11 research outputs found

    Exploring Mixed-methods Instruments for Performance Evaluation of Immersive Collaborative Environments

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    Presently, there is a clear trend for both businesses and public institutions to move towards open or collaborative innovation. Nevertheless, engaging all stakeholders, especially users, for cocreating innovative solutions and usage scenarios is, as revealed in previous studies, not so obvious. We do believe that Immersive and Collaborative Environments (ICEs) based on the use of Virtual, Augmented and Mixed Reality technologies would be the right place for co-creating, exploring, experimenting and evaluating innovative ideas and concepts in order to quickly reach a common understanding. However, there is a need to design a proper method and instruments that would allow evaluating and comparing ICEs. Our previous paper presented the outcomes of an investigation to identifying and disentangling factors characterising a group immersion and collaboration in the context of co-creation. As a step further, this paper reports about our exploratory study towards the design of mixed methods quantitative and qualitative instruments for the evaluation of Immersive and Collaborative Environments (ICE) based on previously identified factors

    ‘You just get sucked into it’: extending the immersion process model to virtual gameplay experiences in managed visitor attractions

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    This study investigates the immersion process in virtual visitor experiences in the context of a managed visitor attraction. It validates and extends previously developed models of the immersion process from tourism and proposes an underlying structure with four mechanisms driving the immersion process forward. Data was collected through semi-structured in-depth interviews with visitors participating in virtual gameplay at a commercial gaming centre in Oslo, Norway. Findings indicate that the immersion process is comparable across ‘real world’ and virtual visitor experiences and that the process consists of three stages (engagement, engrossment, and transcending involvement), corresponding with invol vement triggers, involvement worlds, and the state of immersion. The study extends previous models of the immersion process by identifying the influence of pre-existing involvement as an ‘involvement booster’ enhancing the individual visitor’s immersion process. The findings have implications for how the underlying structure and components of the immersion process can be understood and offers practical implications for experience designers working in the intersection between virtual and ‘real world’ visitor experiences.publishedVersio

    Analysing the connection between the strength of emotional reaction invoked within a video game player and the presence of virtual reality technology

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    This thesis examines the potential connection between emotional responses in video games and the presence of virtual reality technology. This connection could establish whether video games can better affect their players’ emotions via the use of the technology. A short video game prototype was designed and developed to invoke feelings of fear and anxiety in players which could be used both with and without virtual reality technology. A trial was then created to measure participants’ emotional responses as they played both prototypes and the results were then compared and contrasted via one-way ANOVA tests. Alongside this, information about the participants’ experience with video games, virtual reality and horror-based content was recorded to establish any potential connection between this experience and their reaction to virtual reality technology. The results of the trials would suggest that virtual reality can cause greater emotional reactions in video games and that certain groups of players are more susceptible to the technology than others, but these reactions are not always consistent and are not always statistically significant

    Agresividad e Inmersión en universitarios varones usuarios de videojuegos en cabinas de internet

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    El presente estudio tiene el objetivo de analizar la relación entre la agresividad e inmersión en estudiantes universitarios varones que frecuentan cabinas de internet para jugar videojuegos online. Se teoriza que la inmersión en videojuegos online facilita la descarga de expresiones de agresión que salen del plano virtual y se expresan en la cotidianidad (Southwell & Doyle, 2004; Huerta, 2005). Así mismo, el exceso o continuo uso de videojuegos online podría afectar patrones de comportamiento a un nivel lo suficientemente grave como para desarrollar una dinámica adictiva a los videojuegos (World Health Organization, 2018). El método propone analizar correlaciones y diferencias según las variables propuestas por la ficha DANE de videojuegos (Labrador, & Villadangos, 2010), las pruebas de agresividad de Buss y Perry (1992) y el Cuestionario de Inmersión de Jennett & Cox (2008) siguiendo una lógica de investigación exploratoria (Vera, 2005). Los resultados indican que la agresividad y la inmersión correlacionan mínimamente frente a los videojuegos online de tipo MOBA y si bien tienen un alto poder inmersivo, éstos no necesariamente implican un mayor nivel de agresividad. Se propone que las variables de edad de inicio de juego, lugar de juego y la evolución en las horas de juego influenciarían en gran medida a la dinámica de inmersión y agresividad. Finalmente, debido a la poca investigación realizada en el medio peruano, se propone un mayor estudio de la inmersión y agresividad con las variables mencionadas.The present study aims to analyze the relationship between aggression and immersion in university male students who frequent internet rooms to play online videogames. It is theorized that immersion in online video games facilitates the download of expressions of aggression that leave the virtual plane and are expressed in everyday life (Southwell & Doyle, 2004; Huerta, 2005). Likewise, the excess or continuous use of online videogames could affect behavior patterns at a level severe enough to develop an addictive dynamic to videogames (World Health Organization, 2018). The method proposes to analyze correlations and differences according to the variables proposed by the DANE videogame file (Labrador & Villadangos, 2010), the Buss and Perry’s aggressiveness test (1992) and the Jennett & Cox’s Immersion Questionnaire (2008) following an exploratory research logic (Vera, 2005). The results indicate that aggressiveness and immersion minimally correlate with MOBA type online videogames and although they have a high immersive power, they don’t necessarily imply a higher level of aggressiveness. It is proposed that the variables of age at the start of the game, place of play and the evolution in the hours of play would greatly influence the dynamics of immersion and aggressiveness. Finally, due to the Little research carried out in the Peruvian environment, a greater study of the immersion and aggressiveness with the aforementioned variables is proposed

