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Children, Perceptions of Reality, and Telepresence
Matthew Lombard
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Real vs. Unreal – Not So Simple
Types of reality distinctions: Mediated vs. nonmediated (by technology) Actual vs. not actual (nonfiction [news] vs. fiction [entertainment]) Live vs. recorded Plausible vs. implausible (if not actual, could it be?) Ex: Are ‘reality TV’ or WWE Wrestling ‘real’?
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Understanding TV and Reality
Step 1. (0-~3 years) “There are people in the box” (Ronald McDonald, popcorn examples of Flavell & Flavell)
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Understanding TV and Reality
Step 2. (by ~3 years) TV people/objects are different, but their nature is unknown “Please turn on TV so I can see my Big Bird!” 4
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Understanding TV and Reality
Step 3. TV is representation of objects and people but 100% accurate; everything is ‘real.’ “What’s an actor?” 5
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Understanding TV and Reality
Step 4. Not everything on TV is accurate reflection of (social) reality; assessment based on experience in addition to cognitive development. “That’s not the way people really behave!” 6
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Understanding TV and Reality
Children have to learn to use form cues and content cues to determine ‘realism’: Actual – live news Actual - recorded news bad sound anchors at desk sloppy speaking narrator/voice-over no background music special graphics no special effects b&w (documentaries)
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Understanding TV and Reality
Children have to learn to use form cues and content cues to determine ‘realism’: NOT actual – drama NOT actual - sitcom close-ups of faces laugh track mood-setting music good sound NOT actual - cartoon adult voices animation fast pace sound effects
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Understanding TV and Reality
Children have to learn to use form cues and content cues to determine ‘realism’: Actual – live news Actual - recorded news crime, weather crime, politics, history, ‘breaking news’ health, science NOT actual – drama NOT actual – sitcom ?? ??
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Understanding TV and Reality
Seems likely that as media technologies evolve, children will find it harder and/or take longer to make reality distinctions: Screen size, picture quality, graphics realism, sound quality, surround sound, interactivity, augmented and virtual reality, robots…! Not limited to children – even when we know the truth, we want the misperception: telepresence
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Telepresence Topic of scholarly interest and research – causes, effects, implications
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Telepresence Who cares?
It’s an illusion that occurs in many contexts that have commercial potential It has many likely effects on people, organizations, and societies It’s just really interesting…!
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Defining Presence ISPR (2000): Presence (a shortened version of the term "telepresence") is a psychological state or subjective perception in which even though part or 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.
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Defining Presence Lombard, M. & Ditton, T. B. (1997). At the Heart of It All: The Concept of Presence. Journal of Computer Mediated Communication, 3(2) : a perceptual illusion of nonmediation
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Applications Executive meetings Cisco Sun Starfire
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Applications Distance education (higher ed)
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Applications Medical training Barrow Medical Institute
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Applications Telemedicine including telepsychiatry
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Applications Politics and government Teleportec
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Applications Military Freedom Calls
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Applications Emergency command and coordination InterSTAR
Infra-Structures
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Applications Legal
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Applications Human Resources HireVue
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Applications Telework / telecommuting HeadThere
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Applications Customer service DVE
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Applications Arts Dreamworks
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Applications Telepresence Art Telematic Dreaming
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Applications Adult
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Applications Virtual bus tour
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Enhancements ‘3D’ Teleport TelepresenceTech
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Enhancements Physical interaction / haptics
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Enhancements Physical interaction / haptics
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Expanded Telepresence
Examples so far have been social, interactive, with real people, but it can be Social vs. spatial Interactive vs. noninteractive Real vs. simulated people/places
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Spatial Telepresence Teleoperation
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Spatial Telepresence Training simulators
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Spatial Telepresence Virtual therapy Virtual Iraq Spider anxiety
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Noninteractive Telepresence
IMAX 3D
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Noninterative Telepresence
TV
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Noninteractive Telepresence
Virtual nature
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Simulated People/Places
Second Life Cisco
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Simulated People/Places
Military training
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Simulated People/Places
Virtual receptionist Carnegie Mellon U
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Simulated People/Places
Robots Riken Honda
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Simulated People/Places
Androids Hanson Robotics Osaka University Data (Star Trek)
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Future of Telepresence
Home Accenture
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Future of Telepresence
Holodeck
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Applications - Children
Distance education (K-12) PEBBLES ThereNow / DVE
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Applications - Children
Science and exploration
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Applications - Children
Interactive virtual/physical games Fisher-Price Smart Fit 51
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Applications - Children
Virtual sports and games
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Applications - Children
Pseudo-interactive TV shows Blue’s Clues Dora the Explorer 53
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Applications - Children
Interactive toys: Actimates “Lets ActiMates Talk and Play with your PC!” 54
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Applications - Children
Virtual worlds for kids (see J. Owyang blog) Barbie Girls (6-16) Club Penguin, Disney (8-12) Cyworld (South Korean youth, now global)) Dizzywood (youth; games) Gaia (teens) Habbo Hotel (European youth) Neopets (youth; virtual pets) Piczo (teens) Pixie Hollow, Disney (young girls; virtual pets) Puzzle Pirates (youth; gaming) Shining Stars, by Russ (youth; ‘name a star’ Stardolls (girls 10-17; virtual dolls) Teen Second Life (teens) WeeWorld (youth; avatar based social network) Zookazoo (6-10) 55
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Applications - Children
Virtual worlds for kids (see J. Owyang blog) Webkinz (youth; virtual and physical pets) 56
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Applications - Children
Robot toys: Aibo “From the first day you play with Aibo, it will become your new companion for the Millennium.” 57
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Applications - Children
Robot toys: Pleo [video] 58
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Applications - Children
Robot toys: Wowee [video] 59
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Presence Research Community
Interdisciplinary (computer science to philosophy) International Growing (EU FETs 50+ mil euros) International Society for Presence Research Presence journal, presence-l listserv 12th PRESENCE conference November in Los Angeles
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Presence Research Community
Research goals Identify and manipulate causes (media form/content, user characteristics) Identify and understand consequences (learning and task performance, productivity, enjoyment, involvement, persuasion, desensitization, arousal/relaxation, emotion, effectiveness of communication, “Work Live Learn Play”) Develop cohesive theory of cognitive, affective, and behavioral processes of telepresence
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Presence Research Community
Research goals
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Big Picture Questions How to maximize usefulness of telepresence?
What forms do people want and fear? Where will technology evolution take us? (utopia vs. dystopia) How to deal with ethical challenges?
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Big Picture Questions
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