Computers & Education: X Reality (Jan 2024)
A social presence benchmark framework for extended reality (XR) technologies
Abstract
As extended reality (XR) technologies become more accessible and technologically capable, exploring the potential of these rich mediums for technologically mediated communication is intriguing. In the commercial sector, technology corporations promise consumers that these XR technologies, augmented reality (AR), virtual reality (VR), and mixed reality (MR) will shape the future of social interaction. They claim that these technologies will allow users to get closer to their loved ones and connect on deeper levels. The effort of these corporations to reassure us that XR technologies will strengthen human connections has highlighted the importance of the concept of social presence. Social presence is the perception that the user is, in fact, together with another person, though they are interacting through a technological medium in disparate locations (Kreijns et al., 2022). Social presence research has focused on various technological mediums, like television and text messaging, and contexts, such as distance education and business communication. However, as XR technologies have become more readily available (Ziker et al., 2021), there is a need for more research into the affordances of these new mediums. Many companies claim that their XR products offer rich communicative benefits, but many of their claims are difficult to assess. Therefore, this paper proposes a system for evaluating the capacity of XR technologies to contribute to social presence. First, this paper will delve into the research on social presence and the role of technology in its mediation. Then, the author presents a baseline scenario to help gauge the degree to which technologies can promote social presence. Finally, the author will provide a basic conceptual framework for examining XR technologies and their capacity to facilitate social presence. The paper concludes by discussing future directions for social presence research with XR technologies.