15 research outputs found

    Familiars: representing Facebook users’ social behaviour through a reflective playful experience

    Get PDF
    In this paper, we describe the design and development of a social game called Familiars. Inspired by the daemons in Pullman’s “Dark Material” trilogy, Familiars are animal companions that sit on your Facebook profile and change into different animal forms based on your social activity within the social network of Facebook. . Familiars takes advantage of the powerful capabilities of the developers platform of Facebook to build a multi-dimensional picture of a player’s state based on social activity, facial expression analysis on photographs and suggestions from friends. This rich information is then distilled and presented to the player in the form of animal that the familiar chooses to take. We show how the types of animals and personalities were associated in a cross-cultural user study, and present quantitative results from the social behaviours of the players within the game in addition to qualitative data gathered from questionnaire responses

    A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory

    Get PDF
    The presence research community would benefit from a reliable and valid cross-media presence measure that allows results from different laboratories to be compared and a more comprehensive knowledge base to be developed. The ITC-Sense of Presence Inventory (ITC-SOPI) is a new state questionnaire measure whose development has been informed by previous research on the determinants of presence and current self-report measures. It focuses on users' experiences of media, with no reference to objective system parameters. More than 600 people completed the ITC-SOPI following an experience with one of a range of noninteractive and interactive media. Exploratory analysis (principal axis factoring) revealed four factors: Sense of Physical Space, Engagement, Ecological Validity, and Negative Effects. Relations between the factors and the consistency of the factor structure with others reported in the literature are discussed. Preliminary analyses described here demonstrate that the ITC-SOPI is reliable and valid, but more rigorous testing of its psychometric properties and applicability to interactive virtual environments is required. Subject to satisfactory confirmatory analyses, the ITC-SOPI will offer researchers using a range of media systems a tool with which to measure four facets of a media experience that are putatively related to presence

    The Immersive Audience Experience Evaluation Toolkit

    Get PDF
    This paper introduces the Immersive Audience Experience Evaluation Toolkit, an online questionnaire designed to measure audience perceptions of impact and value of different immersive experiences. Initially created and developed in 2017, the Toolkit has been applied to various immersive media formats and contents such as virtual reality (VR), augmented reality (AR), mixed reality (MR), games and screen-based media. With examples of insights generated for creators and funders of immersive experiences, this paper summarises the need for, development and refinement of the Toolkit. Drawing from audience evaluations with 460 people using 10 different immersive contents, the added value of the Toolkit to the creative industry of further exploring aggregated and comparative ratings is also discussed

    CaveUDK: a VR game engine middleware

    Get PDF
    Previous attempts at developing immersive versions of game engines have faced difficulties in achieving both overall high performance and preserving reusability of software developments. In this paper, we present a high-level VR middleware based on one of the most successful commercial game engines: the UnrealÂŽ Engine 3.0 (UE3). We describe a VR framework implemented as an extension to the UnrealÂŽ Development Kit (UDK) supporting CAVE"-like installations. Our approach relies on a distributed architecture reinforced by specific replication patterns to synchronize the user's point of view and interactions within a multi-screen installation. Our performance benchmarks indicated that our immersive port does not affect the game engine performance, even with complex real-time applications, such as fast-paced multiplayer First Person Shooter (FPS) games or high-resolution graphical environments with 2M+ polygons. A user study also demonstrated the capacity of our VR middleware to elicit high spatial presence while maintaining low cybersickness effects. With free distribution, we believe such a platform can support future Entertainment and VR research

    Domo Arigato Mr. Roboto:Emergence of Automated Social Presence in Organizational Frontlines and Customers’ Service Experiences

    Get PDF
    Technology is rapidly changing the nature of service, customers’ service frontline experiences, and customers’ relationships with service providers. Based on the prediction that in the marketplace of 2025, technology (e.g., service-providing humanoid robots) will be melded into numerous service experiences, this article spotlights technology’s ability to engage customers on a social level as a critical advancement of technology infusions. Specifically, it introduces the novel concept of automated social presence (ASP; i.e., the extent to which technology makes customers feel the presence of another social entity) to the services literature. The authors develop a typology that highlights different combinations of automated and human social presence in organizational frontlines and indicates literature gaps, thereby emphasizing avenues for future research. Moreover, the article presents a conceptual framework that focuses on (a) how the relationship between ASP and several key service and customer outcomes is mediated by social cognition and perceptions of psychological ownership as well as (b) three customer-related factors that moderate the relationship between ASP and social cognition and psychological ownership (i.e., a customer’s relationship orientation, tendency to anthropomorphize, and technology readiness). Finally, propositions are presented that can be a catalyst for future work to enhance the understanding of how technology infusion, particularly service robots, influences customers’ frontline experiences in the future

    Summary • Previous studies have attempted to measure presence using simple post-test rating scales (e.g.,

    No full text
    • The stability of simple post-test ratings has been questioned (Freeman Avons, Pearson & IJsselsteijn, 1999). • More detailed, carefully piloted and psychometrically-sound questionnaires offer a solution to potential instabilities in simple post-test ratings. This approach has been adopted by Schubert, Friedmann and Regenbrecht (1999), Witmer and Singer (1998), and Kim and Biocca (1997). • These attempts have limitations, such as restricted media applications. • We present research documenting the development of a new cross-media presence questionnaire- the ITC-Sense of Presence Inventory (ITC-SOPI)
    corecore