Academic literature on the topic 'Feeling of presence'

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Journal articles on the topic "Feeling of presence"

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Arzy, S. "Feeling of a presence." Epilepsy & Behavior 28, no. 2 (August 2013): 305. http://dx.doi.org/10.1016/j.yebeh.2012.04.009.

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Ferretti, Gabriele. "Visual Feeling of Presence." Pacific Philosophical Quarterly 99 (August 5, 2016): 112–36. http://dx.doi.org/10.1111/papq.12170.

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Fenelon, G., T. Soulas, L. C. de Langavant, I. Trinkler, and A. C. Bachoud-Levi. "Feeling of presence in Parkinson's disease." Journal of Neurology, Neurosurgery & Psychiatry 82, no. 11 (May 7, 2011): 1219–24. http://dx.doi.org/10.1136/jnnp.2010.234799.

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Archard, Sara Jane. "Feeling Connected." International Journal of Cyber Ethics in Education 3, no. 2 (July 2014): 16–28. http://dx.doi.org/10.4018/ijcee.2014040102.

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A sense of belonging is an integral feature of an online community of learners (OCL). This article explores the ways in which digital technologies in an online teacher education programme can facilitate social presence and in turn nurture a sense of belonging in an OCL. A sense of belonging can lower attrition rates in distance programmes that attract learners who are marginalised from on campus education. This can help address issues of social justice by supporting equitable access and participation in higher education. Findings from a qualitative case study indicate the power that digital technologies can have in facilitating social presence and a sense of belonging in an OCL. This study identifies the importance of several factors in this. Firstly, the importance of pedagogical understandings that digital technologies have different affordances in nurturing an OCL, and secondly, that each participant had a different perspective on the affordances of each digital technology in their usefulness for fostering social presence and a sense of belonging.
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Rosen, Melanie, and Michael Barkasi. "What makes a mental state feel like a memory: feelings of pastness and presence." Estudios de Filosofía, no. 64 (July 30, 2021): 95–122. http://dx.doi.org/10.17533/udea.ef.n64a05.

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The intuitive view that memories are characterized by a feeling of pastness, perceptions by a feeling of presence, while imagination lacks either faces challenges from two sides. Some researchers complain that the “feeling of pastness” is either unclear, irrelevant or isn’t a real feature. Others point out that there are cases of memory without the feeling of pastness, perception without presence, and other cross-cutting cases. Here we argue that the feeling of pastness is indeed a real, useful feature, and although this feeling does not define memory ontologically, it is a characteristic marker which helps us easily categorise a mental state first-personally. We outline several cognitive features that underlie this experience, including the feeling of past accessibility, ergonomic significance, immersion, objectivity and mental strength. Our account is distinctly phenomenal, rather than doxastic, although our web of beliefs may contribute to this experience.
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Ijsselsteijn, Wijnand, Huib de Ridder, Roelof Hamberg, Don Bouwhuis, and Jonathan Freeman. "Perceived depth and the feeling of presence in 3DTV." Displays 18, no. 4 (May 1998): 207–14. http://dx.doi.org/10.1016/s0141-9382(98)00022-5.

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Bouchard, Stéphane, Julie St-Jacques, Geneviève Robillard, and Patrice Renaud. "Anxiety Increases the Feeling of Presence in Virtual Reality." Presence: Teleoperators and Virtual Environments 17, no. 4 (August 1, 2008): 376–91. http://dx.doi.org/10.1162/pres.17.4.376.

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Given previous studies indicating a significant correlation between anxiety and presence, the purpose of this investigation was to explore the direction of the causal relationship between them. The sample consisted of 31 adults suffering from snake phobia. The study featured a randomized within-between design with two conditions and three counterbalanced immersions: (a) a baseline control immersion (BASELINE), (b) an immersion in a threatening and anxiety-inducing environment (ANX), and (c) an immersion in a nonthreatening environment that should not induce anxiety (NOANX). In the NOANX environment, participants were immersed for 5 min in a virtual Egyptian desert. They were told that the environment was safe and contained no snakes. The ANX immersion was identical, except that participants were led to believe that a multitude of hidden and dangerous snakes were lurking in the environment. A period of distraction (reading a text on relaxation) separated the ANX and NOANX immersions. Experimenters recorded presence and anxiety in the middle of and after each VR immersion. These brief measures of presence supported our hypothesis and were significantly higher in the anxious immersion than in the baseline or the nonanxious immersion. This finding was not corroborated by the presence questionnaire, where scores varied significantly in the opposite direction. The results from the brief one-item measures of presence support the significant contribution of emotions felt during the immersion on the subjective feeling of presence. The mixed results with the presence questionnaire are discussed, along with psychological factors potentially involved in presence.
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Isoyama, Naoya, Tsutomu Terada, and Masahiko Tsukamoto. "Method to Grasp a Feeling of Being There by Turning a Head Forcibly while Watching a Tourism Video using a VR Headset." Electronics 9, no. 9 (September 9, 2020): 1470. http://dx.doi.org/10.3390/electronics9091470.