    A Animação em displays imersivos: da teoria à pratica

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design e Expressão Gráfica, Florianópolis, 2011imersão pode ser atingida de diversas formas, como por exemplo, pela utilização de displays imersivos que vão de duas pequenas telas em frente aos olhos de um usuário, até a projeção em domos para diversas pessoas. Os locais onde se aplicam esses displays recebem várias designações, entre elas virtuário, cyber theater, cyber dome e, a mais popular, caverna digital. O presente trabalho busca realizar um estudo sobre a criação de animações a serem utilizadas em displays imersivos, sejam elas utilizadas para o entretenimento, sejam para a educação. Em comum, temos o interesse de colocar o espectador em um ambiente imersivo, tridimensional, que prenda a sua atenção e consiga aumentar o grau de compreensão do que está sendo apresentado. Este trabalho tem um foco na análise dos diferentes displays imersivos e outra na criação de conteúdo a ser exibido por estes, com os métodos e possibilidades disponíveis. Os estudos foram realizados no planetário da UFSC que, embora seja chamado de planetário digital, constitui de fato uma caverna digital que possibilita a exibição de qualquer tipo de conteúdo.Immersion can be achieved in several ways, including through the use of immersive displays ranging from two small screens in front of the eyes of a user, to the projection domes for different people. The places where they apply these displays receive several designations, including virtuary, cyber theater, cyber dome, and the most popular digital cave. This study aims to conduct a study on creating animations for use in immersive displays, whether used for entertainment or for education. In common, there is the interest in putting the viewer in an immersive environment, three dimensional, that holds their attention and can increase the degree of understanding of what is being presented. This work has focused on an analysis of the different immersive displays and another in the creation of content to be displayed by them, on the methods and possibilities available. The studies were conducted in UFSC#s planetarium that even though it is called a digital planetarium, is actually a cave that allows the digital display of any type of content.Immersion can be achieved in several ways, including through the use of immersive displays ranging from two small screens in front of the eyes of a user, to the projection domes for different people. The places where they apply these displays receive several designations, including virtuary, cyber theater, cyber dome, and the most popular digital cave. This study aims to conduct a study on creating animations for use in immersive displays, whether used for entertainment or for education. In common, there is the interest in putting the viewer in an immersive environment, three dimensional, that holds their attention and can increase the degree of understanding of what is being presented. This work has focused on an analysis of the different immersive displays and another in the creation of content to be displayed by them, on the methods and possibilities available. The studies were conducted in UFSC#s planetarium that even though it is called a digital planetarium, is actually a cave that allows the digital display of any type of content.Immersion can be achieved in several ways, including through the use of immersive displays ranging from two small screens in front of the eyes of a user, to the projection domes for different people. The places where they apply these displays receive several designations, including virtuary, cyber theater, cyber dome, and the most popular digital cave. This study aims to conduct a study on creating animations for use in immersive displays, whether used for entertainment or for education. In common, there is the interest in putting the viewer in an immersive environment, three dimensional, that holds their attention and can increase the degree of understanding of what is being presented. This work has focused on an analysis of the different immersive displays and another in the creation of content to be displayed by them, on the methods and possibilities available. The studies were conducted in UFSC#s planetarium that even though it is called a digital planetarium, is actually a cave that allows the digital display of any type of content

    Hypercontextualized games

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    Measuring the experience of playing self-paced games

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    Self-paced games are digital games which do not require players to make a move within a particular period of time, so the game can be played at whichever speed the player desires. Game experience measures can help game designers and increase understanding of how games create engagement. This thesis aimed to develop new measures of the experience of playing self-paced games. It investigated two possible measures; measuring cognitive load using pupil dilation and measuring attention using irrelevant distractor images. The first approach found a significant difference in pupil dilation between easy and hard variants of a task taken from the game Two Dots. In a subsequent study, participants played three different versions of Two Dots – one of which required no cognitive effort. There was no significant difference in pupil dilation due to cognitive load between the games. It seems likely that although players could use sustained cognitive effort to play the game, they chose not to, and use other strategies instead. I concluded that pupil dilation is unlikely to be an effective measure of game experience. The second approach developed a new measure known as the distractor recognition paradigm. This measure surrounds the game with constantly changing irrelevant images. After playing, participants are tested on how many of these images they recognise. An initial study found a significant difference in images recognised between two very different versions of the game Two Dots. There was also a significant difference in distractors recognised between three more similar games. This was found to be a stronger measure of game attention than using eye tracking and also found to be effective if the distractor images were placed inside the game graphics. This approach succeeded in the aim of the thesis which was to find a new measure of the experience of playing self-paced games
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