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1

Roquet, Paul. "Telepresence Enclosure." Media Theory 4, no. 1 (2020): 33–62. http://dx.doi.org/10.70064/mt.v4i1.617.

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Virtual reality proponents often promise the technology will allow a more fully embodied sense of presence at a distance, or what researchers have called ‘telepresence.’ Departing from telepresence’s original focus on providing access to dangerous environments, VR and robotics researchers in Japan now promote everyday service and factory work via telerobots as a solution to the country’s rapidly shrinking workforce. Telepresence becomes a way to access the physical labor of the elderly, persons with disabilities, and foreign workers, while at the same time keeping them fixed in place at home or behind closed borders. This essay theorizes the perceptual segregation imposed by these immersive labor platforms as a form of telepresence enclosure: the mediated privatization of presence itself. If VR continues on its current trajectory, the telepresence enclosure is poised to enable technologically advanced countries to extract the physical labor of marginalized populations at home and abroad, while at the same time ensuring these workers remain excluded from a more fully embodied social mobility.
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Moyle, Wendy, Urska Arnautovska, Tamara Ownsworth, and Cindy Jones. "Potential of telepresence robots to enhance social connectedness in older adults with dementia: an integrative review of feasibility." International Psychogeriatrics 29, no. 12 (2017): 1951–64. http://dx.doi.org/10.1017/s1041610217001776.

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ABSTRACTBackground:Socially assistive robots are increasingly used as a therapeutic tool for people with dementia, as a means to improve quality of life through social connection. This paper presents a mixed-method integrative review of telepresence robots used to improve social connection of people with dementia by enabling real-time communication with their carers.Methods:A systematic search of Medline, ProQuest, PubMed, Scopus, Web of Science, CINAHL, EMBASE, and the Cochrane library was conducted to gather available evidence on the use of telepresence robots, specifically videoconferencing, to improve social connectedness, in people with dementia. A narrative synthesis was used to analyze the included studies.Results:A review of 1,035 records, identified four eligible peer-reviewed publications, reporting findings about three different mobile telepresence robots. The study designs included qualitative and mixed-methods approaches, focusing primarily on examining the feasibility and acceptability of the telepresence robots within the context of dementia care. These studies reported both positive outcomes of using telepresence robots to connect people with dementia to others, as well as barriers, such as a lack of experience in using a robot and technological issues.Conclusion:Although limited, the current literature suggests that telepresence robots have potential utility for improving social connectedness of people with dementia and their carers. However, more systematic feasibility studies are needed to inform the development of telepresence robots followed by clinical trials to establish efficacy within dementia care.
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Almeida, Luis, Paulo Menezes, and Jorge Dias. "Telepresence Social Robotics towards Co-Presence: A Review." Applied Sciences 12, no. 11 (2022): 5557. http://dx.doi.org/10.3390/app12115557.

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Telepresence robots are becoming popular in social interactions involving health care, elderly assistance, guidance, or office meetings. There are two types of human psychological experiences to consider in robot-mediated interactions: (1) telepresence, in which a user develops a sense of being present near the remote interlocutor, and (2) co-presence, in which a user perceives the other person as being present locally with him or her. This work presents a literature review on developments supporting robotic social interactions, contributing to improving the sense of presence and co-presence via robot mediation. This survey aims to define social presence, co-presence, identify autonomous “user-adaptive systems” for social robots, and propose a taxonomy for “co-presence” mechanisms. It presents an overview of social robotics systems, applications areas, and technical methods and provides directions for telepresence and co-presence robot design given the actual and future challenges. Finally, we suggest evaluation guidelines for these systems, having as reference face-to-face interaction.
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Brade, Jennifer, Sarah Mandl, Franziska Klimant, Anja Strobel, Philipp Klimant, and Martin Dix. "May I Assist You?—Exploring the Impact of Telepresence System Design on the Social Perception of Remote Assistants in Collaborative Assembly Tasks." Robotics 14, no. 6 (2025): 73. https://doi.org/10.3390/robotics14060073.

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Remote support in general is a method that saves time and resources. A relatively new and promising technology for remote support that combines video conferencing and physical mobility is that of telepresence systems. The remote assistant, that is, the user of said technology, gains both presence and maneuverability in the distant location. As telepresence systems vary greatly in their design, the question arises as to whether the design influences the perception of the remote assistant. Unlike pure design studies, the present work focuses not only on the design and evaluation of the telepresence system itself, but especially on its perception during a collaborative task involving a human partner visible through the telepresence system. This paper presents two studies in which participants performed an assembly task under the guidance of a remote assistant. The remote assistant was visible through differently designed telepresence systems that were evaluated in terms of social perception and trustworthiness. Four telepresence systems were evaluated in study 1 (N = 32) and five different systems in study 2 (N = 34). The results indicated that similarly designed systems showed only marginal differences, but a system that was designed to transport additional loads and was therefore less agile and rather bulky was rated significantly less positively regarding competence than the other systems. It is particularly noteworthy that it was not the height of the communication medium that was decisive for the rating, but above all, the agility and mobility of the system. These results provide evidence that the design of a telepresence system can influence the social perception of the remote assistant and therefore has implications for the acceptance and use of telepresence systems.
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Chang, YaPing, XueBing Dong, and Wei Sun. "Influence of Characteristics of the Internet of Things on Consumer Purchase Intention." Social Behavior and Personality: an international journal 42, no. 2 (2014): 321–30. http://dx.doi.org/10.2224/sbp.2014.42.2.321.

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We studied the mechanism of the influence of the Internet of Things (IOT) product characteristics on consumer purchase intention. The results of a survey of 360 consumers showed that 6 dimensions of IOT product characteristics influence purchase intention; namely connectivity, interactivity, telepresence, intelligence, convenience, and security. We found that customer experience was the key mediating variable in the relationship between IOT product characteristics and purchase intention. Connectivity, interactivity, telepresence, intelligence, convenience, and security all positively influenced purchase intention via functional experience. Furthermore, connectivity, telepresence, convenience, and security positively influenced purchase intention via emotional experience. Our findings in the study provide some points of reference for improvement of IOT product design.
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Al Ayyubi, Sholahudin Aditya, and Lilik Noor Yuliati. "THE INFLUENCE OF TELEPRESENCE, SOCIAL PRESENCE, AND SOCIAL VALUE ON REPURCHASE INTENTION OF ONLINE VIRTUAL GAME ITEMS." Journal of Child, Family, and Consumer Studies 3, no. 2 (2024): 117–26. http://dx.doi.org/10.29244/jcfcs.3.2.117-126.

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The emergence of online learning during the COVID-19 pandemic has led to an increase in the use of gadgets by students. The increasingly proficient use of gadgets for teenagers is not only used for learning activities but also for playing online games. This study aims to identify consumer characteristics and influences, telepresence, social presence, social value, and repurchase intention of online game virtual items in adolescents and analyze the relationship between consumer characteristics and repurchase intention of online game virtual items in adolescents. This study involved 239 adolescents who were dominated by males and were in the late adolescent stage with an age range between 19-24 years. The last education of the majority of respondents is high school graduates, and the monthly allowance of most respondents is above Rp1.000.000. Telepresence, social presence, and social value variables are in the medium category, which means they are pretty good. However, the repurchase intention variable is in the low category, meaning the interest in repurchasing online game items is relatively low. Based on the influence test, it can be concluded that telepresence and social value variable has significant effect on repurchase intention.
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Kang, Seongjun, Gwangbin Kim, Kyung-Taek Lee, and SeungJun Kim. "How Do Background and Remote User Representations Affect Social Telepresence in Remote Collaboration?: A Study with Portal Display, a Head Pose-Responsive Video Teleconferencing System." Electronics 12, no. 20 (2023): 4339. http://dx.doi.org/10.3390/electronics12204339.