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In virtual reality (VR) tourism, when watching a video of a tourist location, the feeling of presence improves the experience. Furthermore, it is desirable to be able to give a feeling of having been there before to the users visiting the site afterward. In this study, we aimed to reveal the factors that provide these feelings. We hypothesized that one of the factors is the perception of self-motion. Therefore, we proposed a method wherein the users were induced to turn their heads to the left and right when watching the video of a tourist site via a VR head-mounted display. We conducted two experiments and found that the proposed method conveyed the greatest sense of presence. On the other hand, there was no significant difference in giving the feeling of having been there between the proposed method and watching the video of the site on a PC.
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Brugger, Peter. "Are “Presences” Preferentially Felt along the Left Side of One's Body?" Perceptual and Motor Skills 79, no. 3 (December 1994): 1200–1202. http://dx.doi.org/10.2466/pms.1994.79.3.1200.

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The “feeling of a presence” is the distinct awareness of the physical presence of somebody in the near extracorporeal space. Although fairly frequently confined to one side of the body, systematic documentation of the lateralization of the phenomenon has not yet been attempted. A brief tabular summary of 11 cases of the unilateral feeling of a presence in association with focal brain pathology (seven left-hemisphere lesions, four right-hemisphere lesions) shows lateralization to the left in five, to the right in six cases. The data, together with the scattered reports of unilaterally felt presences in patients with nonfocal brain pathology and in healthy individuals, do not support claims that the left hemispace is the preferred location. Any models of hemispheric specialization in the sense of self which are derived from observations of felt presences remain speculative. Nevertheless, clinicians are encouraged to document carefully all the unilateral aspects of the feeling of a presence as well as of other reduplicative phenomena involving the self.
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Scult, Matthew A., Annchen R. Knodt, Johnna R. Swartz, Bartholomew D. Brigidi, and Ahmad R. Hariri. "Thinking and Feeling." Clinical Psychological Science 5, no. 1 (October 7, 2016): 150–57. http://dx.doi.org/10.1177/2167702616654688.

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Calculating math problems from memory may seem unrelated to everyday processing of emotions, but they have more in common than one might think. Prior research highlights the importance of the dorsolateral prefrontal cortex (dlPFC) in executive control, intentional emotion regulation, and experience of dysfunctional mood and anxiety. Although it has been hypothesized that emotion regulation may be related to “cold” (i.e., not emotion-related) executive control, this assertion has not been tested. We address this gap by providing evidence that greater dlPFC activity during cold executive control is associated with increased use of cognitive reappraisal to regulate emotions in everyday life. We then demonstrate that in the presence of increased life stress, increased dlPFC activity is associated with lower mood and anxiety symptoms and clinical diagnoses. Collectively, our results encourage ongoing efforts to understand prefrontal executive control as a possible intervention target for improving emotion regulation in mood and anxiety disorders.
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Dissertations / Theses on the topic "Feeling of presence"

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Linder, Åsa. "Key Factors for Feeling Present During a Music Experience in Virtual Reality Using 360° Video." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-205969.

