The Meaning of Presence
Abstract
Terminological and
other confusions about what comprises presence, and what does not,
have impeded progress in the field. In this speculative short paper
we suggest that presence has a biological purpose and that a
consideration of this purpose may provide a way forward. We see presence as the
feeling a conscious organism experiences when immersed in a concrete
external world. This feeling must be distinguishable from engagement
in internally constructed mental worlds, in organisms equipped to
construct such inner realities. Presence depends on the form of the
media, because form determines whether a world must be constructed
internally or can be said to exist outside the
perceiver.
From this claim, we speculate on possible future ways of applying
presence in psychotherapy and the arts. In viewing presence
this way we are adopting an experiential realist position, one that
sees meaning as residing ultimately in concrete experiences of
external worlds, real or virtual – in other words, in presence.
Keywords
Presence, internal worlds, perception, emotion, meaning,
psychotherapy, the arts.
1 Introduction
A recent article by Slater (2003) points to the current confusion
about what is signified by the word “presence”. Slater suggests that
presence is about form, not content. It should not be confused with
degree of interest in, nor emotional engagement with, the contents
of an environment. Slater also suggests that presence is not the
same as immersion. We agree with Slater that it is important to
distinguish presence from emotional engagement, otherwise the
concept of presence will lose any distinctive meaning. But we find
the justification for this stance to be more than terminological. We
claim that feeling presence has a biological purpose. It is only
possible to motivate the need for terminological clarity, and to
apply the clarified concept to a variety of practical, therapeutic
and entertainment settings, if we understand this purpose, which is
the meaning of presence.
We begin with a consideration of presence as media form, drawing
on our earlier work claiming that level of experienced presence is
an inverse function of the degree of abstraction of the media. This
allows a distinction to be made between presence and the suspension
of disbelief with which it is often confused. We move on in later
sections to expand on our view of the biological purpose of
presence, and from there to its therapeutic and other usefulness as
the “royal road” to emotional change.
2 Presence and Media Form
We have been suggesting that presence is a function of form for
several years now (e.g. Waterworth, 1996; Waterworth and Waterworth,
2000a,b; 2001). Our argument is that people routinely deal with two
kinds of information, the concrete and the abstract. Concrete
information is of a form that can be dealt with directly via the
perceptual-motor systems; it includes information coming from the
world around us, and it gives rise to the sense of presence. The
information is realised as the world or, through technology, as a
world that exists outside our minds. Abstract information must be
realised mentally. An imagined world is created from abstract
information, and such imagined worlds may be very vivid and
emotionally engaging, but they only exist mentally. Waterworth et
al. (2001) presented evidence that different versions of a media
production elicited different levels of presence, depending on the
degree of abstraction of the information presentation. Specifically,
the more concrete the presentation, the higher the level of
experienced presence.
We have called this engagement with an internally-realised world
“absence”. For example, Waterworth and Waterworth (2000a) claim that
“Presence arises when we mostly
attend to the currently present environment within and around the
body. The capacity we have for such attention depends on the amount
of conceptual processing the situation demands. As we process more
in an abstract way, we can consciously sample fewer concrete aspects
of the present situation, and so our sense of presence diminishes;
we become absent”.
We need to understand the presence-absence distinction if we are
to understand presence, and perhaps also consciousness in general.
As Max Velmans puts it: “What
we normally call the ‘physical world’ just is what we experience.
There is no additional experience of the world ‘in the mind or
brain’”, whereas, “We also have ‘inner’ experiences such as verbal
thoughts, images, feelings of knowing, experienced desires, and so
on.” and “In so far as these processes are experienced, they are
reflexively experienced to be roughly where they are (in the head or
brain)” (Velmans, 2000, p. 110).
The distinction between
internally- and externally-generated worlds (and the importance of
form) is clear if we consider the difference between reading a
gripping novel and acting in a convincing virtual reality. The world
of the novel is depicted in an abstract form – the symbols of
textual language. We must do conceptual work to realise it mentally.
A VR is depicted in a concrete form, and can be experienced in the
ideal case without extra work – by the same perceptual processes by
which we interact with the real world. The virtual world is the same
for everyone who acts in it, just as the real world is (though, of
course, our experiences and reactions differ). But the world I
realise in my head when I read a novel is not the same as the one
you realise, though it will have similarities. Put even more simply,
we can share external worlds, but we cannot share imagined worlds.
Media form determines the extent to which information is realised
externally or internally. Presence is what it feels like to be
conscious and embodied in an external world.
