3,504 research outputs found

    Use of auditory event-related potentials to measure immersion during a computer game

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    The degree of engagement in a computer game is determined by sensory immersion (i.e. effects of display technology) and challenge immersion (i.e. effects of task demand). Twenty participants played a computer game under two display conditions (a large TV vs. head-mounted display) with three levels of cognitive challenge (easy/hard/impossible). Immersion was defined as selective attention to external (non-game related) auditory stimuli and measured implicitly as event-related potentials (ERPs) to an auditory oddball task. The Immersive Experience Questionnaire (IEQ) was used to capture subjective indicators of immersion. The type of display had no significant influence on ERPs or responses to the IEQ. However, subjective immersion was significantly enhanced by the experience of hard and impossible demand. The amplitude of late component ERPs to oddball stimuli were significantly reduced when demand increased from easy to hard/impossible levels. We conclude that ERPs to irrelevant stimuli represent a valid method of operationalising immersion

    Interactive Gaming Reduces Experimental Pain With or Without a Head Mounted Display

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    While virtual reality environments have been shown to reduce pain, the precise mechanism that produces the pain attenuating effect has not been established. It has been suggested that it may be the ability to command attentional resources with the use of head mounted displays (HMDs) or the interactivity of the environment. Two experiments compared participants’ pain ratings to high and low levels of electrical stimulation while engaging in interactive gaming with an HMD. In the first, gaming with the HMD was compared to a positive emotion induction condition; and in the second experiment the HMD was compared to a condition in which the game was projected onto a wall. Interactive gaming significantly reduced numerical ratings of painful stimuli when compared to the baseline and affect condition. However, when the two gaming conditions were directly compared, they equally reduced participants’ pain ratings. These data are consistent with past research showing that interactive gaming can attenuate experimentally induced pain and its effects are comparable whether presented in a head mounted display or projected on a wall

    Framework for Electroencephalography-based Evaluation of User Experience

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    Measuring brain activity with electroencephalography (EEG) is mature enough to assess mental states. Combined with existing methods, such tool can be used to strengthen the understanding of user experience. We contribute a set of methods to estimate continuously the user's mental workload, attention and recognition of interaction errors during different interaction tasks. We validate these measures on a controlled virtual environment and show how they can be used to compare different interaction techniques or devices, by comparing here a keyboard and a touch-based interface. Thanks to such a framework, EEG becomes a promising method to improve the overall usability of complex computer systems.Comment: in ACM. CHI '16 - SIGCHI Conference on Human Factors in Computing System, May 2016, San Jose, United State

    Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games.

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    Evaluating User Experience in Multisensory Meditative Virtual Reality: A Pilot Study

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    Virtual Reality (VR) is known for its ability to immerse users in a parallel universe. Accordingly, VR offers great potential for mindfulness therapy, especially in a post pandemic world. However, the extent to which our senses should be recruited to yield an optimal feeling of presence in the Virtual Environment (VE) remains unclear. This study investigates lived and perceived effects of adding auditory and motor components to VR experiences, through narration and head movements respectively. Twelve participants experienced four nature-based VR videos in a within-subjects research design. The study employed a mixed method approach of psychometric and neurophysiological measures. Results support a significant relationship between positive affect and presence. While statistical support was not obtained for the remaining relationships, this study provides a feasibility assessment of utilizing NeuroIS methods in evaluating immersive user experiences, along with qualitative insights that extend our understanding towards optimized VE designs
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