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This study presents Portal Display, a screen-based telepresence system that mediates the interaction between two distinct spaces, each using a single display system. The system synchronizes the users’ viewpoint with their head position and orientation to provide stereoscopic vision through this single monitor. This research evaluates the impact of graphically rendered and video-streamed backgrounds and remote user representations on social telepresence, usability, and concentration during conversations and collaborative tasks. Our results indicate that the type of background has a negligible impact on these metrics. However, point cloud streaming of remote users significantly improves social telepresence, usability, and concentration compared with graphical avatars. This study implies that Portal Display can operate more efficiently by substituting the background with graphical rendering and focusing on higher-resolution 3D point cloud streaming for narrower regions for remote user representations. This configuration may be especially advantageous for applications where the remote user’s background is not essential to the task, potentially enhancing social telepresence.
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Han, Jeonghye, and Daniela Conti. "The Use of UTAUT and Post Acceptance Models to Investigate the Attitude towards a Telepresence Robot in an Educational Setting." Robotics 9, no. 2 (2020): 34. http://dx.doi.org/10.3390/robotics9020034.

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(1) Background: in the last decade, various investigations into the field of robotics have created several opportunities for further innovation to be possible in student education. However, despite scientific evidence, there is still strong scepticism surrounding the use of robots in some social fields, such as personal care and education. (2) Methods: in this research, we present a new tool named the HANCON model, which was developed merging and extending the constructs of two solid and proven models—the Unified Theory of Acceptance and Use of Technology (UTAUT) model used to examine the factors that may influence the decision to use a telepresence robot as an instrument in educational practice, and the Post Acceptance Model used to evaluate acceptability after the actual use of a telepresence robot. The new tool is implemented and used to study the acceptance of a double telepresence robot by 112 pre-service teachers in an educational setting. (3) Results: the analysis of the experimental results predicts and demonstrate a positive attitude towards the use of telepresence robot in a school setting and confirm the applicability of the model in an educational context. (4) Conclusions: the constructs of the HANCON model could predict and explain the acceptance of social telepresence robots in social contexts.
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Kristoffersson, Annica, Silvia Coradeschi, and Amy Loutfi. "A Review of Mobile Robotic Telepresence." Advances in Human-Computer Interaction 2013 (2013): 1–17. http://dx.doi.org/10.1155/2013/902316.

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Mobile robotic telepresence (MRP) systems incorporate video conferencing equipment onto mobile robot devices which can be steered from remote locations. These systems, which are primarily used in the context of promoting social interaction between people, are becoming increasingly popular within certain application domains such as health care environments, independent living for the elderly, and office environments. In this paper, an overview of the various systems, application areas, and challenges found in the literature concerning mobile robotic telepresence is provided. The survey also proposes a set terminology for the field as there is currently a lack of standard terms for the different concepts related to MRP systems. Further, this paper provides an outlook on the various research directions for developing and enhancing mobile robotic telepresence systems per se, as well as evaluating the interaction in laboratory and field settings. Finally, the survey outlines a number of design implications for the future of mobile robotic telepresence systems for social interaction.
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Ming, Junlan, Zeng Jianqiu, Muhammad Bilal, Umair Akram, and Mingyue Fan. "How social presence influences impulse buying behavior in live streaming commerce? The role of S-O-R theory." International Journal of Web Information Systems 17, no. 4 (2021): 300–320. http://dx.doi.org/10.1108/ijwis-02-2021-0012.

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Purpose This paper aims to examine how presence (the social presence of live streaming platforms, of viewers, of live streamers and telepresence) affects consumer trust and flow state, thus inducing impulsive buying behaviors, personal sense of power as moderator. Design/methodology/approach Drawing on the Stimulus-Organism-Response (S-O-R) framework, the conceptual model covers social presence, telepresence, consumer trust, flow state, personal sense of power and impulsive buying behavior. An online survey was conducted from 405 consumers with the experience of live streaming shopping in China; structural equation modeling (SEM) was used for data analysis. Findings Results find that three dimensions of social presence (the social presence of live streaming platforms, of viewers, of live streamers) and telepresence have a positive and significant influence on consumer trust and flow state, thus triggering consumers’ impulsive buying behavior. Furthermore, consumers’ sense of power moderates the process from consumer trust, flow state to impulsive buying behavior. Practical implications This study will help live streamers and e-retailers to have a further understand on how to stimulate consumers’ buying behavior. Furthermore, it also provides reference for the development of live streaming commerce in other countries. Originality/value This research examines the effect of social presence and telepresence on impulsive buying behavior in live streaming commerce, which is inadequately examined in extant literature.
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Wu, Xian, and Jenay Beer. "Usable and Privacy-Enhanced Telepresence Robots for Older Adults Aging in Place." Innovation in Aging 4, Supplement_1 (2020): 196. http://dx.doi.org/10.1093/geroni/igaa057.635.

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Abstract Aging population is growing rapidly in the United States and people are living longer. Maintaining health and wellness while aging-in-place is crucial for older adults. Telepresence technology is beneficial for this target population to stay socially connected, as well as utilize telehealth and telemedicine services. However, such technology was not specifically designed for older adults. For older users to adopt telepresence, it is important to ensure that they do not experience adoption barriers, such as issues with usability and privacy. This research used a user-centered evaluation to design, develop, and test telepresence user interfaces (UI). Thirty older adults (aged 60+) participated in a within-subjects evaluation of two telepresence UIs: 1) the controlled condition - a generic UI, called Presence, based on currently available telepresence systems; and 2) the experiment condition - an enhanced custom telepresence UI that was designed follow human factors and design principles for older adults, named InTouch. Participants tested both UIs in a virtual home environment developed in Unity. Qualitative and quantitative results suggest that older adults perceived the experiment condition – InTouch, to be more usable and private – and our older users provided insight on which usability and privacy features were critical for them. By investigating the design of telepresence for older users, and applying those findings to design recommendations, we aim to improve the ease of use and privacy level of telepresence– not only for our target users but for all users who wish to enhance social connectedness and utilize telehealth.
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Lin, Qiaoling, Yingxia Li, Lei Li, and Xuewen Yu. "Anthropomorphism effect of virtual influencers on purchase intention in social commerce: A presence perspective." Social Behavior and Personality: an international journal 53, no. 2 (2025): 1–10. https://doi.org/10.2224/sbp.13953.

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The rise of social commerce has drawn attention from scholars and practitioners, but the role of virtual influencers (VIs) remains underexplored. Utilizing the computers as social actors paradigm, our study examined how the anthropomorphism of VIs influences consumer behavior, with brand credibility as a moderator. We analyzed survey data from 408 consumers using partial least squares structural equation modeling. Findings showed that the anthropomorphism of VIs enhanced social presence and telepresence, boosting consumers’ purchase intention. Additionally, brand credibility moderated the effect of telepresence on purchase intention. The study concludes with a summary of implications for research and practice.
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Chuang, Shu-Hui, Shinyi Lin, Tin-Chang Chang, and Rattikorn Kaewmeesri. "Behavioral Intention of Using Social Networking Site." International Journal of Technology and Human Interaction 13, no. 1 (2017): 61–81. http://dx.doi.org/10.4018/ijthi.2017010104.