We have previously suggested that degree of presence versus
absence is orthogonal to both the real-virtual distinction, and the
level of attentional arousal of the experiencer (Waterworth and
Waterworth, 2001). By this view, we can be highly present in a
virtual world, highly absent in the real world and vice versa. Level
of attention can be high when we feel present, but also when we feel
absent, and presence can be high even when attention level is low.
Since emotional content is one of the factors that can be expected
to affect attention level, Slater’s (2003) statement that “Presence
is orthogonal to emotional content” is compatible with our earlier
position, insofar as emotional content determines level of
attention.
However, it is not clear that presence and emotion can be treated
as independent. Obviously, when the content of an environment is
engaging people will tend to report higher levels of presence. More
interestingly, it may be that presence – as a reaction to being
immersed in a world – is intrinsically tied to emotional engagement.
It may be that we cannot act in the external world, nor make
decisions in the internal world of the mind, without emotion
(Damasio, 1994; 1999). If this is true, to feel present is to have
emotions. But this is also true of absence! To make sense of this,
and clarify why presence cannot be the same as emotional engagement,
it is necessary to consider what biological purpose presence might
have.
3 The Biological Purpose of Presence
We claim that presence is a defining feature of core
consciousness (see Damasio, 1999). It is a fundamentally biological
phenomenon, in fact, a feeling. Presence is the feeling of being
bodily in an externally-existing world. It was designed by evolution
to ensure that organisms attend to the things in their here and now
that might affect their survival. This is why it is so easily
confused with emotionality or level of interest. For organisms in a
natural environment, it is vital to pay attention and respond
rapidly to present threats and opportunities. Our emotional life is
built on this evolutionary substrate. But as extended consciousness
evolved, imagined situations became increasingly important to
survival and biological success. Because of this, these imagined
situations evoke the same mechanisms of interest and emotion, but
they do not elicit presence.
When we imagine, think, plan and generally deal with information
that does not constitute our experience of things and events in the
currently present external situation we are exercising extended
consciousness. And it is extended consciousness that allows us to
create an internal world in which we may suspend disbelief. Extended
consciousness relies on working memory (Damasio, 1999), which can be
seen as the “active scratchpad” of mental life (Baars, 1988;
Baddeley, 1986, 1992; Hitch and Baddeley, 1976). It is in working
memory that the internal world we are currently experiencing is
largely created. Its function is to allow us to consider
possibilities not present in the current external situation. In
contrast, core consciousness is directed exclusively to the here and
now – the present – and is what we share with all conscious animals.
This reinforces the idea that presence is a common biological state,
as well as the seemingly more fanciful suggestion that virtual
worlds could engage animals as well as people (Waterworth, 1996).
As Damasio puts it (1999, page 195), “Extended consciousness goes
beyond the here and now of core consciousness, both backward and
forward”. Extended consciousness gives us obvious advantages over
organisms without it, such as the ability to plan and generally
enact in the imagination possible scenarios in the future, as well
as to increase the sophistication of learning from the past.
Language depends on it, because we must retain linear sequences of
symbols in working memory if we are to understand utterances,
whether spoken or written. It is presumably because of these
advantages that consciousness has become extended in this way
through the process of evolution (Pinker, 1998).
The advantages of extended consciousness depend on the fact that
we can distinguish between the experience of the external word and
the experience of imagined internal worlds; in other words, between
presence and what we call absence. Viable organisms must be able to
tell the difference between an imagined future situation and the
actual, present, external situation. Confusions of the two indicate
serious psychological problems, problems which, until recent times,
would have prevented survival and the passing on of this condition.
Simply put, if we react as if the external world is only imaginary
we will not survive long (think of this the next time you cross a
busy street). And if we think that what we are merely imagining is
actually happening, we may omit to carry out basic activities on
which our survival depends. We are suggesting that presence is the
feeling that evolution has given us to make this vital
distinction.
It should be clear now why we
consider the suspended disbelief we have, for example, when reading
a gripping novel, and the sense of presence we experience in a
convincing VR, to be different things, although both can lead to
emotional engagement. Confusing these two has led to the lack of
terminological clarity, which, as Slater (2003) rightly emphasises,
has contributed to a certain lack of recent progress in our
understanding of presence. As we put it in an earlier paper
(Waterworth and Waterworth, 2001) “The root of the problem
with many existing models of presence is perhaps confusion between
presence and suspension of disbelief”. Our view is that suspension
of disbelief does not result in “the illusion of nonmediation” that,
as Lombard and Ditton (1997) aptly suggest, characterises presence.
Rather, suspension of disbelief results in imagined presence, which
can be highly engaging.
Thanks to the evolutionary nature of the development of the mind,
current events from the surrounding external environment are only
confused with mentally constructed events in exceptional cases of
psychological disturbance.
