Title: Children,%20Perceptions%20of%20Reality,%20and%20Telepresence
1Children, Perceptions of Reality, and
Telepresence
2Real 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?
3Understanding TV and Reality
- Step 1. (0-3 years) There are people in the
box (Ronald McDonald, popcorn examples of
Flavell Flavell)
4Understanding 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!
5Understanding TV and Reality
- Step 3. TV is representation of objects and
people but 100 accurate everything is real. - Whats an actor?
6Understanding TV and Reality
- Step 4. Not everything on TV is accurate
reflection of (social) reality assessment based
on experience in addition to cognitive
development. - Thats not the way people really behave!
7Understanding 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 bw (documentaries)
8Understanding 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
-
9Understanding 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
- ?? ??
-
10Understanding 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
11Telepresence
- Topic of scholarly interest and research
causes, effects, implications
12Telepresence
- Who cares?
- Its an illusion that occurs in many contexts
that have commercial potential - It has many likely effects on people,
organizations, and societies - Its just really interesting!
13Defining 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.
14Defining 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
15Applications
Cisco
Sun Starfire
16Applications
- Distance education (higher ed)
17Applications
Barrow Medical Institute
18Applications
- Telemedicine including telepsychiatry
19Applications
Teleportec
20Applications
Freedom Calls
21Applications
- Emergency command and coordination
InterSTAR
Infra-Structures
22Applications
23Applications
HireVue
24Applications
HeadThere
25Applications
DVE
26Applications
Dreamworks
27Applications
Telematic Dreaming
28Applications
29Applications
30Enhancements
Teleport
TelepresenceTech
31Enhancements
- Physical interaction / haptics
32Enhancements
- Physical interaction / haptics
33Expanded 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
34Spatial Telepresence
35Spatial Telepresence
36Spatial Telepresence
Virtual Iraq
Spider anxiety
37Noninteractive Telepresence
38Noninterative Telepresence
39Noninteractive Telepresence
40Simulated People/Places
Cisco
41Simulated People/Places
42Simulated People/Places
Carnegie Mellon U
43Simulated People/Places
Riken
Honda
44Simulated People/Places
Hanson Robotics
Osaka University
Data (Star Trek)
45Complicated Telepresence
46Future of Telepresence
- Immersive Collaborative Virtual Environments
47Future of Telepresence
Accenture
48Future of Telepresence
49Applications - Children
- Distance education (K-12)
PEBBLES
ThereNow / DVE
50Applications - Children
51Applications - Children
- Interactive virtual/physical games
Fisher-Price Smart Fit
52Applications - Children
53Applications - Children
- Pseudo-interactive TV shows
Blues Clues
Dora the Explorer
54Applications - Children
- Interactive toys Actimates
Lets ActiMates Talk and Play with your PC!
55Applications - 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)
56Applications - Children
- Virtual worlds for kids (see J. Owyang blog)
- Webkinz (youth virtual and physical pets)
57Applications - Children
From the first day you play with Aibo, it will
become your new companion for the Millennium.
58Applications - Children
59Applications - Children
60Presence 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
61Presence 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
62Presence Research Community
63Big 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?
64Big Picture Questions
65(No Transcript)