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Although major contributions are being made by Social Networking Sites (SNS) in communications and e-commerce, very little attention has been given to its implementation. This study contributes to technology and human interaction domain by (1) extending the technology acceptance model (TAM), personality trait and telepresence in developing a comparative mode based on the behavioral intention, (2) testing the model with Partial Least Square (PLS) using Facebook user's data; and (3) comparing result across a developed (Taiwan) and an emerging (Thailand) economy. Results indicate TAM was to fit to test the behavioral intention model in these two economies. The findings support for the telepresence, perceived usefulness, and perceived ease of use, attitude and behavioral intention; however, the effect levels are different in these two countries (Taiwan vs. Thailand). In addition, only extraversion, conscientiousness, agreeableness, and neuroticism of the big-five personality have been discussed.
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Batmaz, Anil Ufuk, Jens Maiero, Ernst Kruijff, Bernhard E. Riecke, Carman Neustaedter, and Wolfgang Stuerzlinger. "How automatic speed control based on distance affects user behaviours in telepresence robot navigation within dense conference-like environments." PLOS ONE 15, no. 11 (2020): e0242078. http://dx.doi.org/10.1371/journal.pone.0242078.

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Telepresence robots allow users to be spatially and socially present in remote environments. Yet, it can be challenging to remotely operate telepresence robots, especially in dense environments such as academic conferences or workplaces. In this paper, we primarily focus on the effect that a speed control method, which automatically slows the telepresence robot down when getting closer to obstacles, has on user behaviors. In our first user study, participants drove the robot through a static obstacle course with narrow sections. Results indicate that the automatic speed control method significantly decreases the number of collisions. For the second study we designed a more naturalistic, conference-like experimental environment with tasks that require social interaction, and collected subjective responses from the participants when they were asked to navigate through the environment. While about half of the participants preferred automatic speed control because it allowed for smoother and safer navigation, others did not want to be influenced by an automatic mechanism. Overall, the results suggest that automatic speed control simplifies the user interface for telepresence robots in static dense environments, but should be considered as optionally available, especially in situations involving social interactions.
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Li, Ruyi, Yaxin Zhu, Min Liu, et al. "TeleAware Robot: Designing Awareness-augmented Telepresence Robot for Remote Collaborative Locomotion." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 8, no. 2 (2024): 1–33. http://dx.doi.org/10.1145/3659622.

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Telepresence robots can be used to support users to navigate an environment remotely and share the visiting experience with their social partners. Although such systems allow users to see and hear the remote environment and communicate with their partners via live video feed, this does not provide enough awareness of the environment and their remote partner's activities. In this paper, we introduce an awareness framework for collaborative locomotion in scenarios of onsite and remote users visiting a place together. From an observational study of small groups of people visiting exhibitions, we derived four design goals for enhancing the environmental and social awareness between social partners, and developed a set of awareness-enhancing techniques to add to a standard telepresence robot - named TeleAware robot. Through a controlled experiment simulating a guided exhibition visiting task, TeleAware robot showed the ability to lower the workload, facilitate closer social proximity, and improve mutual awareness and social presence compared with the standard one. We discuss the impact of mobility and roles of local and remote users, and provide insights for the future design of awareness-enhancing telepresence robot systems that facilitate collaborative locomotion.
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Moyle, W., C. Jones, B. Sung, T. Dwan, and J. Murfield. "IMPROVING DEMENTIA CARE THROUGH SOCIAL AND TELEPRESENCE ROBOTS." Innovation in Aging 1, suppl_1 (2017): 101. http://dx.doi.org/10.1093/geroni/igx004.418.

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Liu, Xudong, Ven-hwei Lo, and Ran Wei. "Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions." SAGE Open 10, no. 2 (2020): 215824402091952. http://dx.doi.org/10.1177/2158244020919524.

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This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested. Results of data collected from a random sample of 528 respondents in China showed that playing violent videogames was significantly related to perceived telepresence. Furthermore, perceived telepresence was found to be the strongest predictor of the presumed influence of violent videogames on others. Finally, the presumed influence of violent videogames was positively correlated with the intention to take actions to protect others from the harms of such games.
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Pletschko, Thomas, Clarissa Pelzer, Martin Röhsner, Gerda Rockenbauer, and Agnes Turner. "Use of the Telepresence System Avatar AV1 as a Therapeutic Tool for Social Inclusion in a 10-year-old Girl Treated for a Brain Tumor." Digital Psychology 3, no. 1 (2022): 18–23. http://dx.doi.org/10.24989/dp.v3i1.2013.

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 Background: Children with brain tumors are at increased risk for experiencing loneliness, a lack of close friendships, lower academic achievement, and diminished motivation. To counteract these negative effects, telepresence systems and their ability to maintain school and social participation as well as a sense of belonging are recently being discussed as promising approach. Despite the use of these systems throughout many countries, few scientific studies have examined their effects. Objectives: The aim of this article is to illustrate effects of one telepresence system, called avatar, in pediatric patients with chronic illnesses and to analyze possible benefits and challenges. Patients and Methods: In this report, the case of a 10-year-old girl named Sarah, with a brain tumor (medulloblastoma), is described. The girl received the avatar due to her reduced ability to attend school due to her medical condition. At the time of the study, the avatar had been in use for seven months, acting as a therapeutic tool to promote social inclusion and to keep up with school. Qualitative interviews were conducted with Sarah, her mother and her teacher, illustrating the relationship between social and learning aspects of telepresence systems. Originality and Clinical Relevance: The results indicate that the avatar has the potential to act as an essential supportive means for pediatric patients, maintaining social participation, sense of belonging and academic motivation. The novelty of this telepresence system, the lack of studies in this research area and the probable positive influence emphasize the originality and clinical relevance of this case report.
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Zhou, Zekun, Duo Yin, and Quan Gao. "Sense of Presence and Subjective Well-Being in Online Pet Watching: The Moderation Role of Loneliness and Perceived Stress." International Journal of Environmental Research and Public Health 17, no. 23 (2020): 9093. http://dx.doi.org/10.3390/ijerph17239093.

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Watching videos/livestreams concerning pets is becoming an increasingly popular phenomenon among youth in China, thus the social dynamics and psychological impacts of this pet-centred online activities worth in-depth exploration. This study investigates the sensual experiences of the audiences who have watched pet videos/livestreams and examines how these online experiences influence their subjective well-being. We develop a conceptual model that bases on the relationships between telepresence, social presence, flow experience, and subjective well-being to comprehend this mechanism. The result of 439 samples indicates that both telepresence and social presence have significant positive effects on flow experience, and social presence also has a positive impact on subjective well-being. We also examine the role of loneliness and perceived stress in moderating the effects of online pet watching on subjective well-being, showing that loneliness has a significant positive moderating effect on the relationship between social presence and flow experience, while perceived pressure has a negative moderating effect on the relationship between telepresence and flow experience. This study not only demonstrates the positive effect of an online pet on subjective well-being and but also uses interview data to comprehend the social processes underlying this effect. We also discuss the theoretical and practical values of this study in improving public health in the digital age.
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M. Tsui, Katherine, Eric McCann, Amelia McHugh, et al. "Towards designing telepresence robot navigation for people with disabilities." International Journal of Intelligent Computing and Cybernetics 7, no. 3 (2014): 307–44. http://dx.doi.org/10.1108/ijicc-10-2013-0044.