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This is a study on what factors are important for a user to feel present when watching a 360° video of a musical experience. This is of interest because experiences in VR are still under exploration. Some artists are trying to live stream their concerts in VR showing that music in VR is something that is of interest. The video used in this study was recorded in Adolf Fredriks Kyrka, a church in Stockholm. I used a GoPro Omni Rig that records 360 degrees simultaneously to shoot the video in the church. The video was then shown in a user study with 23 participants divided into two groups, one VR-group that watched the video with an Oculus Rift and one control group that watched the video on a regular computer screen. The participants got to answer questions regarding their experience both before and after having watched the video. The result shows that there are few differences in the experience between the two groups. For example the VR-group felt more present in the virtual world than the control group. The thing that most participants commented on was the image quality of the video. It was not high enough according to some and it was also a bit blurry. Even though the image quality was a bit poor, the VR-group did not feel that it was too distracting for them to feel present. Overall the participants felt that it was a good and fun experience to watch. The most important factor for the feeling of presence is the level of immersion in the system. A fully immersive system will most likely give a higher feeling of presence than a non-immersive system. Two other factors that are important are the image quality and the audio. These three factors combined with interesting content will most likely lead to an experience where the user feels present in the virtual world and forgets the real world for a while.
Det här arbetet fokuserar på de faktorer som är viktiga för att en användare ska känna sig närvarande när han eller hon tittar på en 360° video av en musikupplevelse. Detta är intressant då upplevelser i VR är något som fortfarande utforskas. Artister har börjat livesända sina konserter i VR vilket visar på att just musik i VR är av intresse. Videon som användes i denna studie spelades in i Adolf Fredriks kyrka i Stockholm. För att spela in videon använde jag mig av en GoPro Omni Rig som spelar in i 360 grader samtidigt. Videon visades sedan i en användarstudie med 23 deltagare fördelat på två grupper, den ena gruppen var en VR-grupp som tittade på videon i en Oculus Rift och den andra gruppen var en kontrollgrupp som fick titta på videon på en vanlig datorskärm. Användarna fick svara på frågor gällande deras upplevelse både före och efter dem hade tittat på videon. Resultatet visar att det finns skillnader i upplevelsen mellan de två grupperna. Till exempel så kände sig VR-gruppen mer närvarande i den virtuella miljön än vad kontrollgruppen gjorde. Det som de flesta av användarna kommenterade på var kvaliteten på bilden. Upplösningen var inte tillräckligt hög och bilden var också lite suddig. Även om bildkvaliteten var låg så kände inte VR-gruppen att det distraherade dem för mycket från att känna sig närvarande. Överlag så tyckte användarna att det var en rolig och bra upplevelse att titta på. Den viktigaste faktorn för känslan av närvaro är nivån av immersion i systemet. Ett fullt immersivt system kommer troligtvis generera en högre känsla av närvaro än ett icke-immersivt system. Två andra viktiga faktorer är bildkvaliteten och ljudet. Dessa tre faktorer kombinerat med intressant innehåll, kommer med största sannolikhet leda till en upplevelse där användaren känner sig närvarande i den virtuella miljön och glömmer bort den riktiga världen för en stund.
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Hansson, Jessica, and Eveline Wester. "A Game of Phone Tag : A qualitative study of women living away from loved ones." Thesis, Karlstads universitet, Institutionen för sociala och psykologiska studier (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-83002.

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In today’s globalized world leaving one’s country of origin to move abroad has become more common,which often results in families and loved ones living apart from each other. This qualitative study aimsto explore professional women’s experiences of living abroad and their ways of coping with being awayfrom their loved ones. The study relies on theoretical concepts and prior research on transnationalfamilies, the sense of home and identity, guilt and coping strategies when longing for loved ones. Inaddition, the current context of the COVID-19 pandemic and its implications for travel has also beentaken into account. The primary data for thisstudy is based on ten semi-structured interviews with womenthat have been living and working or studying in Sweden for over a year, with loved ones abroad. Thedata is analyzed by a relational and partly narrative analysis and the study has been done from a feministperspective. The results show that moving abroad has impacted individual relationships with loved ones.Our participants expressed longing for physical co-presence with their loved ones, although they weremostly satisfied with their current situation. As our interviews showed, COVID-19 has not significantlyaffected their relationships with loved ones abroad, since the women have already been living apart -some of them quite long distances. In addition to the results the discussion will focus on key issuesencountered during the study, its limitations, strengths and suggestions for further research.
I denna globaliserade värld har det blivit mer vanligt att lämna sitt hemland och flytta utomlands, ochdärmed inte bo nära sina nära och kära. Syftet med denna kvalitativa studie är att få en djupare förståelseför kvinnor som bor i ett annat land än deras nära och kära och hur de hanterar det. Studien är baserad påteoretiska koncept och tidigare forskning om transnationella familjer, flyttens inverkan på identiteten ochatt känna sig hemma, skulden av att bo på avstånd och strategier för att klara av att ha sina nära och kärapå avstånd. Detta sätts i perspektivet till den rådande COVID-19 pandemin och de begränsningar, inombland annat resande, som det innebär. Studiens primärdata baseras på tio semistrukturerade intervjuermed kvinnor som bott och jobbat eller studerat i Sverige i minst ett år och har sina nära och kärautomlands. En relationell analysmetod kombineras med narrativ analys och studien har en feministiskutgångspunkt. Resultatet visar att kvinnornas flytt utomlands har påverkat deras relationer med nära ochkära. Deltagarna i studien uttryckte en längtan efter fysisk samvaro med nära och kära i deras hemländer,men ansåg sig mestadels nöjda med deras rådande situation. Det framkom i våra intervjuer att COVID19 pandemin inte hade någon större inverkan på kvinnornas relationer med nära och kära, då de redanbefann sig på ett längre geografiskt avstånd. Utöver resultatet lyfter diskussionen viktiga frågor sompåträffades under studien, styrkor och svagheter samt förslag på vidare forskning.
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Myronidi, Despoina. "LIGHT-BEAT: REACTIVE LIGHT FOR THE EMOTIONAL COMFORT OF NEWBORN BABIES." Thesis, KTH, Ljusdesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-297961.

