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Title: Children,%20Perceptions%20of%20Reality,%20and%20Telepresence


1
Children, Perceptions of Reality, and
Telepresence
  • Matthew Lombard

2
Real 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?

3
Understanding TV and Reality
  • Step 1. (0-3 years) There are people in the
    box (Ronald McDonald, popcorn examples of
    Flavell Flavell)

4
Understanding 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!

5
Understanding TV and Reality
  • Step 3. TV is representation of objects and
    people but 100 accurate everything is real.
  • Whats an actor?

6
Understanding 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!

7
Understanding 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)

8
Understanding 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

9
Understanding 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
  • ?? ??

10
Understanding 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

11
Telepresence
  • Topic of scholarly interest and research
    causes, effects, implications

12
Telepresence
  • 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!

13
Defining 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.

14
Defining 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

15
Applications
  • Executive meetings

Cisco
Sun Starfire
16
Applications
  • Distance education (higher ed)

17
Applications
  • Medical training

Barrow Medical Institute
18
Applications
  • Telemedicine including telepsychiatry

19
Applications
  • Politics and government

Teleportec
20
Applications
  • Military

Freedom Calls
21
Applications
  • Emergency command and coordination

InterSTAR
Infra-Structures
22
Applications
  • Legal

23
Applications
  • Human Resources

HireVue
24
Applications
  • Telework / telecommuting

HeadThere
25
Applications
  • Customer service

DVE
26
Applications
  • Arts

Dreamworks
27
Applications
  • Telepresence Art

Telematic Dreaming
28
Applications
  • Adult

29
Applications
  • Virtual bus tour

30
Enhancements
  • 3D

Teleport
TelepresenceTech
31
Enhancements
  • Physical interaction / haptics

32
Enhancements
  • Physical interaction / haptics

33
Expanded 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

34
Spatial Telepresence
  • Teleoperation

35
Spatial Telepresence
  • Training simulators

36
Spatial Telepresence
  • Virtual therapy

Virtual Iraq
Spider anxiety
37
Noninteractive Telepresence
  • IMAX 3D

38
Noninterative Telepresence
  • TV

39
Noninteractive Telepresence
  • Virtual nature

40
Simulated People/Places
  • Second Life

Cisco
41
Simulated People/Places
  • Military training

42
Simulated People/Places
  • Virtual receptionist

Carnegie Mellon U
43
Simulated People/Places
  • Robots

Riken
Honda
44
Simulated People/Places
  • Androids

Hanson Robotics
Osaka University
Data (Star Trek)
45
Complicated Telepresence
  • Virtual Incident Command

46
Future of Telepresence
  • Immersive Collaborative Virtual Environments

47
Future of Telepresence
  • Home

Accenture
48
Future of Telepresence
  • Holodeck

49
Applications - Children
  • Distance education (K-12)

PEBBLES
ThereNow / DVE
50
Applications - Children
  • Science and exploration

51
Applications - Children
  • Interactive virtual/physical games

Fisher-Price Smart Fit
52
Applications - Children
  • Virtual sports and games

53
Applications - Children
  • Pseudo-interactive TV shows

Blues Clues
Dora the Explorer
54
Applications - Children
  • Interactive toys Actimates

Lets ActiMates Talk and Play with your PC!
55
Applications - 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)

56
Applications - Children
  • Virtual worlds for kids (see J. Owyang blog)
  • Webkinz (youth virtual and physical pets)

57
Applications - Children
  • Robot toys Aibo

From the first day you play with Aibo, it will
become your new companion for the Millennium.
58
Applications - Children
  • Robot toys Pleo video

59
Applications - Children
  • Robot toys Wowee video

60
Presence 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

61
Presence 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

62
Presence Research Community
  • Research goals

63
Big 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?

64
Big Picture Questions
65
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