LEADER 04383nam 2200637 450 001 9910796457803321 005 20221206104831.0 024 7 $a10.2478/9783110409697 035 $a(CKB)3810000000000144 035 $a(SSID)ssj0001537843 035 $a(PQKBManifestationID)11876278 035 $a(PQKBTitleCode)TC0001537843 035 $a(PQKBWorkID)11536031 035 $a(PQKB)11144341 035 $a(WaSeSS)IndRDA00059176 035 $a(DE-B1597)445410 035 $a(OCoLC)912309609 035 $a(OCoLC)921161571 035 $a(DE-B1597)9783110409697 035 $a(MiAaPQ)EBC1787235 035 $a(Au-PeEL)EBL1787235 035 $a(CaPaEBR)ebr11054999 035 $a(OCoLC)939262883 035 $a(EXLCZ)993810000000000144 100 $a20150602h20142014 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aInteracting with presence $eHCI and the sense of presence in computer-mediated environments /$fedited by Giuseppe Riva, John Waterworth, Dianne Murray 210 1$aWarsaw, [Poland] ;$aBerlin, [Germany] :$cDe Gruyter Open,$d2014. 210 4$d©2014 215 $a1 online resource (188 pages) $cillustrations; digital, PDF file(s) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-11-040967-4 311 $a3-11-040969-0 320 $aIncludes bibliographical references and index. 327 $tFront matter --$tContents --$tIntroduction: Editors' Introduction to Interacting with Presence --$t1 Extending the Self through the Tools and the Others: a General Framework for Presence and Social Presence in Mediated Interactions --$t2 Altered, Expanded and Distributed Embodiment: the Three Stages of Interactive Presence --$t3 Measuring Presence in the Simulating Brain --$t4 A Framework for Interactivity and Presence in Novel Bodies --$t5 Presence and Hyperpresence: Implications for Community Awareness --$t6 Measuring Social Presence in Team-Based Digital Games --$t7 Recreating Leisure: How Immersive Environments Can Promote Wellbeing --$t8 Therapeutic Presence in Mediated Psychotherapy: the Uncanny Stranger in the Room --$t9 Coping with Stress and Anxiety: the Role of Presence in Technology Mediated Environments --$t10 Does Gender Matter? Exploring Experiences of Physical and Social Presence in Men and Women --$t11 The Experience of Presence in Persuasive Virtual Environments --$tBios --$tIndex 330 $aThe experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really 'present' in computer-generated and -mediated augmented worlds. This feeling of 'Presence', of "being inside the mediated world", is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or 'tele-presence' - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal "Interacting with Computers". 606 $aHuman-computer interaction$xPsychological aspects 606 $aVirtual reality$xPsychological aspects 610 $acyberpsychology, tele-presence, experiential interactio. 615 0$aHuman-computer interaction$xPsychological aspects. 615 0$aVirtual reality$xPsychological aspects. 676 $a004.019 702 $aRiva$b Giuseppe 702 $aWaterworth$b John 702 $aMurray$b Dianne 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910796457803321 996 $aInteracting with presence$92244579 997 $aUNINA