• Corpus ID: 53374733

Presence, Narrative and Schemata

  title={Presence, Narrative and Schemata},
  author={Dan Pinchbeck and Brett Stevens},
This paper documents the early stages of research into the effect of manipulating narrative upon reported sense of presence. It is argued that presence, rather than a state, should be defined as an indicator of the ongoing development of relationships of significance between the user and the perceived environmental stimuli. If the manipulation of narrative affects reported sense of presence according to existing measurement techniques, it suggests that presence is dependent upon post-perceptual… 

Neo-Orientalist Approaches in XR (Extended Reality) Applications

Being one of the most prominent reflections of intercultural interaction, orientalism is the West's description of the East according to its own beliefs and understanding. This concept also includes

Examination of interactive experience: Construction of physical and social presence in virtual environments

The main objective of this research is to determine the factors responsible for fostering the interactivity experience in the multiuser virtual environments and to observe how this variance in interactivity will affect the formation of physical and social presence.

Archaeology: Computer Graphic and other Digital Pasts

This paper examines computer graphic simulations of archaeological environments and materials, and explores their formal and informal uses as a means to model archaeological data and archaeological

Story as a function of gameplay in First Person Shooters and an analysis of FPS diegetic content, 1998-2007

A new conceptualisation of narrative, drawn from the use of narrative as a model and metaphor in psychology, and based on schema theory is offered and it is argued that this new, game-specific conceptualisation maps efficiently and effectively onto the affordance model of gameplay and thus resolves the historical problem.

Putting it into words : the impact of visual impairment on perception, experience and presence

The experience of being “present” in a mediated environment, such that it appears real, is known to be affected by deficits in perception yet little research has been devoted to disabled audiences.

Modeling in Archaeology: Computer Graphic and other Digital Pasts

  • G. Earl
  • Sociology
    Perspectives on Science
  • 2013
This paper examines computer graphic simulations of archaeological environments and materials, and explores their formal and informal uses as a means to model archaeological data and archaeological

Modelling in Archaeology : Computer Graphic and Other Digital

This paper will introduce the broad context for the construction of models of archaeologically attested pasts, introducing examples from various domains in archaeological computing including network

Make-Believing Virtual Realities

It is argued that the authors have a propensity to see the world, including fictional and artificial worlds, as schematic, which allows us to ‘fill-in’ the gaps in quite simple VR environments, with surprisingly effective results.



Conceptual priming as a determinant of presence in virtual environments

It is argued from a cognitive presence perspective that presence can be considered as an extension of perception, a process which is known to be significantly affected by the perceiver's mental state, and that it is a constructive process in which the VE user creates an experience using both sensory and psychological inputs.

The Strata of Presence : Evolution , Media , and Mental States

We present an evolutionary account of the psycho-neurology of presence, highlighting three component layers: proto presence, core presence, and extended presence. We suggest that the layers emerged

Presence as Being-in-the-World

An alternative view of presence is introduced based on existential philosophy and ecological psychology. This view favors a Heideggerian/Gibsonian metaphysic over the more conventional rationalistic

Quantitative Measures of Presence in Virtual Environments: The Roles of Attention and Spatial Comprehension

The results of two experiments intended to separate presence into measurable subcomponents: attention and spatial comprehension suggest that attention may be a reasonable quantitative measure of presence.

At the Heart of It All: The Concept of Presence

A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion

The Emergent Narrative theoretical investigation

This paper is part of a work in progress that aims to define a narrative theory adapted for optimal use in the Virtual Reality (VR) medium. In addition to theoretical results and findings on the

Focus, Locus, and Sensus: The Three Dimensions of Virtual Experience

A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus comprising the level of arousal determining whether the observer is highly conscious or relatively unconscious while interacting with the environment.

Narratology: An Introduction

Narrative Structure: Fabula 1. Roland Barthes, Introduction to the Structural Analysis of Narratives 2. Claude Bremond, The Logic of Narrative Possibilities 3. A. J. Greimas, Reflections on Actantial

The Philosophy of Presence: From Epistemic Failure to Successful Observation

  • L. Floridi
  • Computer Science
    Presence: Teleoperators & Virtual Environments
  • 2005
A new model of telepresence is introduced that criticizes the standard model of presence as epistemic failure, showing it to be inadequate and replaces it with a new model as successful observation that is tested against two ethical issues, namely pornography and privacy, and shown to be effective.

In the theater of consciousness : the workspace of the mind

Preface Prologue: The Metaphor 1. Treating Consciousness as a Variable 2. The Theater Stage Has Unlimited Capacity But Creates Vast Access 3. On Stage: Sensations, Images, and Ideas 4. The Spotlight: