270 research outputs found
Measuring temporal variations in presence
In the current study we have applied the concept of presence to 3DTV research. More specifically, we took this concept to reflect the increased perceptual linkage between the observer and the mediated environment, supporting an illusion of non-mediation. We applied the continuous assessment methodology to reveal time-variant properties of presence, which were hitherto largely ignored, and to assess some of the contributing factors that have been suggested as determinants of presence. Our results indicate that subjective presence ratings are subject to considerable temporal variation depending on the stimulus material used. The continuous assessment methodology may be regarded as a useful measurement tool that is sensitive to this time-varying information in subjective presence judgements, provided that any conclusions are based on averaged results obtained from an adequate number of observers. We also found qualitative evidence suggesting that increasing the extent of sensory information provided to an observer, through the addition of stereoscopic and motion parallax cues (simulated via camera movement), may enhance the observer's sense of presence
Relevant perceptual factors in stereoscopic displays: image disparity, convergence distance, and focus length
Performance of a path tracing task using stereo and motion based depth cues
Stereoscopic displays have a number of properties that could be advantageous in the field of medical diagnosis. The aim of the current study is to get a better understanding of the relative importance of motion based depth cues (object motion, movement parallax) and stereoscopic disparity on the performance of a path tracing task, representative of angiographic visualizations. To date, these cues have not frequently been combined in a single study that would allow a direct comparison of their effects. In this paper, we report on an experiment where we measured the effectiveness of motion-based cues and stereoscopic disparity in terms of completion time, number of errors, perceived workload and perceived discomfort. Results revealed that both object motion and movement parallax enhanced performance in terms of number of correct answers. However, object motion was superior to motion parallax on self-report of mental workload and visual comfort. Stereoscopic disparity significantly decreased completion times when combined with object motion or movement parallax. On accuracy, no effect of stereo was found
Identification and categorization of digital game experiences : a qualitative study integrating theoretical insights and player perspectives
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and players, and game experiences will differ accordingly. To date, game experience is studied in a differentiated way, meaning that most studies focus on one specific game experience dimension. The objective of our study was twofold. First, we wanted to obtain a comprehensive picture of first-hand experiences of playing digital games. We conducted six focus group interviews including different types of gamers with the aim of eliciting a wide array of lay-conceptualizations of game experience. Second, we aimed to develop a categorization of game experience dimensions. This was established by discussing and integrating theoretical and empirical findings. Our categorization revealed nine dimensions: enjoyment, flow, imaginative immersion, sensory immersion, suspense, competence, tension, control and social presence. This categorization has relevance for both game scholars and game developers wanting to get to the heart of digital game experience
Where everybody knows your game: the appeal and function of game cafes in Western Europe
Game cafés are popping up in cities across Western Europe and are rapidly becoming popular places in the tangible world of the gamer. Compared to studies focused on Asia, motivations and activities of Western European visitors of game cafés are relatively unclear and not discussed in academic literature. Since understanding these motivations would contribute to explanations of why and how people play games, focus groups and contextual inquiries were organized with visitors of Dutch game cafés. The findings indicate that- similar to Asia - Western European game cafés can be seen as third places, a home base separate from home and work or school. Moreover, this research identifies why a game café and a virtual game world can both be regarded as a third place
Shining light on memory : the effects of daytime bright light exposure on memory task performance varying in difficulty level
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