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This is a project-based thesis focusing on the investigation of topics related to human newborns and the factors found in their surrounding environment that need to be assessed so as to provide them with a feeling comfort. The objective is to boost their emotional development by the means of light in a close relation to sound so as to provide them with a type of intelligence allowing them to normally interact within a society during their adult life, reassuring social equality and eliminating potential social exclusion due to unexpected behaviours. After researching topics to have a better understanding of the newborn baby and its enclosing environment, a luminaire design solution -functioning with a reactive scheme performed with integrated sound sensors- provided further results to the main topic investigation. The conceptual scheme for the product development was inspired by the connection between the newborn and their life-giver, closely linked to the cross-modality of sensory development before and after birth. Additional results were obtained with light measurement assessments and a parent survey targeting both the intended light quality subjective evaluations and the marketing strength of the designed product. This survey was used -along with other means- as a design evaluation tool at the final stage of the design process. Potential further improvements as well as considerations for a distinct spatial application are discussed in the final part of the thesis. The sustainability aspect covered within this degree project is closely linked to good physical and mental health aspects, clean energy use and efficiency achieved by the integration of input sound sensors and controls, and conscious production and consumption by the proposal of low global footprint materials for the luminaire design. In the conclusions, an overall summary of the thesis outcomes is presented and further research is proposed regarding both the main topic investigation as well as a greater user category that can be related to the light metric assessments that were carried out for this research.
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Sofia, Dellstig. "Ögonblickets interpretation : En självstudie om sökandet efter känslan av varande i nuet på scen." Thesis, Karlstads universitet, Institutionen för konstnärliga studier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-44622.

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Syftet med denna självstudie är att erhålla kunskap om hur ögonblickets interpretation, dvs. känslan av varande i nuet uppnås inför och under sceniska framträdanden. Studiens frågeställningar är: Vilka tillvägagångssätt används för att uppnå det mentala tillstånd som gör att en känsla varande i nuet infinner sig? Vilka insikter behövs för att en sådan känsla ska infinna sig? Studien utgår från ett hermeneutiskt perspektiv och metod är observation med hjälp av videoinspelning och loggbok. Resultatet presenteras utifrån tre teman: Strävan efter innehållslig förståelse, Insikter av betydelse och Ökad medvetenhet. I diskussionskapitlet vägs resultatet mot den litteratur och tidigare forskning som presenteras i bakgrundskapitlet.
The purpose of this study is to obtain knowledge about how the present moment in music, i.e., the feeling of being in the present moment is achieved before and during musical performances. The study is based on a hermeneutic perspective and the method of choice is video recording and logbook. The results are presented according to three themes: The quest for contextual understanding, insights of importance and increased awareness. In the discussion the result is measured to the literature and previous research presented in the background chapter.
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Thudén, Lisa. "Trygghet i stadsmiljöer och offentliga toaletter : Feeling safe in public spaces and restrooms." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-167027.

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Utformningen av våra offentliga miljöer bidrar till att många känner sig otrygga, och oron att utsättas för brott medför att många, speciellt kvinnor, undviker att vistas utomhus. Detta visar att åtgärder som ökar rörligheten och tryggheten för kvinnor i det offentliga rummet är nödvändiga. Detta projekt behandlar ämnet trygghet på offentliga platser, och fokus ligger på offentliga toaletter. Frågan är aktuell och grundar sig i det faktum att det traditionellt sett har byggts fler offentliga toaletter för män än för kvinnor, och att de sällan är utformade för flickor, kvinnor och småbarnsföräldrars behov. Projektets syfte är att förbättra tillgången, utformningen och/eller upplevelsen av offentliga toaletter. Att genom design undersöka hur det offentliga rummet kan bli mer tryggt och tillgängligt för män och kvinnor på lika villkor.
The planning, structure and shape of our urban environments affects our mindsets and perception of safety. The fear of being exposed to crimes causes many, especially women, to avoid certain public places completely. This proves the necessity of increasing and improving the mobility and safety for women in public spaces. This is the topic of this project, and the focus is on public toilets. The issue is relevant and it is based on the fact that cities traditionally have provided more toilets adapted to men (such as urinals), and existing toilets rarely being designed and equipped to fit the needs of women, girls and parents of young children. The purpose of this project is to improve the availability, design and experience of public restrooms. How can one, using design, improve the public space to feel more safe and accessible for men and women on equal terms.
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Doyle, Maria. "FEELINGS OF SAFETY : Feelings of Safety In The Presence Of the Police, Security Guards and Police Volunteers." Thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-35885.