This is true no matter how vivid or emotionally engaging the
mentally created world may be. Suspension of disbelief (in a
mentally constructed world) is only confused with presence (in an
externally surrounding world) when the organism’s sensory systems
are seriously impaired or artificially “turned off” (see Humphrey,
1992; Ramachandran and Blakeslee, 1998, Chapter 5). What we are experiencing
when we interpret the imagined as the real is hallucination, and is
usually indicative of a serious problem for the organism concerned.
It is from the experienced distinction between imagined and real
presence that the therapeutic potential of presence derives.
4 Speculations on the Therapeutic Use of Presence
We have suggested that presence is how it feels to be engaged
with an external world, and that this can be distinguished from how
it feels to be engaged with an internal world. Both kinds of world,
the external one eliciting presence and the internal one producing
what we call absence, evoke emotion. We feel embarrassment when we
are publicly humiliated, and we feel it again when we imagine
ourselves being so treated. Normally, and naturally, the external
world – and presence – is given priority. When driving, we must act
to avoid the traffic hazard before we continue our absent-minded
daydreaming about the weekend – even if what we were imagining was
much more exciting than the present situation. It is because of the
priority given to presence that VR has such potential as a powerful
psychotherapeutic tool.
The aim of much psychotherapy is to change the linking between
life events and emotional responses to those events. We are not
psychotherapists and we will not attempt here to review the many,
often successful, attempts to apply VR to a variety of psychological
maladjustments (see, for example, Riva et al., 1999). However, we do
suggest that presence may provide a “royal road” to the evocation of
emotion and change, just because it has a psychological precedence
based on its biological and evolutionary importance. As Damasio
(1999) suggests on the basis of neurological findings, “the
‘body-loop’ mechanism of emotion and feeling is of greater
importance for real experience of feelings than the ‘as if
body-loop’ mechanism” (page 294).
As we understand it, most psychotherapies take the internal world
(or ‘as if body-loop’) route to emotion. Ideation of a situation
might be used to provoke an emotional response that can then be
discussed and addressed, perhaps in conjunction with relaxation
techniques. VR is most often seen as an adjunct to ideation, a way
to strengthen this approach to change. But the basic approach
remains the same and rests on the idea that meaning resides
primarily in internal worlds, and that change should arise first and
foremost in those internal worlds. The result is that psychotherapy,
although successfully exploiting VR technologies, does so within a
framework that perhaps fails to capitalise on the organismic
priority of presence.
The conventional framework could be described as “imagining
evokes emotions and the meaning of the associated feelings can be
changed through reflection and relaxation”. We would suggest as an
alternative that “experience evokes emotions that result in
meaningful new feelings which can be reflected upon”. The
conventional framework is limited by the secondary nature of the
feelings evoked, based on the internal world route. We speculate
that the alternative approach may be more effective, because by
using VR it can take the external world route. We suggest that
meaning derives ultimately from bodily experiences of being in an
external world. It seems reasonable to predict that the meanings of
feelings can be more effectively changed when they are addressed at
source.
Our view of meaning
rests on recent trends in philosophy, such as Lakoff and Johnson’s
“experiential realism” (Lakoff and Johnson, 1980; 1999), and we have
applied this approach successfully to the design of navigable
information landscapes (Waterworth, 1999: Waterworth et al., 2003).
By this view, meaning derives ultimately from embodied experience,
in core consciousness; in other words, from presence. Presence comes
first, both in evolutionary terms and in epistemological terms.
Presence provides the grounding for meaningful reflections in
extended consciousness. And presence may be intrinsically emotional,
as mentioned earlier.
5 Future Research Directions
Unfortunately,
little research in psychotherapy has so far investigated how to
evoke a range of different emotions through the use of virtual
worlds, and we see this as a very promising area for future
research. This is one aim of the recently started EMMA project, in
which we are involved (see Alcañiz et al., 2002). As an example of
possible approaches, we have started to develop linked virtual
world-zones that can be navigated by what we call the ‘body
joystick’. This technique was inspired by the immersive art works of
Char Davies, especially Osmose (see Davies, 2003). Breath and
balance are used to navigate within and between these world-zones,
each of which is designed to evoke a specific emotion. Navigation in
the virtual space becomes some kind of “psychofeedback”, as
immersants learn to control their bodies to move between different
emotion zones. The main aim of the environment is as a test-bed to
explore the role of presence in the evocation and alteration of
emotion.
