47 research outputs found

    Cognitive Modeling of Video Game Player User Experience

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    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data

    Beyond user experience: What constitutes algorithmic experiences?

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    © 2019 Elsevier Ltd Algorithms are progressively transforming human experience, especially, the interaction with businesses, governments, education, and entertainment. As a result, people are growingly seeing the outside world, in a sense, through the lens of algorithms. Despite the importance of algorithmic experience (AX), few studies had been devoted to investigating the nature and processes through which users perceive and actualize the potential for algorithm affordance. This study proposes the Algorithm Acceptance Model to conceptualize the notion of AX as part of the analytic framework for human-algorithm interaction. It then tests how AX shapes the satisfaction with and acceptance of algorithm services. The results show that AX is inherently related to human understanding of fairness, transparency, and other conventional components of user-experience, indicating the heuristic roles of transparency and fairness regarding their underlying relations of user experience and trust. AX can influence the user perception of algorithmic systems in the context of algorithm ecology, offering useful insights into the design of human-centered algorithm systems. The findings provide initial and robust support for the proposed Algorithm Acceptance Model

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

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    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

    A process model of the formation of spatial presence experiences

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    In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and involvement, and considers the role of media factors and user characteristics as well, thus incorporating much previous work. It is argued that a commonly accepted model of Spatial Presence is the only solution to secure further progress within the international, interdisciplinary and multiple-paradigm community of Presence research

    Too Hot to Handle: An Evaluation of the Effect of Thermal Visual Representation on User Grasping Interaction in Virtual Reality

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    Influence of interaction fidelity and rendering quality on perceived user experience have been largely explored in Virtual Reality (VR). However, differences in interaction choices triggered by these rendering cues have not yet been explored. We present a study analysing the effect of thermal visual cues and contextual information on 50 participants' approach to grasp and move a virtual mug. This study comprises 3 different temperature cues (baseline empty, hot and cold) and 4 contextual representations; all embedded in a VR scenario. We evaluate 2 different hand representations (abstract and human) to assess grasp metrics. Results show temperature cues influenced grasp location, with the mug handle being predominantly grasped with a smaller grasp aperture for the hot condition, while the body and top were preferred for baseline and cold conditions

    Virtual eyes can rearrange your body: Adaptation to visual displacement in see-through, head-mounted displays

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    Among the most critical issues in the design of immersive virtual environments are those that deal with the problem of technologically induced intersensory conflict and one of the results, sensorimotor adaptation. An experiment was conducted to support the design of a prototype see-through, head-mounted display (HMD). When wearing video see-through HMDs in augmented reality systems, subjects see the world around them through a pair of head-mounted video cameras. The study looked at the effects of sensory rearrangement caused by a HMD design that displaced the user\u27s virtual eye position forward (165 mm) and above (62 mm) toward the spatial position of the cameras. The position of the cameras creates images of the world that are slightly downward and inward from normal. Measures of hand-eye coordination and speed on a manual pegboard task revealed substantial perceptual costs of the eye displacement initially, but also evidence of adaptation. Upon first wearing the video see-through HMD, subjects\u27 pointing errors increased significantly along the spatial dimensions displaced (the y dimension, above-below the target, and z dimension, in front-behind the target). Speed of performance on the pegboard task decreased by 43% compared to baseline performance. Pointing accuracy improved by approximately 33% as subjects adapted to the sensory rearrangement, but it did not reach baseline performance. When subjects removed the see-through HMD, there was evidence that their hand-eye coordination had been altered. Negative aftereffects were observed in the form of greater errors in pointing accuracy compared to baseline. Although these aftereffects are temporary, the results may have serious practical implications for the use of video see-through HMDs by users (e.g., surgeons) who depend on very accurate hand-eye coordination

    Virtual Reality In Neuroscience Research And Therapy

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    Virtual reality (VR) environments are increasingly being used by neuroscientists to simulate natural events and social interactions. VR creates interactive, multimodal sensory stimuli that offer unique advantages over other approaches to neuroscientific research and applications. VR\u27s compatibility with imaging technologies such as functional MRI allows researchers to present multimodal stimuli with a high degree of ecological validity and control while recording changes in brain activity. Therapists, too, stand to gain from progress in VR technology, which provides a high degree of control over the therapeutic experience. Here we review the latest advances in VR technology and its applications in neuroscience research. © 2011 Macmillan Publishers Limited. All rights reserved

    Body in the interactive game: How interface embodiment affects physical activity and health behavior change

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    Does the delivery platform for a health behavior game contribute to its effectiveness? With the growing popularity of interactive video games that combine physical exercise with gameplay, known as exergames, there has been a burgeoning interest in their impact on users\u27 exercise attitudes and behavioral outcomes. This study examines how the level of user interface embodiment, the degree to which the user\u27s body interacts with the game, affects the user\u27s experience, game behavior, and intention for behavior change. We conducted a between-participants experiment in which participants (N = 119) played an exergame under one of the three levels of user interface embodiment (low, medium, and high). Our results revealed a significant positive main effect of user interface embodiment on user experience (i.e., the sense of being in the game, presence, and enjoyment); level of energy expenditure (change in heart rate); and intention to further engage in exergame-play exercise but not necessarily to increase exercise in the physical world. A further analysis revealed the mediating roles of user experience in the association between user interface embodiment and intention to repeat exergaming and a potential link between heart rate change and level of presence in the game. We conclude that type of interface is a key variable in this health communication environment, affecting user experience, behavior, and some intention for behavior change. © 2014 Elsevier Ltd. All rights reserved

    Sensory Realism And Mediated Aggression In Video Games

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    This study investigated whether sensory realism cues in violent games - blood color (red vs. blue), screams of pain (on vs. off), and player perspective (first-person vs. third-person) - affect players\u27 physiological arousal (i.e.; skin conductance levels), spatial presence (i.e.; sense of being physically there ), and state aggression in a popular violent game (Half-Life 2), controlling for users\u27 prior game experiences. A path model (N = 160) was examined to see the mediation effects of arousal and presence between realism cues and state aggression. In line with the general aggression model, results showed that realistic blood color and screams increased arousal, but no effect was found for first-person perspective. Presence significantly affected users\u27 state aggression. However, contrary to our expectation based on the excitation transfer theory, arousal did not show any significant effect on aggression. In addition, presence mediated the influence of realistic blood color on state aggression. In the effects of graphic realism of violence on user aggression, presence did a crucial role. Implications and future studies were discussed. © 2012 Elsevier Ltd. All rights reserved
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