255 research outputs found

    Measuring temporal variations in presence

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    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

    Performance of a path tracing task using stereo and motion based depth cues

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    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

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    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

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    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

    Perceived drivers and barriers to the adoption of eMental Health by psychologists:The construction of the levels of adoption of eMental Health Model

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    Background: The internet offers major opportunities in supporting mental health care, and a variety of technology-mediated mental and behavioral health services have been developed. Yet, despite growing evidence for the effectiveness of these services, their acceptance and use in clinical practice remains low. So far, the current literature still lacks a structured insight into the experienced drivers and barriers to the adoption of electronic mental health (eMental health) from the perspective of clinical psychologists. Objective: The aim of this study was to gain an in-depth and comprehensive understanding of the drivers and barriers for psychologists in adopting eMental health tools, adding to previous work by also assessing drivers and analyzing relationships among these factors, and subsequently by developing a structured representation of the obtained findings. Methods: The study adopted a qualitative descriptive approach consisting of in-depth semistructured interviews with clinical psychologists working in the Netherlands (N=12). On the basis of the findings, a model was constructed that was then examined through a communicative validation. Results: In general, a key driver for psychologists to adopt eMental health is the belief and experience that it can be beneficial to them or their clients. Perceived advantages that are novel to literature include the acceleration of the treatment process, increased intimacy of the therapeutic relationship, and new treatment possibilities due to eMental health. More importantly, a relation was found between the extent to which psychologists have adopted eMental health and the particular drivers and barriers they experience. This differentiation is incorporated in the Levels of Adoption of eMental Health (LAMH) model that was developed during this study to provide a structured representation of the factors that influence the adoption of eMental health. Conclusions: The study identified both barriers and drivers, several of which are new to the literature and found a relationship between the nature and importance of the various drivers and barriers perceived by psychologists and the extent to which they have adopted eMental health. These findings were structured in a conceptual model to further enhance the current understanding. The LAMH model facilitates further research on the process of adopting eMental health, which will subsequently enable targeted recommendations with respect to technology, training, and clinical practice to ensure that mental health care professionals as well as their clients will benefit optimally from the current (and future) range of available eMental health options
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