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Purpose – The authors believe that people with cognitive and motor impairments may benefit from using of telepresence robots to engage in social activities. To date, these systems have not been designed for use by people with disabilities as the robot operators. The paper aims to discuss these issues. Design/methodology/approach – The authors conducted two formative evaluations using a participatory action design process. First, the authors conducted a focus group (n=5) to investigate how members of the target audience would want to direct a telepresence robot in a remote environment using speech. The authors then conducted a follow-on experiment in which participants (n=12) used a telepresence robot or directed a human in a scavenger hunt task. Findings – The authors collected a corpus of 312 utterances (first hand as opposed to speculative) relating to spatial navigation. Overall, the analysis of the corpus supported several speculations put forth during the focus group. Further, it showed few statistically significant differences between speech used in the human and robot agent conditions; thus, the authors believe that, for the task of directing a telepresence robot's movements in a remote environment, people will speak to the robot in a manner similar to speaking to another person. Practical implications – Based upon the two formative evaluations, the authors present four guidelines for designing speech-based interfaces for telepresence robots. Originality/value – Robot systems designed for general use do not typically consider people with disabilities. The work is a first step towards having our target population take the active role of the telepresence robot operator.
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Zillner, Clarissa, Agnes Turner, Gerda Rockenbauer, Martin Röhsner, and Thomas Pletschko. "Use of Telepresence Systems to Enhance School Participation in Pediatric Patients with Chronic Illnesses Involving the CNS." Zeitschrift für Neuropsychologie 33, no. 4 (2022): 227–34. http://dx.doi.org/10.1024/1016-264x/a000365.

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Abstract: Background: Due to hospitalization, medical treatment and/or rehabilitation stays, children and adolescents with diseases of the central nervous system (CNS; e.g. tumors, epilepsies or traumatic brain injuries) often cannot participate in everyday school life to the same extent as their peers. To counteract social isolation and negative consequences (e.g. lack of a sense of belonging, reduced well-being and self-esteem, more frequent class repetitions or low educational attainment) telepresence systems are increasingly being discussed as a way to enable participation for children and adolescents with chronic illnesses. Method: This paper presents different telepresence systems and their advantages and disadvantages, effects of use, and potential difficulties. Conclusion: Telepresence systems offer an innovative and promising perspective to enable patients with CNS-associated diseases to participate in everyday school life.
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Hung, Lillian, Grace Hu, Joey Wong, et al. "Telepresence Robots in Long-Term Care Settings in British Columbia During the COVID-19 Pandemic: Analyzing the Experiences of Residents and Family Members." Gerontology and Geriatric Medicine 9 (January 2023): 233372142311662. http://dx.doi.org/10.1177/23337214231166208.

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Telepresence robots are being increasingly used in long-term care (LTC) homes for virtual visits between families and residents. This study investigated the impacts and experiences of residents and their families using a telepresence robot (Double 3) for 4 to 12 months during the COVID-19 pandemic. A total of 51 participants were recruited through purposive sampling, including 9 residents, 15 family members, and 27 staff from 4 LTC homes in British Columbia, Canada. Conversational interviews were conducted with residents and family members. Focus groups and one-to-one interviews were held with frontline staff. Thematic analysis was performed, with five themes identified: (1) Stay connected, (2) Regain autonomy, (3) Relieve caregiver burden, (4) Environmental and technical issues, and (5) Scheduling concerns. In conclusion, telepresence robots helped maintain social connections between residents and families, despite the COVID-19 restrictions.
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Bracken, Cheryl Campanella, Gary Pettey, Trupti Guha, and Bridget E. Rubenking. "Sounding Out Small Screens and Telepresence." Journal of Media Psychology 22, no. 3 (2010): 125–37. http://dx.doi.org/10.1027/1864-1105/a000017.

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The number of small and mobile screens being used for entertainment is growing daily. This paper presents the findings of the impact of smaller video format (specifically the Apple iPod), media content, and sound delivery on audience responses. The 2 × 2 × 2 experimental design varied screen size, content, and sound delivery. Participants were exposed to one of two presentations either on an iPod or on a 32 inch (81.2 centimeters) television with sound being supplied by either speakers or a headset. Participants saw either a 10-minute fast-paced (multiple cut) action sequence or a 10-minute slow-paced (long cut) conversation sequence from a feature length motion picture. The effects of differences in immersion, spatial presence, and social realism were measured. Screen size impacted reported sensations of spatial presence with subjects who viewed larger screens reporting higher levels. Subjects with headphone delivery reported higher levels of immersion than subjects with speaker delivery. Furthermore, several interactions between screen size, content pace, and sound delivery were found.
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Lim, Chae Mi, and Youn-Kyung Kim. "Older consumers’ TV shopping: emotions and satisfaction." International Journal of Retail & Distribution Management 45, no. 3 (2017): 292–307. http://dx.doi.org/10.1108/ijrdm-07-2016-0113.

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Purpose The purpose of this paper is to identify the emotional factors that affect older consumers’ satisfaction with TV shopping and examined the relationships among these factors. Design/methodology/approach A sample of 285 consumers aged 60 years and older who had watched a TV home shopping channel was used. Structural equation modeling (SEM) examined the relationships among emotional factors that affect satisfaction. Findings This study found that loneliness was an antecedent of both gratification shopping motivation and telepresence and that telepresence positively affected consumer satisfaction with TV shopping. Research limitations/implications The findings of this study validate social-compensation motive of media consumption and deficiency paradigm in the context of TV shopping. The relationship between telepresence and satisfaction also supported transportation theory. However, the findings of the current study should be interpreted with caution due to the non-random sampling method. Constructs other than those employed in this study could be examined regarding outcomes of loneliness. Practical implications This study suggested that telepresence and shopping for self-gratification are effective ways to alleviate older consumers’ loneliness. In addition, the findings from relationships among emotional variables suggested potential marketing strategies for shaping positive consumer attitudes toward and satisfaction with TV shopping networks. Originality/value This study extended knowledge on loneliness by demonstrating how it related to attitudinal outcomes such as satisfaction and knowledge on telepresence by examining it in the context of TV shopping.
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Botev, Jean, and Francisco J. Rodríguez Lera. "Immersive Robotic Telepresence for Remote Educational Scenarios." Sustainability 13, no. 9 (2021): 4717. http://dx.doi.org/10.3390/su13094717.

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Social robots have an enormous potential for educational applications and allow for cognitive outcomes that are similar to those with human involvement. Remotely controlling a social robot to interact with students and peers in an immersive fashion opens up new possibilities for instructors and learners alike. Using immersive approaches can promote engagement and have beneficial effects on remote lesson delivery and participation. However, the performance and power consumption associated with the involved devices are often not sufficiently contemplated, despite being particularly important in light of sustainability considerations. The contributions of this research are thus twofold. On the one hand, we present telepresence solutions for a social robot’s location-independent operation using (a) a virtual reality headset with controllers and (b) a mobile augmented reality application. On the other hand, we perform a thorough analysis of their power consumption and system performance, discussing the impact of employing the various technologies. Using the QTrobot as a platform, direct and immersive control via different interaction modes, including motion, emotion, and voice output, is possible. By not focusing on individual subsystems or motor chains, but the cumulative energy consumption of an unaltered robot performing remote tasks, this research provides orientation regarding the actual cost of deploying immersive robotic telepresence solutions.
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Smith, Chelsea, Mario Gregorio, and Lillian Hung. "Facilitators and barriers to using telepresence robots in aged care settings: a scoping review protocol." BMJ Open 11, no. 9 (2021): e051769. http://dx.doi.org/10.1136/bmjopen-2021-051769.

