459 research outputs found
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“DID THAT JUST HAPPEN?”: INFLUENCE OF EMBODIMENT AND IMMERSION ON CHARACTER IDENTIFICATION IN VIRTUAL REALITY ENVIRONMENTS
The purpose of this study is to explore character identification in virtual reality (VR) in connection to embodiment and immersion. Using previous data gathered from a qualitative study investigating character roles and character identification, I conduct a mixed-method study (survey and qualitative data analysis) to operationalize the concepts of character identification, embodiment, and immersion, study their relationships, and investigate the mediating role of character identification. This study, is a step toward building and validating measurement scales for character identification, embodiment, and VR immersion, suggests future avenues for exploring how character identification shapes user experiences in VR
The Harder the Battle, the More We Talk: The Effects of Perceived Risk of Player Death on Social Presence and Enjoyment in Mobile Fps Game
Even though the relationship between presence and game enjoyment has been explored, there are unsolved theoretical questions regarding the degree to which social presence may be generated in games. Drawing on (social) presence theory, this study investigated the effects of the perceived risk of player death on game enjoyment. Specifically, the current study examined whether there is a relationship between the perceived risk of player death and communication between players; if this communication will serve as a trigger for a social presence; and if social presence will increase game enjoyment. Results from a self-report survey (N = 128) indicated that the perceived risk of player death has no direct relationship with game enjoyment. However, this result unfolds in a different way when social presence is activated. The results of path analysis showed that the higher the players\u27 perceived risk of death, the more players communicate with teammates. Moreover, communication positively influenced players\u27 social presence, and social presence was positively associated with game enjoyment. The study\u27s theoretical findings were discussed regarding the concept of social presence. The appropriate challenge level and user experience in mobile first-person shooting (FPS) games were discussed as practical implications
Multimedia Showdown: A Comparative Analysis of Audio, Video and Avatar-Based Communication
Our new work culture relies heavily on online meetings and computer-mediated communication (CMC). However, making an online meeting engaging while keeping communication productive is a major challenge. We collected quantitative data from the user engagement scale (UES) and qualitative data from semi-structured interviews to investigate how user engagement differed. Using the gamified web-conferencing platform Gather, we compared four communication channels: (1) audio-only, (2) audio and video (no avatar), (3) audio and avatar (no video), and (4) audio and video and avatar. We began qualitative data analysis using reflexive thematic analysis. Although the UES results did not reveal significant differences, the preliminary results from the thematic analysis such as people prefer communication platforms designed for specific use cases because video makes them feel more self-conscious, while avatars make them feel more represented. Lastly, we provide a work-in-progress applied definition of user engagement in communication channels with their perspective on individual engagement constructs.This work was made possible by the NSERC CREATE SWaGUR grant, the Social Sciences and Humanities Research Council, Lennart Nacke’s NSERC Discovery Grant, the Canada Foundation for Innovation John R. Evans Leaders Fund “The seamless user-centered conscious experience study system (SUCCESS)”.Joseph Tu, Arielle Grinberg, Mark Hancock, Lennart E. Nacke | ACM (2023). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’23), https://doi.org/10.1145/3573382.3616081
Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)
OVERVIEW (taken from the CALL FOR PAPERS)
Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005.
The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality.
The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field.
Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments.
PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London
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New consumption identities in virtual worlds. The case of Second Life.
The dynamic development of new technologies influences consumers in many different ways reaching far beyond the shift in consumption patterns, challenging the way consumers live their lives. The role of new information technologies is continually growing in our daily lives changing the way we see the self and the world around us. Consequently, the advent of the computer culture incites a radical rethinking of who we are and the nature of being human, which clearly illustrates the postmodern age. As a result, over the past decades consumer research has moved away from simply viewing consumers as information processors to consumers as socially conceptualized beings. This Consumer Culture Theory (CCT) movement views consumers and consumer behaviour as articulations of meanings and materiality within the productive of complex cultural milieu.
This ethnographic thesis focuses on the three-dimensional virtual world of Second Life, which is a ÂżReal LifeÂż simulation and where the residents represent themselves through ÂżavatarsÂż, creating a kind of virtual materiality. This raises interesting questions for consumer researchers, not just about how consumption is enacted, produced and articulated within this environment, but also in relation to theoretical and methodological issues. More specifically, this thesis critically examines the development of interpretive consumer research and the emergence of the Consumer Culture Theory framework in the context of the juxtaposition of reality and hyperreality and takes a position which goes beyond the 'body in the net/physical body' binary. Therefore, this thesis places the Âżavatar-as-consumerÂż at the centre of the research focus.
The current thesis develops a theoretical framework which examines the role of consumption in resolving key paradoxes. Moreover, it extends the netnography framework from mainly text based research to the visual characteristics of virtual worlds so that it can be useful for the study of complex online environments and as a result, how the role of the researcher goes beyond netnography to virtualography is discussed
Virtual world commerce adoption (VWCA) : a case study of second life investigating the impacts of perceived affordances, trust, and need satisfaction
Virtual worlds are computer-simulated worlds in which multi-players can simultaneously interact in a rich graphical environment. The development of virtual worlds, along with the massive growth of users, creates opportunities for business organizations. This dissertation involves many studies regarding virtual world adoption in business by virtual consumers.
Most of the research in Information Systems (IS) was conducted investigating factors influencing technology adoption, such as ease of use and usefulness, subjective norms and behavioral controls, self-efficacy, performance and effort expectancy, flow, etc. However, most of these research studies focused neither on design aspects related to affordances nor users\u27 goal-oriented behaviors, such as need satisfaction.
This dissertation examines the effect of affordances, referring to a property of an object, animal, or environment that affords, or makes available certain actions. Particularly, this dissertation investigates the users\u27 perceived affordance of virtual products and environments, in which business transactions take place. In addition, relationship-based trust and need satisfaction are considered as crucial determinants of virtual world commerce adoption in this dissertation.
There are three studies that were conducted in Second Life in this dissertation, which are two preliminary studies and a main study. The preliminary studies use multiple data collection methods, including user interviews, documentation, direct observations, and questionnaire surveys. The results of the preliminary studies suggest that trust, social influence, system security, system quality, and service quality are vital for users when they make purchase decisions. The initial measurement model containing valid and reliable measurement scales of the main research constructs was proposed.
The main study, using a revised questionnaire survey from the preliminary studies, was conducted to develop the conceptual framework of Virtual World Commerce Adoption (VWCA). Covariance-based and PLS-based path analyses were employed based on the data obtained from the participants who have different experience levels with online business transactions. The final results show a significant relationship between perceived affordances and intention to purchase products in the virtual world. This relationship is mediated by need satisfaction. However, the mediating effect of relationship-based trust is not significant. This is due to more concern about trust related to technical aspects of the system rather than trust from social exchange process
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