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Uniformed presences are thought to create feelings of safety in people. However, do different uniformed people contribute to the same amount of safety and are there differences dependent on the situation? The present study examined the association between various types of uniformed presence and people’s feelings of safety through a questionnaire among 352 respondents (18-86 years) (49.1 % women). The questionnaire contained pictures of relatively safe and unsafe situations with or without uniformed presence. The respondents estimated how safe they thought they would feel in these situations with and without two police officers, six police officers, a police car, two security guards, or two police volunteers. The results showed that uniformed presence does not increase feelings of safety in an already relatively safe situation, making patrol unnecessary. In relatively unsafe situations however, all types of uniformed presence increase feelings of safety. Foot patrolling police increased feelings of safety the most. Security guards and police volunteers created approximately the same amount of safety; making police volunteers a cost-effective alternative, although some situation, gender and age differences were found. All types of foot patrol were better than vehicle patrol (with some gender differences), making non-police groups an alternative to vehicle patrol.
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Bouvier, Patrice. "La présence en réalité virtuelle, une approche centrée utilisateur." Phd thesis, Université Paris-Est, 2009. http://tel.archives-ouvertes.fr/tel-00581550.

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Nous présentons une refondation théorique de la réalité virtuelle. Celle-ci est marquée par la conviction profonde de définir la réalité virtuelle comme une expérience médiatisée capable de susciter un sentiment de présence. Ce dernier est défini comme le sentiment authentique d'exister dans un monde autre que le monde physique où le corps se trouve. Nous proposons un éclairage nouveau et global sur le sentiment de présence. Cet éclairage consiste en une approche unifiée de la présence prenant en compte des considérations technologiques, psychologiques et écologiques. Nous avons élaboré un modèle qui identifie les processus menant au sentiment de présence. Selon notre modèle, deux phases inconscientes de jugement conditionnent l'émergence de la présence. Le premier jugement concerne la crédibilité de l'environnement, celle-ci dépend de la satisfaction des attentes intellectuelles et perceptives de l'utilisateur. Le deuxième jugement vise la crédibilité de l'expérience. Nous considérons que ce jugement est positif si un maximum des affordances perçues dans l'environnement est assumé, c'est-à-dire réalisable par l'intermédiaire des schémas d'interaction proposés à l'utilisateur. Nous avons mené une phase d'expérimentations pour valider la pertinence et la cohérence de notre modèle. Notre modèle a de multiples implications. Nous considérons par exemple qu'il peut constituer une grille d'analyse intéressante pour les jeux vidéo. De plus, il incite les concepteurs d'applications en réalité virtuelle à penser en terme d'affordances. Ce dernier point implique donc de faire entrer l'utilisateur très tôt dans la boucle de conception de l'application. Notre vision globale de la réalité virtuelle et de la présence a été mise en pratique notamment lors de la conception de dispositifs de réalité virtuelle transportables et à bas coûts. Sur la base de ce cadre théorique nous présentons un framework de conception d'applications en réalité virtuelle. Puisque l'objectif est la crédibilité et non le réalisme, nous nous intéressons à la réalité perçue de l'environnement et non pas à sa réalité physique. C'est pourquoi, le point de départ de notre framework consiste en un socle de connaissances sur la cognition humaine. Cette base de connaissances sert de vivier d'idées pour les quatre piliers sur lesquels peut s'appuyer le concepteur d'applications en réalité virtuelle. Ces piliers sont l'immersion, l'interaction, les émotions et un quatrième regroupant la boucle sensori-motrice et la multimodalité. Concernant le pilier immersion nous proposons un nouvel algorithme pour le calcul de la réverbération sonore dans un environnement complexe et dynamique. Notre méthode repose sur l'algorithme existant du lancer de frustum mais propose deux optimisations. La première exploite le socle de connaissances sur la cognition humaine pour déterminer une sphère d'acuité sonore. Celle-ci nous sert de cadre pour lancer les frusta depuis l'auditeur et non depuis les sources sonores. Cette deuxième optimisation réduit le nombre de calculs
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Gunay, Asli. "User Experience In Public Products: The Effects Of Presence Of Other People." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613551/index.pdf.