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IntroductionSocial isolation is a significant issue in aged care settings (eg, long-term care (LTC) and hospital) and is associated with adverse outcomes such as reduced well-being and loneliness. Loneliness is linked with depression, anxiety, cognitive decline, weakened immune system, poor physical health, poor quality of life and mortality. The use of robotic assistance may help mitigate social isolation and loneliness. Although telepresence robots have been used in healthcare settings, a comprehensive review of studies focusing on their use in aged care for reducing social isolation requires further investigation. This scoping review will focus on the use of telepresence robots to support social connection of older people in care settings.Methods and analysisThis scoping review will follow Joanna Briggs Institute scoping review methodology. The review team consists of patient partners and family partners, a nurse researcher and a group of students. In the scoping review, we will search the following databases: MEDLINE (Ovid), CINAHL, PsycINFO (EBSCO), Web of Science and ProQuest Dissertations & Theses Global. Google and Google Scholar will be used to search for additional literature. A handsearch will be conducted using the reference lists of included studies to identify additional relevant articles. The scoping review will consider studies of using a telepresence robotic technology with older adults in care settings (ie, LTC and hospital), published in English.Ethics and disseminationSince the methodology of the study consists of collecting data from publicly available articles, it does not require ethics approval. By examining the current state of using telepresence to support older people in care settings, this scoping review can offer useful insight into users’ needs (eg, patients’ and care providers’ needs) and inform future research and practice. We will share the scoping review results through conference presentations and an open access publication in a peer-reviewed journal.
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Osawa, Masahiko, Kohei Okuoka, Yusuke Takimoto, and Michita Imai. "Is Automation Appropriate? Semi-autonomous Telepresence Architecture Focusing on Voluntary and Involuntary Movements." International Journal of Social Robotics 12, no. 5 (2020): 1119–34. http://dx.doi.org/10.1007/s12369-020-00620-5.

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Abstract This research aims to clarify the type of autonomous movements appropriate for telepresence robots. The design of telepresence robots’ autonomous movements should take into account both local and remote users. From the perspective of local users, we need autonomous movements that enhance a social telepresence in order to smooth remote communication. On the other hand, from the perspective of remote users, autonomous movements should be considered not only to reduce the operation load but also to address the danger of causing discomfort. However, in previous studies on automation, the criteria about which type of movements should be automated has remained unsettled. In this paper, we focused on voluntary and intentional movements as a classification type of movements that can be the criteria. Voluntary movements are intentional movements, whereas involuntary movements are movements without intention. To verify the effect of the automation of these movements, we developed a semi-autonomous telepresence robot that automates voluntary and involuntary movements. Then, we evaluated the impressions from local and remote users by conducting two experiments from each perspective. As a result, when not used in excess, local users evaluated both voluntary and involuntary autonomous movements positively, while it was suggested that automation of voluntary movements for remote users should be implemented with care.
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Hung, Lillian, Joey Oi Yee Wong, Haopu (Lily) Ren, et al. "The Impact of Telepresence Robots on Family Caregivers and Residents in Long-Term Care." International Journal of Environmental Research and Public Health 22, no. 5 (2025): 713. https://doi.org/10.3390/ijerph22050713.

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Telepresence robots can enhance social connection and support person-centered care in long-term care (LTC) homes. This study evaluates their impact in facilitating virtual visits between family caregivers and older residents in Canadian LTC homes. Telepresence robots were placed in residents’ rooms, allowing virtual visits at mutual convenience. A total of 18 residents and 17 family caregivers participated. Quantitative assessments included the Zarit Burden Interview, the De Jong Gierveld Loneliness Scale, and the Quality of Life in Alzheimer’s Disease scale, while qualitative data were collected through interviews, field notes, and observations. Repeated ANOVA showed that using telepresence robots significantly reduced caregiver burden (p = 0.008), improved residents’ quality of life (p = 0.028), and decreased resident loneliness (p = 0.038). Older caregivers experienced the greatest burden reduction, with scores dropping from a mean of 25.0 at baseline to 16.1 at two months. Qualitative findings provided further context, revealing that residents felt more connected, close, and engaged, while families found the robots facilitated continuity of care, complemented in-person visits, reduced stress and guilt, and provided reassurance. These findings suggest that telepresence robots can enhance the well-being of both residents and caregivers in LTC homes, though future research should explore their long-term impact and technological limitations.
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Mårell-Olsson, Eva, Suna Bensch, Thomas Hellström, et al. "Navigating the Human–Robot Interface—Exploring Human Interactions and Perceptions with Social and Telepresence Robots." Applied Sciences 15, no. 3 (2025): 1127. https://doi.org/10.3390/app15031127.

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This study investigates user experiences of interactions with two types of robots: Pepper, a social humanoid robot, and Double 3, a self-driving telepresence robot. Conducted in a controlled setting with a specific participant group, this research aims to understand how the design and functionality of these robots influence user perception, interaction patterns, and emotional responses. The findings reveal diverse participant reactions, highlighting the importance of adaptability, effective communication, autonomy, and perceived credibility in robot design. Participants showed mixed responses to human-like emotional displays and expressed a desire for robots capable of more nuanced and reliable behaviors. Trust in robots was influenced by their perceived functionality and reliability. Despite limitations in sample size, the study provides insights into the ethical and social considerations of integrating AI in public and professional spaces, offering guidance for enhancing user-centered designs and expanding applications for social and telepresence robots in society.
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Mois, George, Jenay Beer, Kerstin Emerson, and Tiffany Washington. "Understanding the Role of Communication Technology in Facilitating Social Connectivity and Addressing Loneliness." Innovation in Aging 5, Supplement_1 (2021): 987. http://dx.doi.org/10.1093/geroni/igab046.3546.

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Abstract In the United States, two out of five adults report feelings of loneliness. The evolvement of communication technologies presents a promising potential in helping improve social connectivity and address the experience of loneliness. However, the sense of presence (embodiment) users are able to achieve through the technologies can vary depending on their abilities and functions. The present study identified user characteristics associated with an interest to adopt telepresence technologies (e.g., videoconferencing, smart displays, robots) across various levels of embodiment. The data for this study were collected using a Qualtrics survey which was distributed via Amazon Mechanical Turk. The participants recruited for this study were between the ages of 18-78 years old, constituting a total sample size of 384 participants. The data were analyzed using four logistics regression models. The dependent variables aimed to identify participants' interest to adopt telepresence technologies across varying embodiment levels. Across the lifespan older adults were significantly more likely to report lower rates of overall loneliness than young and middle-aged adults. Our findings indicate that those interested in adopting communication technologies with higher levels of embodiment had significantly higher odds of reporting being divorced or widowed (OR=4.12, p<.05), reside in a rural community (OR=2.20, p<.05), and report higher rates of emotional loneliness (OR=1.20, p<.05). Across the four models, there was no significant difference in participants' interest to adopt telepresence technologies. These results suggest that the sense of presence achieved across the various types of communication technologies may help address feelings of loneliness and support healthy aging.
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Aduradola, A., M. O. Arowolo, S. O. Ajiteru, and O. G. Amechi. "A review of navigation techniques for telepresence robots." Dutse Journal of Pure and Applied Sciences 10, no. 3c (2024): 323–37. http://dx.doi.org/10.4314/dujopas.v10i3c.31.

