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Game Over! : On measurement and optimization of presence

By Egon L. van den Broek and Remco Kuijper

Abstract

With reality and ICT blending, we live in a Computer Aided Reality (CAR). Nevertheless, we still have the feeling that we can distinguish between reality and artificial realities. This notion yields the question: When do humans experience reality as computer aided (or artificial)? This article contributes in answering this question by i) adopting the construct presence and discuss its value to assess users’ experienced reality; ii) providing suggestions on how to measure presence via biosensors; and iii) presenting a low fidelity research setup to assess users’ presence in CAR

Topics: games, virtual reality, reality, presence, immersion, methods, psychophysiology, emotion, biosignals, Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Applied Psychology
Year: 2014
OAI identifier: oai:dspace.library.uu.nl:1874/301856
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