Exploring Telepresence in Virtual Worlds

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open access
Embargoed until 2020-04-01
Copyright: Zhang, Dan
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Abstract
Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. To achieve these objectives, the laddering interview technique was adopted to collect qualitative data from 25 participants. Analysis of the data identified 21 antecedents of telepresence. Based on their inter-relationships, a hierarchical structure was developed to capture the process of cultivating telepresence. Moreover, three types of users with distinctive paths leading to telepresence were classified. This study contributes to both the virtual world research and the telepresence literature and develops a new and meaningful user segmentation method. Finally, this study provides sufficient information and helpful guidelines to practitioners on the design and improvement of virtual worlds for a better user experience.
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Author(s)
Zhang, Dan
Supervisor(s)
Guo, Zixiu
D'Ambra, John
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Publication Year
2018
Resource Type
Thesis
Degree Type
PhD Doctorate
UNSW Faculty
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download public version.pdf 3.88 MB Adobe Portable Document Format
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