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PASION - technology for social presence
PASION project studies the influence of social awareness technologies on knowledge work performance and multiplayer games in mobile use contexts.

Social and particularly group interactions involve more and more mediated communication. Yet we know very little about the factors determining the effectiveness of the interaction. How do participants in mediated communication substitute the implicit, and non verbal signals in a mediated environment? The mechanisms involved in traditional communication are well-known. By contrast, very little is known about the forms of mediated communication. For instance, we do not know the role of implicit and non-verbal communication when the communication takes place in a mediated environment. PASION´s working hypothesis is that in mediated environments these messages will take completely new froms and that these forms are due to group interactions in technology-mediated environments.

As current communication technologies are ineffective in conveying the social, non-verbal and contextual information required for effective communication, PASION will be used by "large community of mobile users" providing strategic support to the activity of the group (adapted to the needs of specific applications in collaborative work and social gaming) by implementing "specific feedback strategies" based on the interpretation of the state and dynamics of social communication within the group.

In the four years of the project, PASION will investigate the basic scientific and technological issues which need to resolved to achieve this goal. Basic research will investigate the socio-psychological foundations of mediated interaction. Wizard-of-Oz prototypes will be used to elicit user input on basic concepts. Ergonomic studies will investigate critical issues of usability and user acceptability. Using this input, the project will design and develop new techniques to capture information relevant to social communication, and new ways of representing this information to users within the SVE. Two trials (one for each specific application collaborative work, and social gaming) will investigate the effectiveness of the concepts and technologies incorporated in the environment. A special effort will be dedicated to the investigation of the complicated ethical issues raised by this work, and to plans for business development.

M.I.N.D. Lab Lead Researchers:

  • Mariano Alcaniz
  • Frank Biocca
  • Gary Bente
  • Christina Botella
  • Wijnand IJsselsteijn
  • Timo Saari

from 2006-01-01 to 2009-11-01


Mark Palmer, “Interpersonal communication in virtual reality: Mediating interpersonal relationships”, in Communication in the age of virtual reality, Lawrence Erlbaum Press, Hillsdale, NJ, pp 277-302, F. Biocca, M. Levy (Ed.), 1995 view

Frank Biocca, “On the boundaries between physical environments and virtual environments: Communication, identity, and cognition in advanced media”, Proceedings of the International conference: In search of boundaries: communication, nation state, and cultural identities., C. Lin (Ed.), Hong Kong, Department of Journalism and Communication, The Chinese University of Hong Kong, 1999 view

F Biocca, Chad Harms, J. Burgoon, “Towards a more robust theory and measure of social presence: Review and suggested criteria”, Presence: Teleoperators and virtual environments, Volume 12, Number 5, pp 456-480, 2003 view

Ravaja, N., Saari, T., Salminen, M., Laarni, J., Holopainen, J. and Järvinen, A. “Emotional response patterns and sense of presence during video games: Potential criterion variables for game design. ”, Proceedings of NordCHI 2004. 23.-27.10. 2004, Tampere, Finland., 2004 view

keywords: games, presence, knowledge management

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