Description: Virtual presence refers to the immersive sensation of being physically present in a digital environment, often facilitated by virtual reality (VR) technologies. This experience is achieved through the use of devices such as VR headsets, haptic gloves, and other equipment that allow users to interact with the virtual environment naturally. Virtual presence is characterized by its ability to engage the senses, making users feel as if they are truly in a different place, which can provoke emotional and physical reactions similar to those experienced in the real world. This sensation of immersion is fundamental to the success of applications in fields such as gaming, education, and therapy, where user interaction and experience are crucial. Virtual presence not only transforms the way we interact with technology but also redefines our perceptions of reality and social interaction in digital environments.
History: The concept of virtual presence began to take shape in the 1960s with the development of the first virtual reality systems, such as the Sensorama and Ivan Sutherland’s virtual reality system. Throughout the 1980s and 1990s, technology advanced with the creation of more sophisticated devices and more complex virtual environments. However, it was in the 2010s that virtual presence became popular due to improvements in hardware and software technology, as well as the release of accessible devices like the Oculus Rift and HTC Vive.
Uses: Virtual presence is used in various applications, including video games, training simulations, distance education, psychological therapy, and virtual meetings. In gaming, it allows players to immerse themselves in interactive worlds. In education, it facilitates immersive learning experiences. In therapy, it is used to treat phobias and anxiety disorders through controlled exposures to virtual environments. Additionally, in the business realm, it is employed for conducting meetings and collaborations in virtual settings.
Examples: An example of virtual presence is the use of the Oculus Rift in games like ‘Beat Saber’, where players feel as if they are truly inside the game. In the educational realm, platforms like ‘Engage’ allow students to attend classes in virtual environments. In therapy, virtual reality simulations are used to help patients confront their fears, such as in the treatment of acrophobia through virtual environments that simulate heights.