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.
Cyberspace is a concept describing a widespread, interconnected digital technology. The term entered the popular culture from science fiction and the arts but is now used by technology strategists, security professionals, government, military and industry leaders and entrepreneurs to describe the domain of the global technology environment. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the uses of the Internet, networking, and digital communication were all growing dramatically and the term cyberspace was able to represent the many new ideas and phenomena that were emerging.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that fulfills three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.
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.
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.
Digital poetry is a form of electronic literature, displaying a wide range of approaches to poetry, with a prominent and crucial use of computers. Digital poetry can be available in form of CD-ROM, DVD, as installations in art galleries, in certain cases also recorded as digital video or films, as digital holograms, on the World Wide Web or Internet, and as mobile phone apps.
In computing, an avatar is a graphical representation of a user or the user's alter ego or character. It may take either a two-dimensional form as an icon in Internet forums and other online communities or a three-dimensional form, as in games or virtual worlds. Avatar images have also been referred to as "picons" in the past, though the usage of this term is uncommon now. An avatar can also refer to a text construct found on early systems such as MUDs. The term "avatar" can also refer to the personality connected with the screen name, or handle, of an Internet user.
Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video, audio, and video games.
"A Rape in Cyberspace, or How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society" is an article written by freelance journalist Julian Dibbell and first published in The Village Voice in 1993. The article was later included in Dibbell's book My Tiny Life on his LambdaMOO experiences.
A virtual museum is a digital entity that draws on the characteristics of a museum, in order to complement, enhance, or augment the museum experience through personalization, interactivity and richness of content. Virtual museums can perform as the digital footprint of a physical museum, or can act independently, while maintaining the authoritative status as bestowed by the International Council of Museums (ICOM) in its definition of a museum. In tandem with the ICOM mission of a physical museum, the virtual museum is also committed to public access; to both the knowledge systems imbedded in the collections and the systematic, and coherent organization of their display, as well as to their long-term preservation.
Strictly, digital theatre is a hybrid art form, gaining strength from theatre’s ability to facilitate the imagination and create human connections and digital technology’s ability to extend the reach of communication and visualization.
Brenda Laurel, Ph.D. is a video game designer and researcher. She is an advocate for diversity and inclusiveness in video games, a "pioneer in developing virtual reality", a public speaker and an academic. She is also a board member of several companies and organizations. She was founder and chair of the Graduate Design Program at California College of the Arts (2006–2012). and of the Media Design graduate program at Art Center College of Design (2000–2006). She has worked for Atari, co-founded the game development firm Purple Moon, and served as an interaction design consultant for multiple companies including Sony Pictures, Apple, and Citibank.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
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 is a French pioneer, contemporary new-media artist, curator and theorist based in Paris and Hong Kong. His work employs various media, including video, computer graphics, immersive virtual reality, the Internet, performance, EEG, 3D Printing, large-scale urban media art installations and interactive exhibitions. Often conceptual, Maurice Benayoun's work constitutes a critical investigation of the mutations in the contemporary society induced by the emerging or recently adopted technologies.
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.
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