Jonathan Steuer

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Jonathan Steuer (born December 3, 1965, in Wisconsin) is a pioneer in online publishing.

Steuer lead the launch teams of a number of early and influential online publishing ventures, including Cyborganic, a pioneering online/offline community, [1] HotWired , the first ad-supported web magazine, [2] and c|net's online operations. Steuer's article "Defining virtual realities: Dimensions determining telepresence", [3] [4] is widely cited in academic and industry literature. Originally published in 1992 in the Journal of Communication 42, 73-9, it has been reprinted in Communication in the Age of Virtual Reality (1995), F. Biocca & M. R. Levy (Eds.).

Steuer's vividness and interactivity matrix from that article appeared in Wired circa 1995 and has been particularly influential in shaping the discourse by defining virtual reality in terms of human experience, rather than technological hardware, and setting out vividness and interactivity as axial dimensions of that experience. Steuer's notability in diverse arenas as a scholar, architect, and instigator of new media is documented in multiple, independent, non-trivial, published works.

Steuer has been a consultant and senior executive for a number of other online media startups: CNet, ZDTV, Sawyer Media Systems and Scient.

Steuer has an AB in philosophy from Harvard University, and a PhD in communication theory & research from Stanford University. There, his doctoral dissertation concerned Vividness and Source of Evaluation as Determinants of Social Responses Toward Mediated Representations of Agency.

A longtime resident of the Bay Area, today Steuer resides in New York City.

Related Research Articles

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Augmented reality View of the real world with computer-generated supplementary features

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Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance of being present, or to have an effect, via telerobotics, at a place other than their true location.

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats, it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

New media are forms of media that are computational and rely on computers for redistribution. Some examples of new media are computer animations, computer games, human-computer interfaces, interactive computer installations, websites, and virtual worlds.

Internet culture, or cyberculture, is a culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment, and business. Internet culture is also the study of various social phenomena associated with the Internet and other new forms of the network communication. Examples of these new forms of network communication include, online communities, online multi-player gaming, wearable computing, social gaming, social media, mobile apps, augmented reality, and texting as well as issues related to identity, privacy, and network formation.

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Virtual museum generic virtual museum

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The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality. The reality–virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science, but in fact it could be considered a matter of anthropology. The concept was first introduced by Paul Milgram.

Maurice Benayoun French visual artist and theorist

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Presence is a theoretical concept describing the extent to which media represent the world. Presence is further described by Matthew Lombard and Theresa Ditton as “an illusion that a mediated experience is not mediated." Today, it often considers the effect that people experience when they interact with a computer-mediated or computer-generated environment. The conceptualization of presence borrows from multiple fields including communication, computer science, psychology, science, engineering, philosophy, and the arts. The concept of presence accounts for a variety of computer applications and Web-based entertainment today that are developed on the fundamentals of the phenomenon, in order to give people the sense of, as Sheridan called it, “being there."

Social Presence Theory was developed by social psychologists John Short, Ederyn Williams, and Bruce Christie, co-authors of the 1976 book The Social Psychology of Telecommunications, where they defined Social Presence Theory as the ability communication media have to transmit social cues. The theory arose from noticing the differences in apparent physical proximity inherent in using various communications media.

References

  1. Cool, Jenny (December 2008). Communities of Innovation: Cyborganic and the Birth of Networked Social Media. ISBN   9780549973546 . Retrieved 6 October 2014.
  2. Vanhemert, Kyle. "How a Band of Rebels and Pioneers Launched WIRED's First Website 20 Years Ago Today". Wired.com. Wired Magazine. Retrieved 30 October 2014.
  3. Defining virtual realities: Dimensions determining telepresence"
  4. LaSpina, James Andrew (1998-04-01). The Visual Turn and the Transformation of the Textbook. Taylor & Francis. pp. 10–. ISBN   9780805827019 . Retrieved 20 June 2012.

Further reading

Some books and print articles that discuss Steuer's role in the web publishing industry that emerged in San Francisco in the 1990s:

Some books and print that draw on Steuer's definitions of virtual reality and telepresence:

Besides the printed works above, Steuer's article is cited in many online works, a few of which are listed here:
EDUCAUSE REVIEW | January/February 2007, Volume 42, Number 1
A Definition
ICA Info Systems: Coyle & Ognianova
Social Impacts of Rich Media
A Psychological Approach to Presence