228 research outputs found

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    The Social and Behavioral Influences of Interactions with Virtual Dogs as Embodied Agents in Augmented and Virtual Reality

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    Intelligent virtual agents (IVAs) have been researched for years and recently many of these IVAs have become commercialized and widely used by many individuals as intelligent personal assistants. The majority of these IVAs are anthropomorphic, and many are developed to resemble real humans entirely. However, real humans do not interact only with other humans in the real world, and many benefit from interactions with non-human entities. A prime example is human interactions with animals, such as dogs. Humans and dogs share a historical bond that goes back thousands of years. In the past 30 years, there has been a great deal of research to understand the effects of human-dog interaction, with research findings pointing towards the physical, mental, and social benefits to humans when interacting with dogs. However, limitations such as allergies, stress on dogs, and hygiene issues restrict some needy individuals from receiving such benefits. More recently, advances in augmented and virtual reality technology provide opportunities for realizing virtual dogs and animals, allowing for their three-dimensional presence in the users\u27 real physical environment or while users are immersed in virtual worlds. In this dissertation, I utilize the findings from human-dog interaction research and conduct a systematic literature review on embodied IVAs to define a research scope to understand virtual dogs\u27 social and behavioral influences in augmented and virtual reality. I present the findings of this systematic literature review that informed the creation of the research scope and four human-subjects studies. Through these user studies, I found that virtual dogs bring about a sense of comfort and companionship for users in different contexts. In addition, their responsiveness plays an important role in enhancing users\u27 quality of experience, and they can be effectively utilized as attention guidance mechanisms and social priming stimuli

    Exploration Systems:Using Experience Technologies in Automated Exhibition Sites

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    Disruptive Play or Platform Colonialism? The Contradictory Dynamics of Google Expeditions and Educational Virtual Reality

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    This paper provides an exploratory case study Google Expeditions(GE), a virtual reality (VR) toolkit designed for the classroom, and its roll-out in the UK through the “pioneer program”. Drawing from existing research on Google, platform studies, and interdisciplinary work on the digital landscape, this paper examines the conflicting tensions around the logic of Google for Education (GFE) and the tangled user experiences of GE within a higher education context. Findings are drawn from participant observation of a one day GE trial; participant observation of 396 people’s mostly first-time experience with GE; a post-trial survey with those predominantly first-time users (N = 100); and participant observation of invite-only GFE events organized by Apps Events on GFE’s behalf. In addition to providing a detailed insight into the roll-out of a rising educational Google product, findings suggest GE engages contradictory dynamics. On one hand, users experience exciting, disruptive play, and on the other, the pioneer program extends Google’s platform empire, colonizing educational space and those within it

    Design for Child-Robot Play The implications of Design Research within the field of Human-Robot Interaction studies for Children

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    This thesis investigates the intersections of three disciplines, that are Design Research, Human-Robot Interaction studies, and Child Studies. In particular, this doctoral research is focused on two research questions, namely, what is (or might be) the role of design research in HRI? And, how to design acceptable and desirable child-robot play applications? The first chapter introduces an overview of the mutual interest between robotics and design that is at the basis of the research. On the one hand, the interest of design toward robotics is documented through some exemplary projects from artists and designers that speculate on the human-robot coexistence condition. Vice versa, the robotics interest toward design is documented by referring to some tracks of robotic conferences, scienti c workshops and robotics journals which focused on the design-robotics relationship. Finally, a brief description of the background conditions that characterized this doctoral research are introduced, such as the fact of being a research founded by a company. The second chapter provides an overview of the state of the art of the intersections between three multidisciplinary disciplines. First, a de nition of Design Research is provided, together with its main trends and open issues. Then, the review focuses on the contribution of Design Research to the HRI eld, which can be summed up in actions focused on three aspects: artefacts, stakeholders, and contexts. This is followed by a focus on the role of Design Research within the context of children studies, in which it is possible to identify two main design-child relationships: design as a method for developing children’s learning experiences; and children as part of the design process for developing novel interactive systems. The third chapter introduces the Research through Design (RtD) approach and its relevance in conducting design research in HRI. The proposed methodology, based on this approach, is particularly characterized by the presence of design explorations as study methods. These, in turn, are developed through a common project’s methodology, also reported in this chapter. The fourth chapter is dedicated to the analysis of the scenario in which the child-robot interaction takes place. This was aimed at understanding what is edutainment robotics for children, its common features, how it relates to existing children play types, and where the interaction takes place. The chapter provides also a focus on the relationship between children and technology on a more general level, through which two themes and relative design opportunities were identi ed: physically active play and objects-to-think-with. These were respectively addressed in the two design explorations presented in this thesis: Phygital Play and Shybo. The Phygital Play project consists of an exploration of natural interaction modalities with robots, through mixed-reality, for fostering children’s active behaviours. To this end, a game platform was developed for allowing children to play with or against a robot, through body movement. Shybo, instead, is a low-anthropomorphic robot for playful learning activities with children that can be carried out in educational contexts. The robot, which reacts to properties of the physical environment, is designed to support different kinds of experiences. Then, the chapter eight is dedicated to the research outcomes, that were de ned through a process of reflection. The contribution of the research was analysed and documented by focusing on three main levels, namely: artefact, knowledge and theory. The artefact level corresponds to the situated implementations developed through the projects. The knowledge level consists of a set of actionable principles, emerged from the results and lessons learned from the projects. At the theory level, a theoretical framework was proposed with the aim of informing the future design of child- robot play applications. Thelastchapterprovidesa naloverviewofthe doctoral research, a series of limitations regarding the research, its process and its outcomes, and some indications for future research

    Actor & Avatar: A Scientific and Artistic Catalog

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    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material

    Gaming and luxury fashion: exploring factors driving gamers’ luxury virtual in - game fashion

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    This study investigates the factors driving gamers’ intention to purchase virtual luxury fashion in online games. The study’s conceptual framework is grounded in the social identity and social capital theory. A total of 468 responses were collected using an online survey from Fortnite players and analyzed using covariance-based structural equation modelling (CB-SEM). The results reveal that avatar identification was positively associated with perceived value, social presence, and intention to purchase virtual luxury fashion. Perceived value and social presence were positively associated with intending to purchase virtual luxury fashion. Brand love strengthened the positive association between the perceived value and social presence on the intention to purchase virtual luxury fashion. This study contributes to the marketing and information systems literature by offering the first insights into virtual luxury fashion in online games. The findings would assist game developers and marketers in better understanding gamer behaviour to capitalize on virtual luxury fashion

    Reward - based advertisement in online games: a win for advertisers, developers, and gamers

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    This study examines factors affecting gamers’ attitude towards reward-based advertisements (RBA) in online games. A conceptual model is developed based on the Ducoffe’s web advertising model and tested using a quantitative design through data collected from 532 online gamers in Fiji. Covariance-based structural equation modelling (CB-SEM) was employed to perform the analysis. Results reveal that informativeness, credibility, entertainment, and incentive positively influence advertisement value. Advertisement value was found to positively influences attitude towards RBA. The moderating factors of perceived competitiveness and gamer envy were found to strengthen the positive association between perceived advertisement value and attitude towards RBA. This study is novel is it is the first exploration of RBA in online gaming. In so doing, this study contributes to both marketing and gaming literature and provides valuable insight for marketers and game developers to influence customers to be more receptive to advertisements in online games
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