| Front Matters, ToC and Editorial Preface | | BIB | PDF | 1-10 | |
| Exploring Self-Presence in Collaborative Virtual Teams | | BIBAK | PDF | 11-31 | |
| Rabindra Ratan; Bèarice S. Hasler | |||
| The concept of self-presence provides a framework for understanding how
people connect to virtual self-representations on three distinct levels (body,
emotions, and identity). The present study aims to build on previous support
for the reliability and construct validity of this framework. Participants
(N=81) who used avatars in a semester-long collaborative virtual group project
were examined. A factor analysis of the Self-Presence Questionnaire (SPQ) was
mostly consistent with the framework of self-presence, though a new sub-factor
emerged, possibly due to new SPQ items or limitations of the virtual
environment. Factors of self-presence were related to social presence as
expected, but not to frequency of avatar changes. These findings support the
framework, but deeper explorations of the concept are still necessary. Keywords: Self-Presence, Presence, Social Presence, Avatars, Identity,
Computer-Mediated Communication, Collaborative Virtual Environments | |||
| Advancing a Model of Avatar Evaluation and Selection | | BIBAK | PDF | 33-65 | |
| Mark A. Hamilton; Kristine L. Nowak | |||
| Viewers (N = 261) evaluated and chose avatars to represent them online. The
viewers rated 92 potential avatars that were manipulated along three dimensions
-- sex, humanness, and integrity. Perceived gender of the image, its
anthropomorphic intensity, and realism mediated the effects of the manipulated
variables on judgments of homophily as a representation of self, credibility,
and the likelihood that it would be used as an avatar during future
interactions. Results indicated that anthropomorphic intensity enhanced image
homophily, in part by increasing perceived realism. Image gender was found to
produce a combination of positive and negative effects on competence ratings
and avatar choice. The theoretical and practical implications of the findings
are discussed. Keywords: Avatar, realism, credibility, selection, anthropomorphic intensity, sex,
humanness, integrity | |||
| Image versus Sound: A Comparison of Formal Feature Effects on Presence and Video Game Enjoyment | | BIBAK | PDF | 67-84 | |
| Paul Skalski; Robert Whitbred | |||
| This study investigates the relative influence of two formal features of
video games -- image quality and sound quality -- on presence and enjoyment. A
2 x 2 between subjects experiment was conducted manipulating image quality
(high definition vs. standard definition) and sound quality (Dolby 5.1 surround
sound vs. Dolby stereo). Results indicated that, while image quality had no
effect on outcomes, sound quality almost universally impacted outcomes of
interest, including several dimensions of presence and enjoyment. Implications
of these findings are discussed. Keywords: high definition, surround sound, presence, video games, enjoyment | |||
| Social and Spatial Presence: An Application to Optimize Human-Computer Interaction | | BIBAK | PDF | 85-114 | |
| Kar Horvath; Matthew Lombard | |||
| This study provides a framework for researchers who study human-computer
interaction to develop and evaluate user-centric user-interfaces by applying
existing theories about telepresence, human-computer research, and
characteristics of technology to produce social and spatial experiences similar
to the ones computer users experience in non-mediated experience. Female and
male college age university students (N=189) participated in an experiment in
which they used a software application with low and high values of a set of
social cues (social pleasantries, an agent character) and spatial cues (three
dimensional graphical representation of physical spaces) in a 2 x 2 between
subjects design. Subjects experienced greater presence, satisfaction,
enjoyment, comprehension, perceived ability, and likelihood to use and
recommend the application when they use software with high social and spatial
cues. The findings support a research framework that considers different forms
of telepresence separately and in combination, the cues that evoke them and
their impacts, in the design of computer user-interfaces. Keywords: telepresence, spatial presence, social presence, user interface, cues, human
computer interaction, usability, user interface design | |||
| When Richer is Poorer: Understanding the Influence of Channel Richness and Presence on the Introduction of a Mission Statement | | BIBAK | PDF | 115-139 | |
| Robert Whitebred; Paul Skalski; Cheryl Bracken; Evan Lieberman | |||
| Developing and implementing mission statements continues to be a widely used
managerial strategy. This study tests a model incorporating the immersion and
transportation dimensions of presence and media richness for evaluating the
effectiveness of two commonly used strategies (paper versus video) for
introducing a mission statement to members of an organization. Outcomes include
participants' recall of the statement, involvement with the statement, and
perceived importance of the statement. Results suggest: (a) channel richness
does not directly impact the three outcomes, (b) the richer video channel
resulted in less presence, and (c) greater presence positively impacted all
three outcomes. The implications of these results are discussed for both future
presence research and organizational practitioners. Keywords: presence, immersion, transportation, media richness, mission statement | |||