References 71 collaboration.Themoreappropriatesensualperceptioniscreatedduringinteraction in blended reality space, the more tangible co-presence users feel. Effective blended reality systems must work by creating harmony through using appropriate contexts and thus creating optimal presence states. Contextual cues about colour, material, shape, size, texture, and weight configuration of the physical object provide possible improvement in a blended reality environment. Haptic feedback helps users feel a degree of tangibility, a convergence between the physical and virtual. But while haptic feedback can contribute, tangibility is not the same as haptics, in the same way that experienced presence is not the same as technologically-inducedimmersion (Waterworth et al. 2015). Tangible presence and co-presence are about supporting a natural flow of action andalmostunconscioussenseofthehereandnow,withinshareablecontexts.Thisis the potential experience of those interacting within blended reality spaces. The next chapter (Chap. 6) provides several illustrative examples of the human-experiential design of such blended reality spaces. References Benjamin LT, Hopkins JR, Nation JR (1994) Psychology, 3rd edn. Macmillan College Publishing Company, New York Benyon D, Turner P, Turner S (2004) Designing interactive systems: people, activities, context, technologies. Pearson Education, Maidenhead DeyAK(2001)Understanding and using context. Personal Ubiquit Comput 5(1):4–7 Hall ET (1959) The silent language. Bantam Doubleday Dell Publishing Group, Garden City Hall ET (1969) The hidden dimension. Anchor, Doubleday, Garden City Hall ET (1976) Beyond culture. Anchor, Doubleday, Garden City Hara K (2009) White. Lars Muller Publishers, Baden Hoshi K, Waterworth JA (2008) Effective collaboration for healthcare by bridging the reality gap across media-physical spaces. Paper presented at the proceedings of the 1st international conference on PErvasive technologies related to assistive environments Hoshi K, Pesola U-M, Waterworth EL, Waterworth J (2009) Tools, perspectives and avatars in blended reality space. In Weiderhold BK, Riva G (eds) Annual international CyberTherapy and CyberPsychology 2009. Italy, June 2009. IOS Press, Amsterdam Hosoe I, Marinelli A, Sias R (1991) Play office: toward a new culture in the workplace. GC inc, Tokyo Ijsselsteijn WA, Riva G (2003) Being there: the experience of presence in mediated environments. In: Riva G, Davide F, IJsselsteijn WA (eds) Being there: concepts, effects and measurement of user present in synthetic environments. Ios Press, Amsterdam, pp 3–16, 344 Ishii H (2008) Tangible bits: beyond pixels. Paper presented at the The 2nd international conference on tangible and embedded interaction, Kingston, ON, Canada Krippendorff K (2005) The semantic turn: a new foundation for design. CRC press, Taylor & Francis Group, Boca Raton Lakoff G, Johnson M (1980) Metaphors we live by. The University of Chicago Press, Chicago Lombard M, Ditton T (1997) At the heart of it all: the concept of presence. J Comput Mediated- Commun.http://onlinelibrary.wiley.com/doi/10.1111/j.1083-6101.1997.tb00072.x/abstract Polanyi M (1966) The tacit dimension. The University of Chicago Press, Chicago
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