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User experience with public products needs special attention considering the specific context. Different from other consumer or personal products that users own, public products do not belong to the user
they are shared with and used in front of other people. Thus, different concerns and problems are incorporated affecting the user experiences. This thesis dwells on the effects of presence of other people on user-public product interaction. The relationships between social context, users&rsquo
feelings, and task performances constitute the basis of the thesis. These relationships were investigated by consulting to the literature, but mainly by conducting three empirical studies. All these studies revealed that the presence of other people affects the users&rsquo
feelings and task performances greatly.
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Lindberg, Lisa, and Camilla Vidmark. "Allmänhetens upplevelse av polisiär närvaro : ur ett trygghetsskapande perspektiv." Thesis, Högskolan i Gävle, Avdelningen för socialt arbete och psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-27275.

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Syftet med studien var att undersöka hur polisiär närvaro påverkar allmänhetens upplevelse av trygghet, samt om den upplevda tryggheten påverkas av polisens synliga utrustning. Fokus har riktats mot platser som generellt upplevs som trygga, men som även kan upplevas otrygga av allmänheten ur ett terrorhot-perspektiv. Studien har undersökt allmänhetens upplevelse av polisiär närvaro ur ett trygghetsskapande perspektiv, med utgångspunkt i Ulrich Becks teori om risksamhället. Datamaterial samlades in genom strukturerade intervjuer med 148 personer i Stockholm och Uppsala och analyserades genom univariata analyser och korstabulering. Resultatet visade att polisiär närvaro kan öka allmänhetens upplevelse av trygghet. Det framkom även att utrustning är av betydelse för hur polisiär närvaro upplevs och att polisiär närvaro kan verka trygghetsskapande på de platser som undersöktes.
The study has examined how the presence of the police affect people's feelings of safety and the way the public perceives exposed police equipment. The study, based on Ulrich Becks theory about Risk Society, has primarily been focused on sites that are generally considered safe, but could also be perceived as potentially vulnerable to terrorism. Structured interviews of 148 people in Stockholm and Uppsala has collected data for the study. The data source was analysed by descriptive statistics and by correlation. Results of the interviews suggest police presence can increase the public’s feelings of safety in the examined places. From the data collected, it also emerged that police equipment is instrumental in the perception of police presence and public’s feelings of safety.
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Tanoyan, Murat, and Pimenta Leonard Coelho. ""Pff, man kan se de två gånger per dag" : En kvalitativ studie om hur ungdomar påverkas av polisens arbete och närvaro." Thesis, Högskolan i Gävle, Kriminologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-33050.

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The purpose of this study has been to investigate how the police presence in a district located in central Sweden affects youths and what their general perception is about the police in the area. We have conducted semi-structured interviews with seven young people, aged 18 to 21, and a police officer from the city's police force. The results showed that the majority of youths initially had positive opinions about the police, however, the majority also felt that the ability of the police to communicate with the general public could be improved. Almost all participants felt that police presence in the area was high. Half of the participants felt that the presence increased their feelings of security, while the rest felt that police presence either decreased or did not affect their feelings of security.
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Books on the topic "Feeling of presence"

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Hattikudur, Mangesh, Elizabeth Hunt, and Will Pearson. mental floss presents Condensed Knowledge: A Deliciously Irreverent Guide to Feeling Smart Again. New York: HarperResource, 2004.

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White, Andrew Nathaniel. Andrew's Musical Enterprises, Inc. proudly presents Andrew White's from inspiration to publication in 32 days with process and feeling: Essays numbered 152 through 170. Wash[ington], D.C. (4830 S. Dakota Ave., N.E., Wash[ington], 20017): Andrew's Musical Enterprises, 2007.

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den, Ouden Bernard D., and Moen Marcia 1944-, eds. The Presence of feeling in thought. New York: P. Lang, 1991.

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Underman, Kelly. Feeling Medicine. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479897780.001.0001.

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Gynecological teaching associates (GTAs) are trained laypeople who teach medical students the communication and technical skills of the pelvic examination while simultaneously serving as live models on whose bodies these same students practice. These programs are widespread in the United States and present a fascinating case for understanding contemporary emotional socialization in medical education. Feeling Medicine traces the origins of these programs in the Women’s Health Movement and in the nascent field of medical education research in the 1970s. It explores how these programs work at three major medical schools in Chicago using archival sources and interviews with GTAs, medical faculty, and medical students. This book argues that GTA programs embody the tension in medical education between the drive toward science and the ever-presence of emotion. It claims that new regimes of governance in medical education today rely on the modification of affect, or embodied capacities to feel and form attachments. Feeling Medicine thus explores what it means to make good physicians in an era of corporatized healthcare. In the process, it considers the role of simulation and the meaning of patient empowerment in the medical profession, as well as the practices that foster caring commitments between physicians and their patients—and those that are exploitable by for-profit healthcare.
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Waterworth, J., and G. Riva. Feeling Present in the Physical World and in Computer-Mediated Environments. Palgrave Pivot, 2014.