Interactive art is another important area of future research on
the nature of presence, and one that also provides insights into the
therapeutic possibilities of presence. We have found that a
sophisticated, shared VR environment combining a high level of
immersion with a strong sense of social co-presence, can be
effective in overcoming participants’ self-conscious fears of
participation (Waterworth et al., 2002). It seems almost as if,
given sufficient presence and suitable contents, participants have
no choice but to abandon their fears. We think that this can
potentially form the basis of learning experiences that facilitate
adaptive psychological change. Note that the experience comes first
– by our account it has its own inherent meaning – and reflection
and consolidated change would come later.
The phenomena of altered and exaggerated presence open up
additional research questions and possibilities. After experiencing
environments such as Osmose, immersants often report
extraordinary changes to their sense of being. Standard immersive VR
technology, combined with the bodily style of interaction (using
only breath and balance) and engrossing and evocative content, seems
to facilitate an unusual level of presence. Participants feel
changed by the experience, and report a loss of reflective
self-consciousness, which is compatible with the idea that presence
is a product of core consciousness. When presence is sufficiently
strong, attention is directed exclusively towards the here and now
of the external world. There is no space left for internal worlds in
which the self is modelled as an actor.
This “superpresence”
is abnormal; in everyday life we are never – except perhaps very
briefly, and on rare occasions – so completely present. Normally, we
experience a balance of presence and absence, depending on the needs
of the situations in which we find ourselves. We must almost always
attend to both, because the real world is a physically and socially
dangerous place. But we have found that a well-designed and framed
virtual world can serve as a safe haven, a place in which people
report feeling extraordinarily present (Waterworth et al., 2001).
Another way of achieving extraordinary presence may be through
“transfers between sensory experiences”, as Slater (2003) points
out. By presenting information in altered modalities (sights as
sounds, and so on) we are likely to not only change the nature of
presence, but also elicit enhanced levels of presence. This new way
of perceiving may also generate new creative insights (Waterworth,
1997).
We speculate that many common psychological problems, such as
phobias, depression, anxiety, debilitating shyness and so on, arise
from an imbalance in the relative levels of presence and absence.
Specifically, we suggest that these problems may arise as the result
of too little presence, sometimes in only specific situations,
sometimes more generally. The sufferer focuses too exclusively on
their idea of what is happening and their own place in it (their
internal model of the situation or world), at the expense of
experiencing their own, relatively unreflective, presence in the
external situation or world. To lose the sense of presence is to
lose one’s sense of being in the world, and is both an unnatural and
a distressing condition.
We suggest that VR treatment for such conditions will be
effective to the extent that it redresses the balance between
presence and absence. People tend to settle into habits of mind that
resist change. Evoking superpresence might be a particularly
effective way of promoting beneficial psychological change from
conditions characterised by an over-emphasis on the internal world.
We imagine a future where immersive environments, designed in
particular ways to elicit extra-ordinary presence, are routinely
used to help both patients and normals recover or reinforce their
sense of being.
6 Summary
There are often obvious biological reasons for many of the
feelings we experience. We get hungry so that we will not allow
ourselves to starve. We look for sex so that we will perpetuate our
genetic heritage. We feel pain when we have been damaged, perhaps so
that we won’t damage ourselves that way again, and also to ensure
that we attend to our own repair. We feel fear when we are in a
dangerous situation. And we feel present when we are conscious and
in an external world.
We have presented the feeling of presence as a manifestation of
core consciousness, which allows people to deal with the perceptual
here and now of their current situation. VR can trigger a sense of
presence by engaging the same capacities of core consciousness as
are engaged by the real world. This is why, in principle, VR could
engage any animal possessed of core consciousness. It is necessary,
in organisms such as ourselves who also possess extended
consciousness, that this feeling is distinguishable from involvement
in what may be an equally emotionally engaging internal, conceptual,
world, such as might be created when reading a gripping novel, or
when fantasising about one’s own future or past.
Extended consciousness allows us to imagine almost anything. We
often imagine presence in imaginary or fictional situations and,
when we do, some of the same psychological processes are activated
that allow us to experience an actually present world, including
emotional responses. This is sometimes called suspension of
disbelief, as when we read a gripping, highly descriptive novel. We
have called this mental absence. But we do not confuse presence and
absence. We may cry when we read a moving story, but we do not try
to comfort the protagonists because we do not feel their presence in
our world, nor our presence in theirs. To be truly present in a
world is to feel and respond accordingly.
We have pointed to possible ways in which this approach might
have an impact on research in psychotherapy and the arts. There is a
particularly urgent need for more work to investigate the
relationship between presence and emotion. Our view of presence
suggests at least a couple of psychotherapeutic approaches. Presence
can be elicited through designed experiences that lead to changes in
the way the individual feels about a situation. It may also be that
exposure to enhanced presence over time leads to fewer distressing
reflections on the self in general. In other words, presence
training may potentially lead to more balanced mental habits.
