9,786 research outputs found

    Understanding user experience in gaming

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    This research examines the effect of virtual reality gaming versus desktop based gaming on spatial presence, social presence, and intention to play. It draws on cognitive theory of presence, social presence theory, and theory of reasoned action to generate the research hypotheses and explain the observed phenomenon. A within-subject experimental design (N=53) was used to evaluate the effects of virtual reality versus desktop based gaming. The results suggest that both spatial presence and social presence were significantly enhanced in the virtual reality gaming environment while intention to play was significantly greater in the desktop based gaming environment --Abstract, page iii

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    Bacteria Hunt: A multimodal, multiparadigm BCI game

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    Brain-Computer Interfaces (BCIs) allow users to control applications by brain activity. Among their possible applications for non-disabled people, games are promising candidates. BCIs can enrich game play by the mental and affective state information they contain. During the eNTERFACE’09 workshop we developed the Bacteria Hunt game which can be played by keyboard and BCI, using SSVEP and relative alpha power. We conducted experiments in order to investigate what difference positive vs. negative neurofeedback would have on subjects’ relaxation states and how well the different BCI paradigms can be used together. We observed no significant difference in mean alpha band power, thus relaxation, and in user experience between the games applying positive and negative feedback. We also found that alpha power before SSVEP stimulation was significantly higher than alpha power during SSVEP stimulation indicating that there is some interference between the two BCI paradigms

    Museums for all: towards engaging, memorable museum experiences through inclusive audio description

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    Museums seek to offer their visitors a rich and rewarding experience that is accessible and inclusive. Many museums rely on vision as a means of access to collections. Yet having vision does not necessarily mean that visitors are able to engage with exhibits. Audio Description (AD) has traditionally been defined as an access tool for people who are blind or partially sighted (BPS), which seeks to make visual information accessible though spoken language. However, AD could simultaneously provide ‘guided looking’ for people with sight. This interdisciplinary thesis sets out the first empirical investigation of AD in museums and its potential as inclusive design. Study 1 examines current understandings of museum AD, through an international practitioner survey. It reveals disagreement regarding whether AD should aspire to be an objective visual-verbal ‘translation’ or whether it should incorporate interpretative techniques in order to provide a rich experience. Study 2 explores the nature of the museum experience by analysing autobiographical memories for museum visits, demonstrating the importance of thoughts, feelings and personal context in museum memories and demonstrating an autobiographical memory coding model. Study 3 investigates the impact of AD on the experience, engagement and memorability of sighted participants, with AD resulting in richer memories compared to standard audio guides or minimal text interpretation. Study 4 compares sound enriched and standard AD on the experience, engagement and memorability of blind and sighted people, finding experience benefits for all and memorability benefits for BPS people. This research therefore concludes that AD should be taken out of its access ‘niche’ and considered as an inclusive interpretation tool to enhance engagement and access for all visitors. It argues further that the development of inclusive museum AD should be driven by a fuller understanding of the nature of the museum experience and its lasting impact

    Study of emotion in videogames : understanding presence and behaviour

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    Only when videogames are released are we able to look at them and analyse them. Nowadays, platforms to share our thoughts and opinions about a videogame, or part of it, are everywhere, with both positive and negative commentaries being shared daily. However, what makes a game be seen as a positive experience and what components satisfy and engage players in it? In this Dissertation, we aim to comprehend how players perceive videogames and what motivates and triggers emotions one has during play. We will take a look at several different concepts that all work together when playing a videogame. We will start by understanding what Interaction is and how humans behave. Afterwards, we will better investigate the widely used topic of Immersion, and its unknown and unrecognized brother Presence. From there, we will divide involvement in game play in two parts, the technological side, which relates to natural interfaces and mastery of controls, and the side of design and implementation of content, more specifically the concept of Agency and how it plays a huge part in making players feel part of the game.Só quando um videojogo é lançado é que o podemos analisar e rever. Atualmente, encontramos plataformas para partilhar a nossa opinião acerca de um videojogo, ou parte dele, em qualquer lado, com comentários positivos e negativos a serem partilhados diariamente. No entanto, o que é que faz um jogo ser visto como uma experiência positiva e quais são os componentes que satisfazem e envolvem jogadores? Nesta Dissertação, pretendemos compreender como é que jogadores percecionam um videojogo e que emoções são despoletadas que os motiva a jogar. Iremos analisar diferentes conceitos que contribuem para o jogar de um videojogo. Começaremos por ver o que é a Interação e como é que o ser humano se comporta e age. Prosseguindo, iremos analisar o já bastante usado conceito de Imersão, e o seu desconhecido e menos reconhecido irmão, Presença. Daí iremos dividir o envolvimento com um videojogo em duas partes, no lado tecnológico, relacionado com interfaces naturais e mestria de controlos, e no lado de design e implementação de conteúdo, mais especificamente no conceito de Agência e a maneira como esta integra os jogadores no jogo

    Spectators’ aesthetic experiences of sound and movement in dance performance

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    In this paper we present a study of spectators’ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performers’ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performers’ breathing had a significant impact on spectators’ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences

    Perception and Emotion in Virtual Reality: The Role of the Body and the Contribution of Presence

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    This thesis reports four studies in the context of virtual reality (VR), feelings of presence, emotion, and perception. Previous research established the existence of cross-dimensional perceptual interrelations such as the interconnection between experienced motion and subjective time. This is thought to result from a common perceptual system. However, the specifics of this system are a matter of ongoing research. An important binding factor between perceptual dimensions is the bodily self, which was described as a reference for perception. In Study I, manipulations of the size of a virtual self-representation were shown to affect the spatial judgment of objects. In Study II, the degree of self-motion in an immersive virtual environment (IVE) influenced the subjective perception of time, corroborating previous findings about the common perceptual system. Besides the virtual self-representation, there is another important variable in VR experiments: Presence is described as the feeling of being in a mediated environment. Presence was not associated with improved performance in the spatial and temporal judgments of Studies I and II. However, in Study III, presence in a gaming activity was linked to improved mood after an experimental stress-induction. This especially applied to VR gaming, where impressions about the subjective realism of the IVE might have been crucial for mood repair. As outlined in Study IV, it is important to distinguish between presence as an attentional allocation to the mediated world and as an individual judgment about its realism. Taken together, the results from all studies corroborate the idea of the self as a fundamental perceptual reference, confirm results about the psychological connection between space and time, emphasize the benefits of VR gaming in improving mood, and elucidate the role of perceived realism in assessing presence in IVEs

    The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention

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    Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe
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