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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 Survey Results BTMM 4446/8446 April 29, 2010
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
Overall, how much do you think you use media for each of the following goals? To get information N=130
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
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
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
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
Did the person indicate that they've had a memorable telepresence experience? N=146
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
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
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
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
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”