Type: Co-occurence Matrix (map); Fields: Title and abstract ('Ignore structured abstract labels'; 'Ignore copyright statements'); Counting method: Binary counting; Thesaurus used to correct formatting errors; Minimum number of occurrences of a term: 10 (Of the 99735 terms, 2606 met the threshold); Number of terms chosen: 2606 chosen; Visualisation: Weights: 'Total link strength' (not 'total occurrences', or 'links')
Data: 6 Clusters (minimum cluster size of 2)
Note: Changing the minimum number of occurrences to include more items greatly increased the fidelity of the map. Despite there being so many more terms, the map produced far more detail in the use of the term 'presence' which is more useful for my research. At the centre is 'virtual reality', 'presence' and 'sense' which is what I would expect. Other iterations produced scewed results that hardly featured presence so I think this was a search for an analysis that best reflects aims of the analysis.
Interesting that 'term' appears right next to 'presence' as does 'quality', 'addition', 'ability'
NOTE: Interesting to select: "Avge Pub Year" where there is a definite trend over the map.
For examples of early work on keyword co-occurrence networks, we refer to Callon, Courtial, Turner, and Bauin (1983), Callon, Law, and Rip (1986), and Peters and Van Raan (1993).
Thesaurus
virtual reality exposure therapy >vret
co presence >copresence
tele presence >telepresence
Red (758): User environment: sensation, environment, tasks, feedback, co-presence.
Green (751): User experience and response: affective, engagement; extends toward learning
Blue (707): Presence, Virtual Reality, extends into treatment modalities
Yellow (301): Education, training, and learning, extends into commercial applications (tourism)
Purple (47): Immersion; Not such a well defined cluster
Teal (44): Gaming, entertainment, and player experience
Visualisation settings: Weights: 'Total link strength' (optional: change color to "Avg. Pub. Year)
colour the average year of publication. A co-occurence overlay map generated by VOSviewer. Node size reflects ‘total link strength’,
This visualisation is available online at [Here], allowing readers to explore the landscape of terminology used in presence research. The term ‘presence’ has been evident in VR literature for over three decades. As expected, the term ‘presence’ features in the central portions of this visualisation, as does virtual reality, sense, immersion, experience, and participant. Zooming into the central portion of this map reveals terminology surrounding the personal experience and context of presence in VR for users. The co-occurrence network shows a spread of the average year of publication ranging from 2014 to 2020, demonstrating that the term has been used more recently.
As expected, the term ‘presence’ features in the central portions of this visualisation, as does virtual reality, sense, immersion, experience, and participant. Zooming into the central portion of this map reveals terminology surrounding the personal experience and context of presence in VR for users.
The top right quadrant features a range of terminology such as cybersickness, sensory conflict, heart rate, intensity, and other terminology describing the potentially challenging experiences for users in VR.
Adjusting the colour settings reveals a pattern gradient beginning with an average age close to 2014 in the lower right quadrant toward an average age of 2020 in the upper left quadrant. Terms in 2014 are centred on elements of the immersive descriptive features of a VR experience. These include dominant terms such as ‘system’, ‘environment’, ‘technology’, ‘object’, ‘scene’, ‘display’, ‘real-time’, ‘tracking’, and more. The upper left quadrant terms tend toward applied settings for VR, such as ‘intervention’, ‘efficacy’, ‘outcome’, ‘investigation’, ‘engagement’, ‘teaching’, ‘learning’, ‘consumer’, and ‘user experience’.
The term ‘presence’ has been evident in VR literature for over three decades. The co-occurrence network shows a spread of the average year of publication ranging from 2014 to 2020, demonstrating that the term is being used with increasing frequency. Presence remains a vital feature in VR research and is associated with many aspects of the VR experience.
Furthermore, far from being a simple conception, presence is a term that touches on all aspects of virtual reality implementation. A search for the term ‘presence’ in the map reveals several directly related terms. Presence, therefore, remains a relevant and multidimensional term.
Use the search bar to search for related terms within the visualisation. Here are some examples:
cognitive presence
copresence
experienced presence
greater presence
high presence
higher presence
higher social presence
human presence
igroup presence questionnaire
immersive presence
low presence
overall presence
personal presence
physical presence
presence
presence effect
presence experience
presence inventory
presence level
presence questionnaire
presence rating
presence research
presence score
presence theory
remote presence
self presence
social presence
social presence theory
spatial presence
subjective presence
telepresence
telepresence system
user presence
users presence
virtual presence
Link to DropBox Co-occurrence File
https://app.vosviewer.com/?json=https%3A%2F%2Fwww.dropbox.com%2Fscl%2Ffi%2F28896rst10v1qqgjzhdg1%2FVOSviewer_5866960370341223058.json%3Frlkey%3Dnwgnhbinzsv8y50a7b000zvqs%26dl%3D1