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Nowadays the need for digital travel has increased more than ever. This is due to the need for social distancing for medical reasons, economy of travelling, and avoidance of risks involved in physical travelling or for convenience. The telepresence robot therefore serves as a surrogate for the pilot user. Telepresence robots are very resourceful and versatile. Their applications include education; medicine; business; research and ambient assisted living. A major consideration for the effective functioning of telepresence robots is the navigation scheme employed which is central to its overall reliability. Depending on the use to which the robot is to be put, several authors have considered various navigation schemes used to effectively control and navigate in workspace consisting of obstacles and/or order robots. This work aims to review the navigation technique that has been employed by researchers for telepresence robots with a view to identifying the strengths and weaknesses of the various navigation techniques and subsequently coming up with a relatively novel system of navigation that attemts to mitigate the various weaknesses of the previous methodologies for telepresence robot navigation. It has been observed that the general path planning and navigation for the usual autonomous robot is also applicable to the telepresence robot but bearing in mind that the robot is being piloted by humans and it is only when in a condition where it would be cumbersome for the humans that autonomous control system takes over. At such times path planning and navigation using AI methods have proved to be of importance. The path planning algorithms have been shown to be categorized into two viz: global path planning algorithms which are used for known environments and local path planning algorithms for unknown or partially known environments. The algorithms for local path planning are majorly reactive in attribute and are more relevant to telepresence robots. In any particular application, an appropriate blend of a number of these algorithms is employed to achieve desired navigation objectives. Furthermore, in this work, we propose the combination of a line follower robot with an obstacle avoidance algorithm for situations where the expected robot paths are foreknown.
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Zand, Ghazal, Yuan Ren, and Ahmed Sabbir Arif. "TiltWalker: operating a telepresence robot with one-hand by tilt controls on a smartphone." Proceedings of the ACM on Human-Computer Interaction 6, ISS (2022): 381–406. http://dx.doi.org/10.1145/3567725.

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Mobile clients for telepresence robots are cluttered with interactive elements that either leave a little room for the camera feeds or occlude them. Many do not provide meaningful feedback on the robot's state and most require the use of both hands. These make maneuvering telepresence robots difficult with mobile devices. TiltWalker enables controlling a telepresence robot with one hand using tilt gestures with a smartphone. In a series of studies, we first justify the use of a Web platform, determine how far and fast users can tilt without compromising the comfort and the legibility of the display content, and identify a velocity-based function well-suited for control-display mapping. We refine TiltWalker based on the findings of these studies, then compare it with a default method in the final study. Results revealed that TiltWalker is significantly faster and more accurate than the default method. Besides, participants preferred TiltWalker's interaction methods and graphical feedback significantly more than those of the default method.
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Suntornpithug, Nichaya, Zelimir W. Todorovic, and Daniel L. Sherrell. "Revisiting the concept of person interactivity through social psychology and social telepresence theory." International Journal of Electronic Business 8, no. 1 (2010): 31. http://dx.doi.org/10.1504/ijeb.2010.030715.

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Haddouk, Lise, Carine Milcent, Benoît Schneider, Tom Van Daele, and Nele A. J. De Witte. "Telepsychology in Europe since COVID-19: How to Foster Social Telepresence?" Journal of Clinical Medicine 12, no. 6 (2023): 2147. http://dx.doi.org/10.3390/jcm12062147.

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All over the world, measures were taken to prevent the spread of COVID-19. Social distancing not only had a strong influence on mental health, but also on the organization of care systems. It changed existing practices, as we had to rapidly move from face-to-face contact to remote contact with patients. These changes have prompted research into the attitudes of mental healthcare professionals towards telepsychology. Several factors affect these attitudes: at the institutional and organizational level, but also the collective and personal experience of practitioners. This paper is based on an original European survey conducted by the EFPA (European Federation of Psychologists’ Associations) Project Group on eHealth in 2020, which allowed to observe the variability in perceptions of telepsychology between countries and mental healthcare professionals. This study highlights different variables that contributed to the development of attitudes, such as motivations, acquired experience, or training. We found the “feeling of telepresence”—which consists of forgetting to some extent that we are at a distance, in feeling together—and social telepresence in particular as main determinants of the perception and the practice of telepsychology.
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Lee, Hyunji, and Nara Youn. "Aesthetic Experience of Artworks in Virtual Reality: The Role of Openness to Experience, Telepresence, and Authenticity." Korean Arts Association of Arts Management 62 (May 31, 2022): 97–124. http://dx.doi.org/10.52564/jamp.2022.62.97.

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Social distancing implemented to prevent the spread of COVID-19 has made it very difficult for people to enjoy and appreciate works of art the way we used to. In order to overcome these situational limitations, many artistic event organizers are paying attention to virtual reality technology. The technology allows potential visitors to appreciate artworks in realistic settings without visiting art galleries, museums, or performance halls in real life. This study shows that openness to experience of persons appreciating artworks has a positive effect on the perceived telepresence and authenticity of artworks presented using virtual reality technology. This study further shows that this improved telepresence and authenticity enhance overall aesthetic experience. Through two experiments, we demonstrate that openness to experience, an individual trait variable, acts as a moderating factor influencing aesthetic experience, and the path from perceived telepresence to authenticity mediates the effect of appreciating art through virtual reality on aesthetic experience. By providing a better understanding of the psychological process underlying the effect of appreciating art using virtual reality on aesthetic experience, this study contributes to the fields intersecting art and technology.
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Nordin, A. Imran, Matthew Hudson, Alena Denisova, and Jen Beeston. "Perceptions of Telepresence Robot Form." Advanced Science Letters 24, no. 2 (2018): 1284–88. http://dx.doi.org/10.1166/asl.2018.10733.

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Pathi, Sai Krishna, Annica Kristoffersson, Andrey Kiselev, and Amy Loutfi. "F-Formations for Social Interaction in Simulation Using Virtual Agents and Mobile Robotic Telepresence Systems." Multimodal Technologies and Interaction 3, no. 4 (2019): 69. http://dx.doi.org/10.3390/mti3040069.

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F-formations are a set of possible patterns in which groups of people tend to spatially organize themselves while engaging in social interactions. In this paper, we study the behavior of teleoperators of mobile robotic telepresence systems to determine whether they adhere to spatial formations when navigating to groups. This work uses a simulated environment in which teleoperators are requested to navigate to different groups of virtual agents. The simulated environment represents a conference lobby scenario where multiple groups of Virtual Agents with varying group sizes are placed in different spatial formations. The task requires teleoperators to navigate a robot to join each group using an egocentric-perspective camera. In a second phase, teleoperators are allowed to evaluate their own performance by reviewing how they navigated the robot from an exocentric perspective. The two important outcomes from this study are, firstly, teleoperators inherently respect F-formations even when operating a mobile robotic telepresence system. Secondly, teleoperators prefer additional support in order to correctly navigate the robot into a preferred position that adheres to F-formations.
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Canatan, Emine Çiğdem, Ayşegül Toker, and Ali Çoşkun. "Measuring motives for YouTube video consumption: An updated uses and gratifications scale and the impact of past view counts on users' viewing decisions." Business & Management Studies: An International Journal 13, no. 2 (2025): 456–77. https://doi.org/10.15295/bmij.v13i2.2480.

