In Conclusion 99 sights and sounds, but the individual experience will remain that of presence in a changed physical world – a world where physical acts also accomplish intention in the virtual sphere. In blended reality spaces – which also include parts of the immediate physical world – our bodies will have altered powers of perception and action. The widespread transformation of our social lives with technology is ongoing andeverexpanding.Thiscanleadtoareductioninoursenseoftherealityofothers, but also and conversely to the situation in which we share more information with others than ever before, and in ways that were previously impossible. How and in what respects we are aware of others should depend on the contextual situation in which we find ourselves. Some community-based systems provide an example of how presence can be carefully designing into social participation systems, for example through the use of telepresence robots, and can provide a kind of social presence (‘hyperpresence’) that exceeds the natural in some respects (Carroll et al. 2014). The digital transformation of physical places is another product of designed mixed reality spaces, both through architectural installations and through mobile andwearabledevices. Blends of the proximal and the distal already occur in some situations, such as those provided by videoconferencing systems. As of now, these happen in specific physical places. But the trend towards mobile media access seems inevitable, and wecananticipatemediatedmeetingsofphysicallydistantandproximalpeople,each experiencinga consistent blended physical-virtualreality including all participants. For this to work, media devices will need to be sensitive to both the situational context of their use, and the state of their users. Presence levels will be adjusted dynamically during the management of blended streams of incoming and outgoing information. Technologycreates the virtual world, but also exists in the physical world – with whichthevirtualoftencompetesforourattention.Fromanidealisticviewpoint,ina true blendingofthephysicalandthevirtual,thetechnologyitselfshouldcompletely disappear from our perception. In such a situation, there will be no conscious effort of access to information (Waterworth and Waterworth 2010). It would then be possible to realize an ideal in which our activities are characterized by a natural flow of action, without any intrusion from technology, from the physical-virtual divide.Likeafishinaclearstream,ahigh-skilledplayerplayingwithanimmersive, interactive and body-movement oriented computer game shows a clear example of little or no conscious effort of access to information. The user perceives and acts directly, in everyday life unmediated activities. Thehuman-experientialapproachisaviableapproachtothecreationofeveryday blended reality. It does this by focusing on people as humans, each with their own needs and preferences but all sharing universal characteristics. It brings with it the possibility to establish a new disciplinary field merging design with cognitive science, presence research, neuroscience, and HCI research. But this will first require a fresh framework for understanding and manipulating the contextual influencesthat affect interactive systems and their users. The need to investigate the factors influencing presence in new blended reality spaces will become ever more
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