Water Worth 2
Water Worth 2
Water Worth 2
Other
John Waterworth
Dept of Informatics, Umeå University, Sweden
jwworth@informatik.umu.se
Cyborg, Self and Other
What’s this got to do wth presence?
• Presence is a feeling
• The result of a psychological mechanism
• Differentiates internal from external:
the Self from the Other
Questions of survival:
• Is this happening in the world around me, or
only in my mind?
(answered by how present I feel in external environment)
• Is this likely to be true or is it fiction?
(answered on the basis of a reality judgment)
• Do I need to avoid this, and how urgently?
(answered by an emotionalexperience/reaction)
The answers to these questions affect each other
Three layers of presence
• Proto presence
– Me versus not-me
• Proprioception
• Core presence
– Me in the 3D world
• Perception
• Extended presence
– The significance to me of what happens
• Conception (ref: Damasio,
Riva and Waterworth)
Presence in Media
• Conceptual Media (Extended)
– novels, radio programmes, etc..
• Perceptual Media (Core)
– photographs, paintings, cinema, etc..
• Prioprioceptive Media (Proto)
– immersive VR, motorised games, etc.
• Media schemata
– Cultural changes
– Personal changes
– Personal differences
• The need for biofeedback
• What is detected is emotion, not presence
(ref: Ijsselsteijn)
Three layers of presence in media
Old Young
Awareness of themes Awareness of perceptual details
Sensory deprivation Rich sensory stimulation
Introversion Extroversion
Depression Mania
Sedatives, alcohol Stimulants, psychedelics
High error on vigilance Low error on vigilance tasks
Infrequent sampling Frequent stimulus sampling
Long reaction times Short reaction times
Ideological bias Experiential bias
Examples
3 Mood Devices addressing mental health problems:
stress, anxiety, depression
meaning
presence absence
interactive
mood device emotion mood reflective
embodied
(VE, sound, vision, responses thought
tactile stimulation)
Physiological/postural feedback
’Psycho-feedback’
(3 examplesÆ)
Exploring moods: the Exploratorium
The Body Joystick (economical wireless vest)
paradiso
Navigation by leaning the body and breathing
(measures spine orientation and upper chest size)
purgatorio
inferno
A narrative (a game)
HIGH VALENCE
(pleasant)
paradiso
LOW HIGH
AROUSAL purgatorio AROUSAL
(calm) (excited)
7,0
6,5
6,0
inferno 5,5
5,0
4,5
(unpleasant)
3,5 Valence
Mean
Different zones elicit different emotions 3,0 Arousal
Moving between zones changes mood Paradiso Purgatorio Inferno
Relaxation Island
Portable content: Immersive VR, home TV, mobile phone
Interaction by seashell (+ body joystick for biofeedback)
The Achievement Room
counteracting depression in immobilised patients
The guitar
wireless interaction device
Main findings
• For a sense of achievement, there must be real
challenge
– No joy without pain
• The more real the experience, the more the 3 layers
come into play
– Mismatches cause distress
• Core presence is NOT affected by reality judgements
– But extended presence is
• Core presence is enhanced by negative emotion
• Easy attribution of emotion enhances extended
presence
• Positive emotions generally reduce presence
(ref: Russell)
Russell)
Altered being-in-the-world:
The reality helmet
-Psychedelic altered reality (or altered body) machine
- NOT virtual or augmented reality
- Cross modal transfer (camera input Æ stereo sound
2 microphones Æ visual display)
- Surprisingly popular with the over 85s
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