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Using Telepresence to Communicate Science in Giant Screen Cinema Matthew Lombard International Society for Presence Research Temple University
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Page 1: Using Telepresence to Communicate Science in Giant Screen Cinema

Using Telepresenceto Communicate Sciencein Giant Screen Cinema

Matthew LombardInternational Society for Presence Research

Temple University

Page 2: Using Telepresence to Communicate Science in Giant Screen Cinema

The evolution of media technologies -drawings, print, radio, film, television,computers, video games, giant screencinema, simulator rides, virtual reality,virtual worlds, AI agents, robots,androids…

What is Telepresence?

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… has produced mediated experiencesthat seem increasingly natural, intuitive,comfortable, easy, automatic, and ‘real’because the technology seemsincreasingly less like technology.

What is Telepresence?

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What is (Tele)presence?

• Many definitions and terms

Lombard & Jones (in press). Defining presence. In Immersed inMedia I: Telepresence Theory, Measurement and Technology.Lawrence Erlbaum.

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What is Telepresence?• ISPR (2000): “Presence (a shortened

version of the term ‘telepresence’) is apsychological state or subjectiveperception in which even though part orall of an individual's current experienceis generated by and/or filtered throughhuman-made technology, part or all ofthe individual's perception fails toaccurately acknowledge the role of thetechnology in the experience.”

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Examples of Telepresence

• Teleoperation

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Examples of Telepresence

• Telesurgery

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Examples of Telepresence

• Training simulators

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Examples of Telepresence

• Military

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Examples of Telepresence

• Robots and Androids

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Future of Telepresence?

• Holodeck, Data

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Examples of Telepreence

• Advanced video conferencing

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Examples of Telepreence

• Distance education: Science andexploration

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Examples of Telepresence

• Virtual sports and games

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Examples of Telepresence

• Virtual worlds and MMORPGs

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Examples of Telepresence

• TV

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Examples of Telepresence

• HDTV

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Examples of Telepresence

• Parasocial interaction

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Examples of Telepresence

• Early 3D film

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Examples of Telepresence

• Giant Screen Cinema

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Examples of Telepresence

• IMAX 3D

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Academic Interest

• Topic of scholarly interest and research –causes, effects, implications

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Why Should We Care?• It is increasingly common• It’s ‘central’ – relates to many fields and

endeavors, especially communication• It has many potential effects on individuals,

couples, families, organizations, societies,nations

• It raises important ethical challenges• It’s really interesting

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Telepresence, GS Cinema & Science

• Effects include– Arousal and vection (self-movement)– Enjoyment– Involvement– Parasocial relationships– Learning– Changes in social judgments– Persuasion

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• Telepresence theory and researchprovides a framework for enhancing theeffectiveness of communication of sciencevia giant screen cinema that capitalizes onthe format’s unique combination ofcharacteristics.

Telepresence, GSC & Science

• Science topic, information• GSC form characteristics• GSC content characteristics• GSC user characteristics

Telepresence

• Enjoyment• Involvement• Parasocial relationships• Learning• Changes in social judgments• Persuasion

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• Media form:– Already high potential– Incorporate 3D imagery and spatial audio– Reduce or segregate graphics, text/credits– Avoid narration, especially ‘unseen third

person’– Consider synchronized 4D elements (e.g.,

room temperature, air jets, vibrating seats,scents)

Telepresence, GSC & Science

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• Media content:– Use interesting, compelling topics and make

them so– Present as story, a transporting narrative– Use compelling characters with whom

audience can relate, to evoke parasocialinteraction and relationships

– Make events, dialogue and acting seempossible, plausible, socially ‘real’

– Use a pre-presentation (e.g., while in line) to cognitively prime audience

Telepresence, GSC & Science

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• Media user:– Use audience research re: demographics,

motivations, attitudes, knowledge levels– Select topics with which audience will have

some familiarity (or show connections withthose topics)

– Avoid providing information about thetechnology prior to the experience

– Plan for ‘unspoken cultural contract’ and use‘entertainment-education’ strategy

Telepresence, GSC & Science

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• Schramm’s (1971) entertainment contract:

“[W]hereas informational communicationasks for the skill of the reporter,entertainment asks for the skill of the artist.… The receiver, on his part, is expected tobe willing to identify with one or more ofthe characters, to put himselfin their places, to feel with them.”

Telepresence, GSC & Science

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• As telepresence theory and researchadvance, they’ll provide additionalguidance

• More research needed

Telepresence, GSC & Science

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For More Information

• International Society for Presence Researchhttp://ispr.info

• Matthew Lombard, Ph.D.http://[email protected]

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Presence Research Community

• Interdisciplinary, like communication• International• Growing (EU FETs 50+ mil euros)• ISPR, Omnipres, Peach web sites• Presence journal, presence-l listserv• 11th PRESENCE conference October in

Padova, Italy• Telepresence World (business)

conferences

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Presence Research Community

• Research goals– Identify and manipulate causes (media

form/content, user characteristics)– Understand and develop cohesive theory of

cognitive, affective, and behavioral processesof telepresence

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Presence Research Community

• Research goals– Identify, measure and manipulate

consequences of telepresence (learning andtask performance, productivity, enjoyment,involvement, persuasion, desensitization,arousal/relaxation, emotion, life/work balance,effectiveness of organizational communication,etc.)

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Presence Research Community

• Research goals

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Examples of Telepresence

• Virtual therapy

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• Causes include media form variables– Number/consistency of sensory channels– Image size, quality, dimensionality, proportion

of visual field– Audio quality, dimensionality– Subjective camera techniques (including pov

motion)– Unobtrusiveness of technology– Live versus recorded, constructed experience– Interactivity

Telepresence and GS Cinema

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• Causes include media content variables– Social realism (plausibility)– Lack of familiar media conventions– Topic and nature of portrayal, task or activity– Compelling narrative or story

Telepresence and GS Cinema

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• Causes include media user variables– Willingness to suspend disbelief– Knowledge of and prior experience with

medium– Gender

Telepresence and GS Cinema