Chiappe Dan, Vervaeke John
Department of Psychology, California State University, Long Beach, CA, United States.
Department of Psychology, University of Toronto, Toronto, ON, Canada.
Front Psychol. 2021 Jun 21;12:689932. doi: 10.3389/fpsyg.2021.689932. eCollection 2021.
Although research on presence in virtual environments has increased in the last few decades due to the rise of immersive technologies, it has not examined how it is achieved in distributed cognitive systems. To this end, we examine the sense of presence on the Martian landscape experienced by scientific team members in the Mars Exploration Rover (MER) mission (2004-2018). How this was achieved is not obvious because the sensorimotor coupling that typically underlies presence in mundane situations was absent. Nonetheless, we argue that the Three-Level model can provide a framework for exploring how presence was achieved. This account distinguishes between proto-presence, core-presence, and extended-presence, each level dependent on being able to respond effectively to affordances at a particular level of abstraction, operating at different timescales. We maintain that scientists' sense of presence on Mars involved core-presence and extended-presence rather than proto-presence. Extended-presence involved successfully establishing distal intentions (D-intentions) during strategic planning, i.e., long term conceptual goals. Core-presence involved successfully enacting proximal intentions (P-intentions) during tactical planning by carrying out specific actions on a particular target, abstracting away from sensorimotor details. This was made possible by team members "becoming the rover," which enhanced their ability to identify relevant affordances revealed through images. We argue, however, that because Mars exploration is a collective activity involving shared agency by a distributed cognitive system, the experience of presence was a collective presence of the team through the rover.
尽管在过去几十年里,随着沉浸式技术的兴起,对虚拟环境中临场感的研究有所增加,但尚未探讨其在分布式认知系统中是如何实现的。为此,我们研究了火星探测漫游者(MER)任务(2004 - 2018年)中科学团队成员在火星地貌上所体验到的临场感。其实现方式并不明显,因为在日常情境中通常构成临场感基础的感觉运动耦合并不存在。尽管如此,我们认为三级模型可以为探索临场感的实现方式提供一个框架。该模型区分了原临场感、核心临场感和扩展临场感,每个层次都依赖于能够在特定抽象层次上有效应对可供性,且在不同时间尺度上运作。我们认为科学家在火星上的临场感涉及核心临场感和扩展临场感,而非原临场感。扩展临场感涉及在战略规划(即长期概念目标)过程中成功建立远端意图(D - 意图)。核心临场感涉及在战术规划过程中通过对特定目标执行具体行动成功实施近端意图(P - 意图),而忽略感觉运动细节。团队成员“化身为漫游者”使得这成为可能,这增强了他们识别通过图像揭示的相关可供性的能力。然而,我们认为,由于火星探索是一项涉及分布式认知系统共享能动性的集体活动,临场感体验是团队通过漫游者的集体临场感。