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A Palette of Deepened Emotions: Exploring Emotional Challenge in Virtual Reality Games
Recent work introduced the notion of âemotional challengeâpromising for understanding more unique and diverse player experiences (PX). Although emotional challenge has immediately attracted HCI researchersâ attention, the concept has not been experimentally explored, especially in virtual reality (VR), one of the latest gaming environments. We conducted two experiments to investigate how emotional challenge affects PX when separately from or jointly with conventional challenge in VR and PC conditions. We found that relatively exclusive emotional challenge induced a wider range of different emotions in both conditions, while the adding of emotional challenge broadened emotional responses only in VR. In both experiments, VR significantly enhanced the measured PX of emotional responses, appreciation, immersion and presence. Our findings indicate that VR may be an ideal medium to present emotional challenge and also extend the understanding of emotional (and conventional) challenge in video games
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
This paper describes a methodology based on human judgments of memory awareness
states for assessing the simulation fidelity of a virtual environment (VE) in relation
to its real scene counterpart. To demonstrate the distinction between task
performance-based approaches and additional human evaluation of cognitive awareness
states, a photorealistic VE was created. Resulting scenes displayed on a headmounted
display (HMD) with or without head tracking and desktop monitor were
then compared to the real-world task situation they represented, investigating spatial
memory after exposure. Participants described how they completed their spatial
recollections by selecting one of four choices of awareness states after retrieval in
an initial test and a retention test a week after exposure to the environment. These
reflected the level of visual mental imagery involved during retrieval, the familiarity
of the recollection and also included guesses, even if informed. Experimental results
revealed variations in the distribution of participantsâ awareness states across conditions
while, in certain cases, task performance failed to reveal any. Experimental
conditions that incorporated head tracking were not associated with visually induced
recollections. Generally, simulation of task performance does not necessarily
lead to simulation of the awareness states involved when completing a memory
task. The general premise of this research focuses on how tasks are achieved,
rather than only on what is achieved. The extent to which judgments of human
memory recall, memory awareness states, and presence in the physical and VE are
similar provides a fidelity metric of the simulation in question
Emotional Qualities of VR Space
The emotional response a person has to a living space is predominantly
affected by light, color and texture as space-making elements. In order to
verify whether this phenomenon could be replicated in a simulated environment,
we conducted a user study in a six-sided projected immersive display that
utilized equivalent design attributes of brightness, color and texture in order
to assess to which extent the emotional response in a simulated environment is
affected by the same parameters affecting real environments. Since emotional
response depends upon the context, we evaluated the emotional responses of two
groups of users: inactive (passive) and active (performing a typical daily
activity). The results from the perceptual study generated data from which
design principles for a virtual living space are articulated. Such a space, as
an alternative to expensive built dwellings, could potentially support new,
minimalist lifestyles of occupants, defined as the neo-nomads, aligned with
their work experience in the digital domain through the generation of emotional
experiences of spaces. Data from the experiments confirmed the hypothesis that
perceivable emotional aspects of real-world spaces could be successfully
generated through simulation of design attributes in the virtual space. The
subjective response to the virtual space was consistent with corresponding
responses from real-world color and brightness emotional perception. Our data
could serve the virtual reality (VR) community in its attempt to conceive of
further applications of virtual spaces for well-defined activities.Comment: 12 figure
Using virtual worlds as collaborative environments for innovation and design: lessons learned and observations from case studies in architectural projects
In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process, organisations can tap the community's creativity and intelligence through immersive technology. The paper provides an overview of the latest advances of information and communication technologies in immersive virtual environments and discusses some of the observations and lessons learned which should be taken into account in developing collaboration models for such activities. Here we propose four modes of collaboration, based on the choices for degree of openness and governance structure, which are illustrated by four case studies
Serious Game Evaluation as a Meta-game
Purpose â This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults.
Design/methodology/approach â In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team.
Findings â The key result from this study was that during the âseamless evaluationâ approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience.
Practical implications â This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user.
Originality/value â Through using seamless evaluation, the authors created an evaluation completely embedded within the âmagic circleâ of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team
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Effect of playing computer games on decision making in people with intellectual disabilities
People with intellectual disabilities have difficulty making decisions and this may hinder their independence and inclusion in society. Interactive computer software may give them the opportunity to practice the underlying components of this skill. This study aimed to discover if repeated sessions playing a computer game involving aspects of decision making, such as collecting relevant information and controlling impulsivity, would improve performance in two non-computer based tests of decision making. 12 adults with intellectual disabilities were randomly assigned to either an intervention group or control group. They were all exposed to 10 twice weekly sessions, playing either the intervention game or the control game, which involved simple reaction time only. After repeated sessions, the intervention group showed a significant improvement in game score, with researcher assistance significantly decreasing. At follow up, the intervention group showed a significant decrease from baseline in the number of guesses made before guessing correctly on both of the decision making tests. The decrease observed in the control group failed to reach significance
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Organizational Ethnography and the Art of Judgment in-the-Moment
This paper responds to the convenersâ call on exploring and advancing Organizational Ethnography (OE) as a paradigm for the organizational sciences. This sub-theme is linked through my empirical study of senior managers in international development organizations and how they make sense of using their judgment âin-the-momentâ in the context of their leadership roles and work environments. I adopt an âethnographic orientationâ (Watson, 2011, p.216) and emphasize the need for a highly reflexive approach in an ethnographerâs role as making judgments throughout the challenging processes of doing âfieldwork, headwork and textworkâ (Van Maanen, 2011, p.218). Theoretically, this study contributes to the existing judgment and decision making literature from a social constructionist perspective by drawing linkages to judgment as a co-constructed phenomenon. How senior managers understand their judgment-making in situations âin-the-momentâ is an understudied area thus far and even scarcer in the context of international development organizations. Methodologically, the ethnographic and radically reflexive approach taken addresses a gap in the literature, builds awareness and raises in importance examining the âmultiple selvesâ (Reinharz, 1997) of the ethnographer. How I influenced my research and was influenced by it as both subject and object were key to my findings.
In addition to the sub-theme call, this paper also links to the overarching Colloquium theme, âBridging Continents, Cultures and Worldviewsâ, by connecting the cultures and co- constructed views of the researcher and practitioners. The collaborative, ethnographic approach taken was a unique way to get âup close and personalâ in understanding what judgment meant to senior leaders in the two participating UK-headquartered organizations. With international development missions in African nations, the senior leaders continuously constructed their own bridges across borders in their financing, operations and communications between their team members and external stakeholders located in multiple countries, reliant on virtual offices and mobile and Internet technology to stay connected. My judgment as an ethnographer was necessary to determine how to best embrace this way of âworkingâ during fieldwork and become another type of stakeholder to them.
I will begin with a brief theoretical and methodological background of my exploratory study, identifying the gap in the literature and how my study fills it. Then I will outline the methodology, methods, data collection and analysis and findings. Finally, I will conclude with the challenges of âdoing organizational ethnographyâ inside small international development organizations and the contributions made to advance OE as a unique way to study the social phenomenon of judgment âin-the momentâ
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