155 research outputs found

    Presence experience in mobile gaming

    Get PDF
    Wireless mobile gaming is becoming more popular. A growing number of people play computer games with small-screen mobile devices such as handheld computers, mobile phones and handheld game consoles. One reason to the success of these devices is that they provide the opportunity to play games nearly everywhere. However, despite of the popularity of mobile gaming, quite little is known about the game experience when people use mobile devices. For example, it could be hypothesized that the game world is experienced as less engaging in mobile gaming. One important aspect of game experience is whether people feel themselves present in the game world. Presence is a psychological state in which the illusion of nonmediation is perceived, even though the person always knows that the experience is mediated. When a person feels present in the mediated environment, at some level, the person has the illusion that he/she is situated within the mediated environment, at some level, he/she knows that the experience is not real. In the present study participants played a rally game (Colin McRae RallyTM or V-RallyTM) either on a large or small screen. In the first case, the PC keyboard was used as an input device; in the latter case, the game was played on a handheld device. Fifty participants volunteered. The game session lasted for about ten minutes. After the session the participants filled out a couple of questionnaires. Presence was measured by the Independent Television Commission Sense of Presence Inventory (ITC-SOPI), which has been widely applied in presence research. The questionnaire consists of 43 items, and it measures three aspects of presence experience, spatial presence, attentional engagement and naturalness. Spatial presence means the degree to which the user feels that he/she is physically present in a mediated world. Engagement is related to the degree of physical involvement and to the degree of enjoyment people experience, for example, when playing a game. Naturalness means the tendency to perceive the mediated world as lifelike and real. Our results showed that spatial presence and naturalness scores were significantly higher for the large-screen condition at the significance level of 0.01. The effect of engagement, however, was only marginally significant. It was also found that younger participants experienced higher levels of presence than older ones. Also, those who had played the game earlier reported somewhat higher levels of presence. It is not very surprising that the participants experienced a higher sense of presence when the game was displayed on a large screen. What is more interesting is the fact that experiences of engagement differed to a lesser degree. It seems to be that playing on a mobile device can be quite engaging. Since there is not much possibility to increase the size of small screens, designers should think of alternative ways to make the game experience more immersive. One possibility is to develop multimodal interfaces for next-generation mobile game devices and improve their ability to present high-quality sound

    Benchmark Exercise on Safety Engineering Practices: Management Plan Concept

    Get PDF
    This paper continues to describe the midterm outcomes of EU research project Benchmark Exercise on Safety Engineering Practices. To further support the planning, controlling and conducting of a fully integrated safety engineering effort, the authors propose a Safety Engineering Management Plan (SaEMP), which is a document that addresses the overall safety engineering management approach. This is another step towards more efficient and integrated safety engineering process in the scope BESEP project following the possibilities offered by systems engineering (SE). As an example of the topics covered by the Safety Engineering Management Plan, this paper further focuses on the flow of information between different safety analysis disciplines, namely probabilistic safety analysis and human factors engineering

    Development of a Concept of Operations for a Counter-Swarm Scenario

    Get PDF

    Smooth and Resilient Human–Machine Teamwork as an Industry 5.0 Design Challenge

    Get PDF
    Smart machine companions such as artificial intelligence (AI) assistants and collaborative robots are rapidly populating the factory floor. Future factory floor workers will work in teams that include both human co-workers and smart machine actors. The visions of Industry 5.0 describe sustainable, resilient, and human-centered future factories that will require smart and resilient capabilities both from next-generation manufacturing systems and human operators. What kinds of approaches can help design these kinds of resilient human–machine teams and collaborations within them? In this paper, we analyze this design challenge, and we propose basing the design on the joint cognitive systems approach. The established joint cognitive systems approach can be complemented with approaches that support human centricity in the early phases of design, as well as in the development of continuously co-evolving human–machine teams. We propose approaches to observing and analyzing the collaboration in human–machine teams, developing the concept of operations with relevant stakeholders, and including ethical aspects in the design and development. We base our work on the joint cognitive systems approach and propose complementary approaches and methods, namely: actor–network theory, the concept of operations and ethically aware design. We identify their possibilities and challenges in designing and developing smooth human–machine teams for Industry 5.0 manufacturing systems

    A process model of the formation of spatial presence experiences

    Get PDF
    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

    Descriptive modelling of team troubleshooting in nuclear domain

    No full text

    Suurkuvanäytöt prosessiteollisuuden valvomoissa:Kirjallisuuskatsaus

    No full text

    Havaintopsykologian perusteet

    No full text
    Aineisto on Opiskelijakirjaston digitoimaa ja Opiskelijakirjasto vastaa aineiston käyttöluvist
    • …
    corecore