Abstract:At a time of increased social usage of net and collaborative applications, a robust and detailed theory of social presence could contribute to our understanding of social behavior in mediated environments, allow researchers to predict and measure differences among media interfaces, and guide the design of new social environments and interfaces. A broader theory of social presence can guide more valid and reliable measures. The article reviews, classifies, and critiques existing theories and measures of social … Show more
“…This enhances the experience of presence, the user's feelings that the virtual environment is real and that the user's sensations and actions are responsive to the virtual world as opposed to the real, physical one (Biocca, Harms, & Burgoon, 2003;Loomis, 1992). The user's feelings of presence may enhance the experience and effects of a virtual environment (Skalski & Tamborini, 2007).…”
Section: Ivet and Psychological Researchmentioning
Social cognitive theory is often implemented when researchers develop treatments and campaigns for health behavior change. Immersive virtual environment technology (IVET) enables novel explorations of health behavior modeling. In Study 1, participants were randomly assigned to one of three treatments: vicarious reinforcement, in which a virtual representation of the physical self (VRS) gained or lost weight in accordance with participants' physical exercise; an unchanging VRS; or no virtual representation. The reinforcement group performed significantly more exercise in a voluntary phase than those in other conditions. Study 2 separated reward (weight loss) from punishment (weight gain) and also explored model identification by contrasting the effects of a VRS with a VRO (virtual representation of an other); participants exercised significantly more when they viewed the VRS, regardless of whether reward or punishment was shown. In Study 3, participants were exposed to either a VRS running on a treadmill, a VRO running, or a VRS loitering, and we examined effects 24 hours after the experiment. Follow-up surveys revealed that participants in the VRS-running condition demonstrated significantly higher levels of exercise than those in other conditions. We discuss implications for media use and health communication.Social cognitive theory (Bandura, 1977(Bandura, , 2001) describes the power of a model demonstrating a behavior to encourage modeling by an observer. Several factors, including the similarity of the model, the observer's perceived ability to perform the behavior, and the rewards and punishments associated with
“…This enhances the experience of presence, the user's feelings that the virtual environment is real and that the user's sensations and actions are responsive to the virtual world as opposed to the real, physical one (Biocca, Harms, & Burgoon, 2003;Loomis, 1992). The user's feelings of presence may enhance the experience and effects of a virtual environment (Skalski & Tamborini, 2007).…”
Section: Ivet and Psychological Researchmentioning
Social cognitive theory is often implemented when researchers develop treatments and campaigns for health behavior change. Immersive virtual environment technology (IVET) enables novel explorations of health behavior modeling. In Study 1, participants were randomly assigned to one of three treatments: vicarious reinforcement, in which a virtual representation of the physical self (VRS) gained or lost weight in accordance with participants' physical exercise; an unchanging VRS; or no virtual representation. The reinforcement group performed significantly more exercise in a voluntary phase than those in other conditions. Study 2 separated reward (weight loss) from punishment (weight gain) and also explored model identification by contrasting the effects of a VRS with a VRO (virtual representation of an other); participants exercised significantly more when they viewed the VRS, regardless of whether reward or punishment was shown. In Study 3, participants were exposed to either a VRS running on a treadmill, a VRO running, or a VRS loitering, and we examined effects 24 hours after the experiment. Follow-up surveys revealed that participants in the VRS-running condition demonstrated significantly higher levels of exercise than those in other conditions. We discuss implications for media use and health communication.Social cognitive theory (Bandura, 1977(Bandura, , 2001) describes the power of a model demonstrating a behavior to encourage modeling by an observer. Several factors, including the similarity of the model, the observer's perceived ability to perform the behavior, and the rewards and punishments associated with
“…To measure the quality of their shared experience, we looked at social presence, enjoyment and closeness. We used Biocca et al's definition of social presence, described as "a sense of co-presence with a mediated person and an awareness for their psychological, emotional and intentional state" [3]. We selected nine questions from the Networked Minds Social Presence Scale [4] most relevant to the nature of our study.…”
Abstract. While video communication is becoming quite popular among remote friends and family, recent usage practices have been extending beyond just talking heads to remotely sharing an experience by doing an activity together. However, current video chat tools are aimed at sharing talking heads and need to be reconsidered to support remotely sharing activities. We explore a specific remote shared activity -watching video programs -through a threephase study. We surveyed people's interest in watching video together, studied how people currently watch together in their homes, and compared different conditions for watching together in the lab. Our work explored people's current and desired practices, interactions, and technical implementations. We present our findings in themes that provide insights for designing systems that better support using video-mediated communication to share watching videos together over distance. We found that remotely watching video programs together while connected by video-mediated communication is engaging, fun, and fosters social bonds between the participants, and that these results are stronger with increased fidelity of the communication media.
“…If we adopt this concept to computer-mediated communication, it can be assumed that online (textual) communication has a very low degree of social presence. If we also define social presence as the 'sense of being with another' (Biocca, Harms & Burgoon, 2003) and mutual awareness (Heeter, 1992), we can conclude that this degree is low when it comes to CMC. This has behavioural effects to the users; for example, that others are not felt as socially present, and this lack of social inclusion or social interaction leads to a user's enhanced self-reference, and within this possibly also to a user's heightened willingness to self-disclose information.…”
This paper deals with the phenomenon of so-called (note) card stories on YouTube. Card stories can be described as self-disclosing videos or confessions, using a new frame for telling one’s own story audio-visually to the public by combining ‘old’ (hand-written messages) and ‘new’ media (video, computer mediated communication). In 2012/13, a qualitative and exploratory study with a sample of 25 card story videos on YouTube was conducted. The content and visual analysis revealed (1) that these videos are bound to a very specific frame of presentation, (2) that they deal with specific topics, and (3) that the presenter does not remain (visually) anonymous. These findings question previous research results that stressed a strong correlation between online self-disclosure and (visual) anonymity; further, the findings show that this special frame of textual confessions via video supports deep self-disclosures.
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