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Telepresence Experience Project

Telepresence Experience Project. Survey Results BTMM 4446/8446 April 29, 2010. N=151. Age. N=149. How much do you know about media production?. None. A lot. N=151. How much do you know about telepresence?. None. A lot. N=151. N=151. What is your education level?.

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Telepresence Experience Project

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  1. Telepresence Experience Project Survey Results BTMM 4446/8446 April 29, 2010

  2. N=151

  3. Age N=149

  4. How much do you know about media production? None A lot N=151

  5. How much do you know about telepresence? None A lot N=151

  6. N=151

  7. What is your education level? N=151

  8. Overall, how much do you think you use media for each of the following goals? To get information N=130

  9. Overall, how much do you think you use media for each of the following goals? To feel emotions N=109 NOTE: Form problem means data are incomplete

  10. Overall, how much do you think you use media for each of the following goals? To improve how others see me N=114 NOTE: Form problem means data are incomplete

  11. Overall, how much do you think you use media for each of the following goals? To be close to family and friends N=122 NOTE: Form problem means data are incomplete

  12. Overall, how much do you think you use media for each of the following goals? To for escape and diversion N=108 NOTE: Form problem means data are incomplete

  13. Did the person indicate that they've had a memorable telepresence experience? N=146

  14. Specific medium/media technologies mentioned TV Internet (Email, online chats, etc.) Computer Books Phone (Cell, Conference Call) Movies (Standard/IMAX/3D/3D IMAX) Videoconferencing Technology (ie., Cisco) Amusement Park Ride Videogames Sonogram Technology Music (Radio, CDs, etc.) Skype TelNet

  15. What emotions are mentioned? addicting amazement anger annoyed anticipation anxiety anxious arousal awe closeness compassion competitiveness confidence confusion connectedness courage cry curiosity dazed depressed disappointment embarrassing embarrassed empathetic engagement engulfed engulfed enjoyment enthralled excited fear Frightened frustration guilty happiness horrified inspired intrigued involved joy laugh love mournful nervous overwhelmed pain regret relief sad scared serenity shock shrieked sorrow surprise sympathetic

  16. What media content are mentioned? • Television appeared to be used about 6 or 7 times • Video games appeared about 10 or 12 times • Types that were mentioned most often included drama, and a combination of suspense/action • Rides at a theme park came up • Notable: example given about the sonogram of a fetus • Most technologically-advanced: video conferencing system • Scary/suspense combinations were in many general responses • Even books were mentioned a few times • Lots of war games/violence used • Unique example: fish tank DVD • Avatar included often despite our hopes for more variety in examples related

  17. Setting • Place: home, office, movie theater, Disney World, school, car, streets/outdoors • Time: time periods in one’s life (i.e., ‘when I was a child’), at night, but mostly blank • People: alone, group, co-workers, family, significant other, people in the vicinity, strangers online, with friends, fellow gamers • Details: surround sound, lights out, or other activities engaged in during presence experience

  18. Expressions used to describe the experience • Felt like I was there / they were here / we were together • Felt connected to the story/character/other person or people • Felt real • Felt the emotions of the characters • Physical reaction (i.e., stomach in knots, jumped out of seat) • Specific words used include “escape,” “lost,” “engrossed,” and “sucked in”

  19. Dimensions of presence

  20. END

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