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Journal articles on the topic 'Social Telepresence'

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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 o
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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
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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 v
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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 teleprese
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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 influence
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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 adolesce
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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 i
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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 fact
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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 pro
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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 Chin
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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 evaluatio
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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 effe
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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 t
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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 signific
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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
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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 other
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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
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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
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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 spe
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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
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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
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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 sl
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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 satis
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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
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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 require
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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
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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 collec
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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
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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 f
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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
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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 di
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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 o
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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 authentici
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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 differe
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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 vie
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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, affec
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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 comf
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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, w
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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 creativ
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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
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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 the
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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 fea
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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
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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,
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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 elem
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