientially focused, suggested two dimensions of presence: vividness and interactivity. The more vivid the<br />

VR environment and the more one could interact with the environment and characters, the more likely one would<br />

experience the sensation of being in that environment. One could argue that these claims are complementary,<br />

because in order to perceive/believe you are “in” a VR, you need to sense (see, hear, feel) that environment in a way<br />

that is real, and you need interact with characters and objects found within that environment. But being in a VR is<br />

very different today from what it was in the early 1990s.<br />

Lombard and Ditton (1997) chose to define presence by considering three causes of it. First, they discussed form<br />

variables based on sensory richness, as defined by Steuer (1995). The more senses that were induced to participate,<br />

the more likely the user would achieve a sense of presence through the medium. The addition of rich natural voice<br />

and rich visual sensory stimuli produced a greater sense of presence than one or the other alone. Next were content<br />

variables where the responses to the user were perceived as being by another social entity, and not the medium or<br />

computer. The more the computer used the natural language of the users, the more likely the users would “believe”<br />

they were interacting with another social being. Lastly, they described the user variables, which included past<br />

experience with the medium, age, gender and personality. These are ones we will use later in looking at middle<br />

school students’ reactions to SAVE Science modules.<br />

Table 1. Considerations for understanding presence in a VE<br />

Author, date Conditions / Considerations<br />

Heeter, 1992 three dimensions of presence<br />

1. personal, as you feel like you are in a VE<br />

2. social, or the extent to which beings exist and react to you in the VE<br />

3. environmental, as the VE reacts to you<br />

Steuer, 1993, 1995 two determinants of telepresence<br />

1. vividness, or the sensorially rich mediated environment, stimulus driven, and depth<br />

of sensory information, dimensionality (1, 2, or 3D)<br />

2. interactive, or the degree to which the user can influence form and content, number<br />

of people interacting in real time<br />

Lombard & Ditton, 1997 three causes of presence<br />

1. form variables, including interactivity, use of voice, medium and shapes<br />

2. content variables, including social realism, media conventions, and nature of task<br />

3. user variables, including past experience with the medium, age, gender, and<br />

personality<br />

Witmer & Singer, 1998 three conditions for presence<br />

1. level of involvement, depends on the degree of significance given to various stimuli<br />

2. ability of user to focus on the virtual world<br />

3. degree of immersion, or psychological state of being included in and interacting<br />

with the VE<br />

Delgarno & Lee, 2010 being there together in a multi-user VE with others around the world, e.g., Second Life<br />

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