Steuer, J. (1992). Defining virtual reality: dimensions determining telepresence. Journal of Communication: Autumn 1992; 42(4), 73- 93.
Nice article, seems to be an early contribution to the now growing field of “presence” research, and also, there is a mention of the cognitive load issue towards the end of the article which may be an effect of multimedia that is high in “telepresence”.
Jonathan Steuer is writing in the early 1990’s, but even then, is making the argument to redefine virtual reality in terms of its experience rather than in terms of specialized technology, as it was until then defined. So rather than in terms of the technological hardware of computers, displays, motion-sensing gloves and so on, Steuer defines virtual reality in terms of the experience of “tele-presence”. Drawing from an earlier definition of “presence” as “the sense of being in an environment” (Steuer citing Gibson, 1979, p. 4) and connecting presence to “the phenomenon of distal attribution or externalization, which refer to the referencing of our perceptions to an external space beyond the limits of the sensory organs themselves” (Steuer citing Loomis, 1992). Steuer then proposes the term telepresence to distinguish the mediated aspect of the experience of presence in a virtual environment, “telepresence refers to the mediated perception of an environment” (76). However, researchers have used the term presence and telepresence sometimes interchangeably, and sometimes to denote distinct cases. The distinction seems understandable, but Steuer insists on using telepresence as the broader term that incorporates all cases.
Now Steuer feels free to define the term, virtual reality (VR): “A virtual reality is defined as a real or simulated environment in which a perceiver experiences telepresence” (76-7). Again, Steuer is trying to make a broader case for the terms so that various technologies can be included, not just the specialized technologies typically associated with VR. Examples included: the experience of using the telephone for the first time, the experience of listening to live recordings of music, the experience of video game play.
Two factors of the medium determine telepresence
Citing Durlak (1987), Steuer writes that “Face-to-face interaction with other humans is used as a model for all interactive communication” (79-80). VR environments need to engage the same processes invoked in the perception (mental and sensory) of real-world environments in order to re-create a sense of telepresence. The medium needs to convey these perceptual processes, and so factors that influence the sense of telepresence include two factors of vividness (sensory richness) and interactivity (ability to act on the environment).
More precisely, vividness is the “the representational richness of a mediated environment as defined by its formal features; that is, the way in which an environment present information to the senses” (81). Vividness is made up of “sensory breadth, which refers to the number of sensory dimensions simultaneously presented, and sensory depth, which refers to the resolution within each of these perceptual channels” (81). And here, redundancy of sensory information presented over multiple channels serves moreover to enhance vividness. Newer technologies such as hi-def TV for example provide greater depth of sensory information. And Steuer looks forward to a day when media systems are capable of representations that are so close to the real thing that the distinction between representation and reality becomes blurred.
And in fact, although we are not there yet, the blurring has already started over the synapse of experienced worlds- Lemke’s notion of “traversals” seems useful here to appreciate the kind of blurring that happens as people become immersed in moving back and forth between virtual and physical realities- SecondLife comes to mind- the traversals are the boundary over which the distinction between representation and reality have become blurred… perhaps?
Interactivity “refers to the degree to which users of a medium can influence the form or content of the mediated environment” (80) and can be further understood in terms of degrees of speed, range and mapping. Speed has to do with how responsive the system is to the user’s actions. Range refers to how many possibilities for manipulation there are in the mediated environment, so intensity (loudness, brightness, etc.), spatial organization (where objects appear, etc.), temporal ordering, and so on. Thus, by these definitions, a book is not that interactive. Mapping refers to Donald Norman’s term, and how closely actions taken on the mediated environment are mapped to corresponding “natural” actions in the human physical environment. Actions in the mediated environment that map closer to real world counterparts contribute to a sense of telepresence.
Constraints on telepresence
Of course, the experience of presence/telepresence is internal to individuals and thus constrained by the particularity of individual sensibilities and situations that individuals are located in. Steuer gives examples of how one sensory modality might be more important in some situations than in others, and yet depending on the individual also, some sensory modalities may be more important than others for the experience to be meaningful and comprehensible. The variabilities of situation and individual will always constrain the degree of telepresence experienced through the given media.
Implications for designing educational media
Steuer injects a paragraph towards the end of the article for another constraint or concern (though he doesn’t name it as such here) which has bearing on the use of immersive technologies for educational purposes, and it is essentially the concern for cognitive load: it is that although the dimensions of vividness and interactivity seem to contribute to the sense of presence, sometimes the vividness may overwhelm the ability to engage in more “reflective” cognitive processing. Hmmm…