Presence

Description: Presence in the context of the metaverse, augmented reality (AR), and virtual reality (VR) refers to the immersive sensation of being physically present in a virtual environment, whether fully simulated or enhanced with digital elements. This experience is achieved through technologies that allow users to interact with three-dimensional environments naturally, using devices such as virtual reality headsets, augmented reality glasses, and motion controllers. Presence is characterized by the perception of reality, where users can feel that they are truly in another place, which can influence their emotions and behaviors. The quality of presence depends on several factors, including the visual and auditory quality of the environment, interactivity, and system responsiveness. In the realm of the metaverse, presence is fundamental to creating social and collaborative experiences, allowing users to interact with each other and the environment more effectively. In summary, presence is a key concept that defines the immersion and emotional connection users experience in virtual environments, making technology more accessible and engaging.

History: The concept of presence has evolved since the early days of virtual reality in the 1960s when Ivan Sutherland developed the first known virtual reality system called ‘The Sword of Damocles’. Over the years, research in psychology and technology has contributed to the understanding of presence, highlighting its importance in user experience. In the 1990s, the term began to be more widely used in academic and research contexts, especially in studies on immersion in virtual environments. With advancements in technology, particularly in computer graphics and display devices, presence has become a key objective in the development of virtual and augmented reality experiences.

Uses: Presence is used in various applications, including video games, training simulations, psychological therapy, education, and virtual meetings. In video games, presence allows players to immerse themselves in virtual worlds, enhancing the gaming experience. In training simulations, such as those used by pilots or medical personnel, presence helps create realistic scenarios that improve training. In therapy, virtual reality is used to treat phobias and anxiety disorders, providing a safe environment for gradual exposure. In education, presence in virtual environments can facilitate collaborative learning and exploration of complex concepts. Finally, in the context of virtual meetings, presence allows participants to interact more naturally, replicating the dynamics of face-to-face interactions.

Examples: An example of presence in video games is ‘Half-Life: Alyx’, where players experience an immersive environment that allows them to interact with objects and characters realistically. In the education sector, platforms like ‘Engage’ offer virtual environments where students can attend classes and collaborate on projects. In therapy, applications like ‘VR Therapy’ use virtual reality to help patients confront their fears in a controlled environment. In the context of virtual meetings, tools that enable users to interact in a 3D space enhance the sense of presence during interactions.

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