2006
DOI: 10.1162/pres.15.6.668
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The Place Probe: Exploring a Sense of Place in Real and Virtual Environments

Abstract: This paper describes the design, application, and refinement of a qualitative tool designed to study sense of place. The Place Probe incorporates a range of stimuli and techniques aimed at articulating a person's sense of place. It has been developed, used, and undergone three revisions. The paper describes the background to the choice of measures that were included in the Place Probe and describes its application in both a physical place and a virtual representation of that place. This enables a comparison of… Show more

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Cited by 41 publications
(23 citation statements)
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“…The questionnaire was based on the MEC spatial presence questionnaire [22] with sections added to reflect the game experience within TimeWarp in particular to reflect whether people felt more present within the real, virtual or blend of the elements. The questionnaire was also extended to include measurements for social presence and place, these were drawn from the place probe [3] and Bailenson social presence questionnaire [2]. The questionnaire data proved to be the least useful within the study due to the confusing terminology and the iterative nature of the system being tested.…”
Section: Discussionmentioning
confidence: 99%
“…The questionnaire was based on the MEC spatial presence questionnaire [22] with sections added to reflect the game experience within TimeWarp in particular to reflect whether people felt more present within the real, virtual or blend of the elements. The questionnaire was also extended to include measurements for social presence and place, these were drawn from the place probe [3] and Bailenson social presence questionnaire [2]. The questionnaire data proved to be the least useful within the study due to the confusing terminology and the iterative nature of the system being tested.…”
Section: Discussionmentioning
confidence: 99%
“…Audio is used at various points throughout the game either to provide narrative or instructions, or to indicate proximity to a game element. TimeWarp used a triangulation approach to collecting data based on a modified version MEC spatial presence questionnaire (Vorderer et al, 2004), the place probe (Benyon, Smyth, O'Neill, McCall, & Carrol, 2006) in combination with a direct observation approach from the IPerG project, limited video analysis and postexperience interviews. The main objectives were to explore where people felt present during the experience, whether more in the real or more in the virtual elements, and which aspects gave rise to these changes.…”
Section: Timewarp-a Mobile Mixed Reality Gamementioning
confidence: 99%
“…The remainder of the questionnaire focused on their sense of presence toward other players, non-game participants, or nonplayer characters, and was based on the Bailenson et al (2001) social presence questionnaire. Additional qualitative questions were added to explore aspects of place and were drawn from the place probe (Benyon et al, 2006).…”
Section: Timewarp-a Mobile Mixed Reality Gamementioning
confidence: 99%
“…In section 3 of the chapter we introduce the characteristics of The Place Probe. Details of how this instrument was designed are described in (Benyon, Smyth, O'Neill, McCall and Carroll, 2006). The Place Probe was to inform the design of future virtual environments through the development of Patterns of Place.…”
Section: Introductionmentioning
confidence: 99%