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This study investigates the motivations behind YouTube usage among Turkish-speaking users. Based on the Uses and Gratifications Theory, a scale was developed from focus group findings and an extensive literature review. The survey, conducted with 105 participants, identified four primary motivations: (1) Convenient Entertainment, (2) Convenient Information Seeking, (3) Content Control and Social Interaction, and (4) Escapism, Loneliness, and Telepresence. Entertainment emerged as the most potent motivator, while the influence of social and emotional factors was found to be lower, and video view counts had a limited impact on viewing preferences. This study confirms that established motivations broadly apply to Turkish-speaking users and identifies Content Control and Social Interaction as a dimension, highlighting the significance of users' agency in content selection within this demographic. Additionally, it reveals telepresence as a unique sub-dimension within the Realm of Escapism. The findings emphasise that content control and immersive experiences play a key role in this demographic. By uncovering these dynamics, the study provides a more refined and comprehensive understanding of the factors influencing YouTube viewing behaviour overall.
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Tsui, Katherine M., and Holly A. Yanco. "Design Challenges and Guidelines for Social Interaction Using Mobile Telepresence Robots." Reviews of Human Factors and Ergonomics 9, no. 1 (2013): 227–301. http://dx.doi.org/10.1177/1557234x13502462.

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Chuang, Yu-Wei. "Promoting Consumer Engagement in Online Communities through Virtual Experience and Social Identity." Sustainability 12, no. 3 (2020): 855. http://dx.doi.org/10.3390/su12030855.

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With the development and proliferation of online games, understanding how to seize these players has become an essential issue for academic scholars and practitioners. Based on virtual experience in online gaming communities and consumer engagement perspectives, this research developed and verified a multi-dimensional framework for assessing how to retain and encourage players continuous dedication and engagement behaviors. The proposed framework illustrates the interrelationships among six constructs in online gaming communities: social presence, telepresence, cognitive social identity, affective social identity, psychological engagement, and behavioral engagement. Data collected from 338 players who have experience in engagement behaviors in online gaming communities. The collected data were examined against the research framework using structural equation modeling (SEM). The research findings offer sufficient evidence that behavioral engagement is influenced by psychological engagement, which consecutively, are determined by cognitive social identity, affective social identity, social presence, and telepresence. More importantly, the mediating analysis indicated that psychological engagement is a crucial mediator, meaning that consumer engagement is a sequential process, and behavioral engagement cannot independently exist without psychological engagement. Taken together, the research results of this study have several critical theoretical and practical implications for future academic researchers and practitioners to have better understanding of consumer engagement. By doing so, the game companies can have sustainable competitive advantage and support sustainable development.
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Pfeil, Kevin, Karla Badillo-Urquiola, Joseph J. LaViola, and Pamela J. Wisniewski. ""Like I was There:" A User Evaluation of an Interpersonal Telepresence System Developed through Value Sensitive Design." Proceedings of the ACM on Human-Computer Interaction 8, CSCW2 (2024): 1–18. http://dx.doi.org/10.1145/3687015.

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We developed and deployed an interpersonal telepresence prototype aimed at providing a positive one-to-one interaction between a Streamer and a Viewer. Our prototype uses four distributed, wearable cameras hidden from the public eye. It was designed to reduce the risk of Streamer self-consciousness while providing the Viewer with a greater sense of autonomy. We deployed our prototype with sixteen participants in dyads, who worked together to complete a scavenger hunt, and compared it the baseline of Skype. We found how our prototype better supported Streamer social well-being and physical comfort, and it also better supported Viewer autonomy. However, almost all participants desired a change to the design of the prototype, hinting that we need to provide better customization for future iterations of interpersonal telepresence devices.
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Hung, Lillian, Joey Wong, Chelsea Smith, et al. "Facilitators and barriers to using telepresence robots in aged care settings: A scoping review." Journal of Rehabilitation and Assistive Technologies Engineering 9 (January 2022): 205566832110723. http://dx.doi.org/10.1177/20556683211072385.

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Social isolation has been a significant issue in aged care settings, particularly during the COVID-19 pandemic, and is associated with adverse outcomes, including loneliness, depression, and cognitive decline. While robotic assistance may help mitigate social isolation, it would be helpful to know how to adopt technology in aged care. This scoping review aims to explore facilitators and barriers to the implementation of telepresence robots in aged care settings. Following the Joanna Briggs Institute scoping review methodology and the PRISMA extension for scoping reviews reporting guidelines, we searched relevant peer-reviewed studies through eight databases: CINAHL, MEDLINE, Cochrane, PsychINFO (EBSCO), Web of Science, ProQuest Dissertations and Theses Global, IEEE Xplore, and ACM Digital Library. Google was used to search gray literature, including descriptive, evaluative, quantitative, and qualitative designs. Eligibility includes: studies with people aged 65 years and older who interacted with a telepresence robot in a care setting, and articles written in English. We conducted a thematic analysis to summarize the evidence based on the constructs in the Consolidated Framework of Implementation Research. Of 1183 articles retrieved, 13 were included in the final review. The analysis yielded three themes: relative advantages, perceived risks and problems, and contextual considerations. The key facilitators to telepresence robot adoption are as follows: a feeling of physical presence, ease of use, mobility, and training. The barriers to implementation are as follows: cost, privacy issues, internet connectivity, and workflow. Future research should investigate the role of leadership support in implementation and practical strategies to overcome barriers to technology adoption in aged care settings.
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Carney, Amy Knepple, Vanessa Hillman, Chloe Lehman, Elizabeth Holland, and Lizzie Gowin. "ARTISTIC ENGAGEMENT AT A MEMORY CARE FACILITY, VIA A TELEPRESENCE ROBOT." Innovation in Aging 6, Supplement_1 (2022): 780–81. http://dx.doi.org/10.1093/geroni/igac059.2822.

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Abstract There is a growing body of research that shows participation in arts interventions (e.g., poetry, storytelling, music, and dance) can be beneficial for those living with dementia. The current study examines social interactions when the artist is not physically present, but in the room via a telepresence robot. Through the telepresence robot, dementia care residents were connected to a network of arts presenters. Using a checklist examining social behaviors (verbal and non-verbal), we assessed residents’ social engagement with the artist, other residents, and staff during these creative visits. Typical activities within the care facility were also observed. The observations were conducted on 10 individuals living within the memory care facility. Although the typical facility activities elicited social verbal behaviors, they tended to be more physical in nature and had a larger number of social nonverbal behaviors. When the behavior was verbal it tended to be more noises of excitement, such as “wooo” and “oh yeah.” Although the artist engagement activities elicited social nonverbal behaviors, they tended to be more verbally engaging and there were a larger number of social verbal behaviors during these activities. With the artist engagement we observed residents spontaneously singing songs, and helping to create poetry. The facility was already using activities that allowed the residents to become physically engaged and with the addition of artist visits there was an increase in verbal engagement. By having greater options for residents to create engagement we may see people who don’t typically engage become more involved.
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Orlandini, Andrea, Annica Kristoffersson, Lena Almquist, et al. "ExCITE Project: A Review of Forty-Two Months of Robotic Telepresence Technology Evolution." Presence: Teleoperators and Virtual Environments 25, no. 3 (2016): 204–21. http://dx.doi.org/10.1162/pres_a_00262.