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Feeling Present in the Physical World and in Computer-Mediated Environments. Palgrave Pivot, 2014.

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Lacoste, Jean-Yves, and Oliver O’Donovan. Perception, Transcendence, and the Knowledge of God. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198827146.003.0002.

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AbstractStarting from Husserl’s account of perception, this chapter argues that every perceptual experience is fragmentary, so that the perception of any “thing” goes beyond the moment-by-moment appearances. The realm of phenomena is wider than that of perceptible entities; it includes values, numbers, etc., and some appearances that present themselves to feeling. God may appear in the realm of feeling, where love has priority over knowledge. Unclarity and incompleteness are essential to an experience that lays claim to the presence of the Absolute. That presence is not a “parousia”; its appearing is understood only in relation to its transcendence of appearance.
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Solomonova, Elizaveta. Sleep Paralysis. Edited by Kalina Christoff and Kieran C. R. Fox. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190464745.013.20.

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Sleep paralysis is an experience of being temporarily unable to move or talk during the transitional periods between sleep and wakefulness: at sleep onset or upon awakening. The feeling of paralysis may be accompanied by a variety of vivid and intense sensory experiences, including mentation in visual, auditory, and tactile modalities, as well as a distinct feeling of presence. This chapter discusses a variety of sleep paralysis experiences from the perspective of enactive cognition and cultural neurophenomenology. Current knowledge of neurophysiology and associated conditions is presented, and some techniques for coping with sleep paralysis are proposed. As an experience characterized by a hybrid state of dreaming and waking, sleep paralysis offers a unique window into phenomenology of spontaneous thought in sleep.
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de Vignemont, Frédérique. Over and Above Bodily Sensations. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198735885.003.0003.

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At first sight, Martin (1995) provides a promising reductionist account of the first-personal character of bodily ownership in spatial terms: it is sufficient to feel sensations as being located in a part of one’s body to experience this body part as one’s own. There is nothing over and above the location of the sensations. However, Martin’s view fails to account for the following two puzzles. First, one generally experiences no ownership towards tools although one can feel some sensations as being located in them. Secondly, one can experience a sense of disownership towards one’s own limbs despite still feeling sensations in them. What these puzzles reveal is that we should not confuse the feeling of bodily presence and the feeling of bodily ownership: one can be aware of the body as a bounded object in a larger space without being aware of it qua one’s own body
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Stolen Feelings (Harlequin Presents, #77). Harlequin, 1997.

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Book chapters on the topic "Feeling of presence"

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Schell, Jesse. "Some Interfaces Create a Feeling of Presence." In Tenth Anniversary: The Art of Game Design, 411–25. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-22.

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Waterworth, John, and Giuseppe Riva. "The Layers of Presence." In Feeling Present in the Physical World and in Computer-Mediated Environments, 10–25. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137431677_2.

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Waterworth, John, and Giuseppe Riva. "Presence in Social Environments." In Feeling Present in the Physical World and in Computer-Mediated Environments, 78–90. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137431677_6.

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Waterworth, John, and Giuseppe Riva. "Presence, Digital Tools and the Body." In Feeling Present in the Physical World and in Computer-Mediated Environments, 45–56. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137431677_4.

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Waterworth, John, and Giuseppe Riva. "The Designed Presence of the Individual." In Feeling Present in the Physical World and in Computer-Mediated Environments, 57–77. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137431677_5.

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Murray, Órla Meadhbh. "Feel the Fear and Killjoy Anyway: Being a Challenging Feminist Presence in Precarious Academia." In Feeling Academic in the Neoliberal University, 163–89. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-64224-6_8.

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Waterworth, John, and Giuseppe Riva. "Presence as the Link between Intention and Action." In Feeling Present in the Physical World and in Computer-Mediated Environments, 26–44. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137431677_3.

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Rifkin, Mark. "Settler States of Feeling: National Belonging and the Erasure of Native American Presence." In A Companion to American Literary Studies, 342–55. Chichester, UK: John Wiley & Sons, Ltd, 2011. http://dx.doi.org/10.1002/9781444343809.ch21.