We see meaning as residing ultimately at the lowest level of
concrete embodied experiences of external worlds – in presence – and
not in the more abstract, higher level thoughts, reflections and
imaginings that constitute our internal world. Our internal worlds
and their meanings are built on the foundation of what it feels like
to be consciously in a concrete external world, on what it means to
be present.
References
Alcañiz Raya, M,
Baños, R, Botella, C, Cottone, P, Freeman, J, Gaggioli, G, Keogh, E,
Mantovani, F, Mantovani, G, Montesa, J, Perpiñá, C, Rey, B, Riva, G
&
Waterworth, J A
(2002). The EMMA project: engaging media for mental health
applications. Presented at Presence 2002. Porto, Portugal,
October.
Baars, B J
(1988). A Cognitive Theory of Consciousness. New York:
Cambridge University Press.
Baddeley, A
(1986). Working Memory. Oxford: Oxford University
Press.
Baddeley, A
(1992). Working Memory. Science, 255,
566-569.
Damasio, A
(1994). Decartes’ Error: Emotion, Reason and the Human Brain.
New York, USA: Penguin Putnam.
Damasio, A
(1999). The Feeling of What Happens: Body, Emotion and the Making
of Consciousness. San Diego, USA: Harcourt
Inc.
Davies, C
(2003). Landscape, Earth, Body, Being, Space and Time in the
Immersive Virtual Environments Osmose and Ephémère. In Malloy, J,
(ed.) Women in New Media. Boston, USA: MIT
Press.
Hitch, G J
&
Baddley, A
(1976). Verbal reasoning and working memory. Quarterly Journal of
Experimental Psychology, 28, 603-631.
Humphrey, N
(1992). A History of the Mind. New York: Simon and
Shuster.
Lakoff,
G, & Johnson, M (1980). Metaphors We Live By.
Chicago: University of Chicago Press.
Lakoff,
G., & Johnson, M. (1999). Philosophy In The Flesh: The
Embodied Mind and Its Challenge to Western Thought. New York:
Basic Books.
Lombard, M &
Ditton, T (1997). Presence: at the heart of it all. JCMC
(3)2.
Pinker, S
(1998). How the Mind Works. London: Allen Lane The Penguin
Press.
Ramachandran, V
S &
Blakeslee, S
(1998). Phantoms in the Brain. New York: William
Morrow.
Riva, G,
Wiederhold, B &
Molinari, E
(eds.) (1999). Virtual Environments in Clinical Psychology and
Neuroscience. Amsterdam: IOS Press.
Slater, M
(2003). A Note on Presence Terminology. Presence-Connect, 3
(3).
Velmans, M
(2000). Understanding Consciousness. London:
Routledge.
Waterworth, J A
(1996). VR for
Animals. Proceedings
of Ciber@RT'96, Universidad Politécnica de Valencia, Spain,
November 1996.
Waterworth, J A
(1997). Creativity and Sensation: The Case for Synaesthetic
Media, Leonardo, 30
(4), 327-330.
Waterworth, J A
(1999). Spaces, Places, Landscapes and Views: experiential design of
shared information spaces. In Munro, A, Höök, K &
Benyon, D (eds.)
Social Navigation of Information Spaces. Springer-Verlag,
London, 1999.
Waterworth, J A,
Lund A &
Modjeska, D
(2003). Experiential Design of Shared Information Spaces. In, Höök,
K, Benyon, D &
Munro, A (eds.)
Designing Information Spaces: The Social Navigation Approach.
London: Springer.
Waterworth, E L
&
Waterworth J A
(2000a) Using
a Telescope in a Cave: Presence and Absence in Educational
VR. Proceedings of
Presence2000: Third International Workshop on Presence, Delft,
Holland, March 2000.
Waterworth, J A
&
Waterworth, E L
(2000b) Presence and Absence in Educational VR: The Role of
Perceptual Seduction in Conceptual Learning, Themes in Education,
1 (1), 2000, 7-38.
Waterworth, E L
&
Waterworth J A
(2001) Focus, Locus and Sensus: the 3 Dimensions of Virtual
Experience. Cyberpsychology and Behavior 4 (2)
203-214.
Waterworth, E L,
Waterworth, J A, &
Lauria, R
(2001). The Illusion of Being Present. Proceedings of Presence
2001, 4th International Workshop on Presence, Philadelphia, May
21-23.
Waterworth, J A,
Waterworth, E L &
Westling, J
(2002). Presence as Performance: the mystique of digital
participation. Proceedings of Presence 2002. Porto, Portugal,
October 9-11. |