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This article reports on the EU project ExCITE with specific focus on the technical development of the telepresence platform over a period of 42 months. The aim of the project was to assess the robustness and validity of the mobile robotic telepresence (MRP) system Giraff as a means to support elderly people and to foster their social interaction and participation. Embracing the idea of user-centered product refinement, the robot was tested over long periods of time in real homes. As such, the system development was driven by a strong involvement of elderly people and their caregivers but also by technical challenges associated with deploying the robot in real-world contexts. The results of the 42-months’ long evaluation is a system suitable for use in homes rather than a generic system suitable, for example, in office environments.
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Björnfot, Patrik, Joakim Bergqvist, and Victor Kaptelinin. "Non-technical users’ first encounters with a robotic telepresence technology: An empirical study of office workers." Paladyn, Journal of Behavioral Robotics 9, no. 1 (2018): 307–22. http://dx.doi.org/10.1515/pjbr-2018-0022.

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Abstract Robotic telepresence technologies are becoming ever more usable and affordable, as well as increasingly available as consumer products. In the coming years, a significant number of people are likely to encounter the technology for the first time, and many, if not most, of them are going to be “non-technical” users, that is, people who do not have special technical knowledge and skills of IT-professionals. Therefore, understanding how nontechnical users are getting familiar with robotic telepresence technology, how they perceive the technology, learn to control it, and relate it to their everyday work practices, is a topical research issue. This paper reports an empirical study, in which eight non-technical users, office workers who were not IT-professionals, were introduced to robotic telepresence and provided with a practical experience of acting as pilots of a remotely controlled robot. In follow up interviews the participants were asked to reflect on potential uses of the technology in their professional activities. The participants could successfully acquire basic navigation skills and reached a high level of spatial presence, but experienced problems with developing a "new body image”. When reflecting on the potential of the technology for supporting their work, the participants envisioned a number of benefits associated with remote physical mobility. The impact of the technology on the quality of workrelated social interactions was expected to be generally positive but somewhat limited.
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Pelet, Jean-Éric, Saïd Ettis, and Kelly Cowart. "Optimal experience of flow enhanced by telepresence: Evidence from social media use." Information & Management 54, no. 1 (2017): 115–28. http://dx.doi.org/10.1016/j.im.2016.05.001.

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FakhrHosseini, Shabnam, Lauren Cerino, Lisa D’Ambrosio, et al. "Telepresence Robots in the Context of Dementia Caregiving: Caregivers’ and Care Recipients’ Perspectives." Robotics 13, no. 11 (2024): 160. http://dx.doi.org/10.3390/robotics13110160.

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As a result of a rapidly aging population and the increasing prevalence of dementia among older adults, technological solutions are increasingly being considered to facilitate caregiving. This research investigates the perspectives of 20 caregiving dyads on VGo, a telepresence social robot with features designed to support caregiving. Care recipients (CRs), aged 65 and older, diagnosed with Alzheimer’s disease and related dementias, along with their primary caregivers (CGs), evaluated the robot through an online interview study. The interviews integrated informative videos showcasing VGo’s features and functions. Insights from the interviews revealed diverse expectations, interests, and reservations. The majority of CGs and their CRs perceived the robot’s features as beneficial. In particular, the voice command capability was appreciated as an alternative to using smartphones and as a way to manage home appliances. The community feature, however, did not align well with many participants’ lifestyles, and participants had a number of suggestions to enhance the robot’s notification function. Based on the interview results, the study offers a set of design recommendations for telepresence social robots in home caregiving contexts. This investigation highlights the promise of social robots in caregiving contexts and underscores the need for further improvements to ensure they fit users’ needs.
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AlHadid, Issam, Evon M. Abu-Taieh, Rami S. Alkhawaldeh, et al. "Depression and anxiety in social media: Jordan case study." International Journal of Data and Network Science 7, no. 3 (2023): 1381–96. http://dx.doi.org/10.5267/j.ijdns.2023.3.025.

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The expression "social media" refers to a software-based platform developed for users’ benefit. People use it to gain social power, market their products, conduct online business, and share information and ideas. This digital ecosystem has become helpful in various ways, but research indicates that it does not come for free. Addiction, depression, and anxiety are some of the adverse conditions discussed in many studies. The purpose of this study is to mark if there is a relationship between using social media networks and the numbering of people with anxiety or depression. Also, by addressing the need to learn more about what makes people use social networks and how that use affects anxiety and depression in Arabic-speaking users in Jordan, we can help people from different cultures understand each other better. This research uses TAM, telepresence, and survey data from 1050 people, mainly from Jordan. The research looks at how the usage of social media is related to supposed usefulness, supposed ease of use, trust, social influence, age, gender, level of education, marital status, the time spent on the internet, preferred social media network, and perceived usefulness of SNS. AMOS 20 methods of confirmatory factor analysis (CFA), structural equation modeling (SEM), and machine learning (ML), such as SMO, ANN, random forest, and the bagging reduced error pruning tree (RepTree), were used to test the proposed model hypotheses. According to the results, the researchers found high correlations between social network usage and depression and anxiety. The use of social networking sites is also affected by how useful they are seen to be, how easy they are to use, trust, social influence, and telepresence. Also, the moderator's age, gender, level of education, marital status, amount of time spent on the internet, experience with the internet, and favorite social networks all affect how they plan to use social networks.
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Matsuda, Nathan, Brian Wheelwright, Joel Hegland, and Douglas Lanman. "VR social copresence with light field displays." ACM Transactions on Graphics 40, no. 6 (2021): 1–13. http://dx.doi.org/10.1145/3478513.3480481.

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As virtual reality (VR) devices become increasingly commonplace, asymmetric interactions between people with and without headsets are becoming more frequent. Existing video pass-through VR headsets solve one side of these asymmetric interactions by showing the user a live reconstruction of the outside world. This paper further advocates for reverse pass-through VR , wherein a three-dimensional view of the user's face and eyes is presented to any number of outside viewers in a perspective-correct manner using a light field display. Tying together research in social telepresence and copresence, autostereoscopic displays, and facial capture, reverse pass-through VR enables natural eye contact and other important non-verbal cues in a wider range of interaction scenarios, providing a path to potentially increase the utility and social acceptability of VR headsets in shared and public spaces.
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Lim, Heejin, and Michelle Childs. "Visual storytelling on Instagram: branded photo narrative and the role of telepresence." Journal of Research in Interactive Marketing 14, no. 1 (2020): 33–50. http://dx.doi.org/10.1108/jrim-09-2018-0115.

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Purpose The new focus of brand communication in social media has driven firms to develop the effective visual content strategy. In light of narrative transportation theory, this study aims to investigate the impact of a photo’s narrative elements on self-brand connection through viewers’ transportation and emotional responses. Additionally, this study tests the role of telepresence on Instagram in this psychological mechanism. Design/methodology/approach Using between-subjects experimental design, two experimental studies test the effect of implied movement (Study 1) and diverse narrative elements such as a character, implied motion for chronology and the relevant background (Study 2). Findings Results demonstrate that a single narrative element, i.e. implied motion, does not induce a viewer’s transportation to the presented image. Rather, the viewer’s transportation occurs as a function of complex and diverse narrative elements, such as implied motion and the background as a context. Practical implications Findings suggest that the concept of photo narrative should be taken into consideration in a visually-oriented social media environment. To increase self-brand connection, social media communication should be designed with diverse elements to promote viewers’ active simulation and create meaning to the branded photo story. Originality/value This study expands the theory of narrative transportation by applying it to a visual form. Additionally, this research investigates the effect of social media communication on self-brand connection; the findings of this study demonstrate that a major goal of social media communication is not to sell products but to strengthen consumer-brand relationships through branded storytelling.
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