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Hofer, Matthias. "„The feeling of being there“: Presence-Erleben als Folge kognitiver und emotionaler Verarbeitungsprozesse." In Emotions Meet Cognitions, 53–62. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-25963-1_4.

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Sugiura, Akihiro, Takehito Kojima, Hiroki Takada, Kunihiko Tanaka, and Masaru Miyao. "Relationship Between Feeling of Presence and Visually Induced Motion Sickness While Viewing Stereoscopic Movies." In Lecture Notes in Computer Science, 347–55. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40244-4_34.

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Conference papers on the topic "Feeling of presence"

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Assaf, Rodrigo, and Rui Rodrigues. "The Feeling of Presence." In ARTECH 2019: 9th International Conference on Digital and Interactive Arts. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3359852.3359861.

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Sugliano, Angela Maria, and Alice Saracchi. "FEELING PRESENT: WHAT ELEMENTS DETERMINE THE FEELING OF PRESENCE IN A VIRTUAL ENVIRONMENT." In 12th International Conference on Education and New Learning Technologies. IATED, 2020. http://dx.doi.org/10.21125/edulearn.2020.1491.

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Grimshaw-Aagaard, Mark. "Sound and the Feeling of Presence." In Proceedings of EVA London 2019. BCS Learning & Development, 2019. http://dx.doi.org/10.14236/ewic/eva2019.64.

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Nou, Anneli Avatare, and Marie Sjolinder. "Live Broadcasting--The Feeling of Presence and Social Interaction." In 2011 IEEE Third Int'l Conference on Privacy, Security, Risk and Trust (PASSAT) / 2011 IEEE Third Int'l Conference on Social Computing (SocialCom). IEEE, 2011. http://dx.doi.org/10.1109/passat/socialcom.2011.141.

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Karasawa, Mikiko, and Hiroyuki Kajimoto. "Presentation of a Feeling of Presence Using an Electrostatic Field." In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411763.3451762.

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Lu, Shulan, Devin Pierce, Terry Rawlinson, and Derek Harter. "The Role of High Visual Realism in Reducing Potential Risk Taking in Simulated Environments." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5542.

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Virtual environments (VEs) are developed to invoke feelings of presence in the digitally created representations, which leads to people perceiving and enacting actions as they would in corresponding real world environments. Even though significant strides have been made in enhancing the level of realism of virtual systems, there is still a long way to go toward a system that could provide full immersive experiences. Furthermore, the development cycle of a high realism system can be time consuming and costly. On the theoretical side, this desire of achieving the feeling of presence is not always consistent with the body of literature on grounded cognition, where the environment is known to significantly impact the user’s perception and action. Nevertheless, many studies have shown that people reported the feeling of presence even though the VEs they interacted with were far from realistic representations of the actual environments. This raised a question as to what dimensions of the environments are essential in triggering the feelings of presence. Instead of taking the approach where a fairly immersive system is used and a particular variable is investigated to ascertain its effects on the feelings of presence, the approach used in the current work investigated whether people reduce the potential injury to an avatar by starting out with a low to medium visual realism environment and scaling up to a higher visual realism. The results in the current study suggest that compared to enacting actions in the real world with one’s own body, people are more likely to bring injury to an avatar. This indicates that high visual realism may not be the essential ingredient in invoking the feelings of presence that regulate risk taking behaviors. The limitation and the next step of this research are discussed.
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CHAGUE, Sylvain, and Caecilia CHARBONNIER. "Digital Cloning for an Increased Feeling of Presence in Collaborative Virtual Reality Environments." In 6th International Conference on 3D Body Scanning Technologies, Lugano, Switzerland, 27-28 October 2015. Ascona, Switzerland: Hometrica Consulting - Dr. Nicola D'Apuzzo, 2015. http://dx.doi.org/10.15221/15.251.

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Willans, Thomas. "Spatial Presence in Virtual Worlds as a Perceptual Emotion: An Expansion on Cognitive Feeling?" In 2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems (CISIS). IEEE, 2012. http://dx.doi.org/10.1109/cisis.2012.209.

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Hai, Wen, Nisha Jain, Andrzej Wydra, Nadia Magnenat Thalmann, and Daniel Thalmann. "Increasing the feeling of social presence by incorporating realistic interactions in multi-party VR." In the 31st International Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3205326.3205345.

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Redondo, A. Blanco, E. Areizaga Sanchez, and J. Zubia Zaballa. "All-optical networks and switching technologies for a 3D videoconference system with feeling of presence." In 2008 13th International Telecommunications Network Strategy and Planning Symposium (NETWORKS). IEEE, 2008. http://dx.doi.org/10.1109/netwks.2008.6231333.

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