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Measuring Temporal Variation in Presence During Game Playing

dc.contributor.authorChung, Jae
dc.contributor.authorGardner, Henry James
dc.coverage.spatialYokohama Japan
dc.date.accessioned2015-12-10T22:26:51Z
dc.date.createdDecember 14-15 2009
dc.date.issued2009
dc.date.updated2016-02-24T10:17:47Z
dc.description.abstractA human-factors experiment has examined the effects of different sorts of technical anomalies, or breaks in presence(BIP), on user experience. Four different types of anomaly were investigated in an order-balanced experiment over two game types (violent versus non-violent game). A population of 36 volunteer participants was divided into two groups according to which game type they played first. After each game, participants were asked to rate the impact of the anomalies on their feelings of presence in the game experience and also of their effect on the recovery time by a video-cued slider rating method. There is evidence that participants feel different levels of impact and recovery from different sorts of technical anomalies. Most of all, the impact of BIP significantly depends on game mode; however there was no significant difference of recovery between the two groups. The additional results also indicate that BIP events occurred during the VR experience apart from those induced as part of the experimental design.
dc.identifier.isbn9781605589121
dc.identifier.urihttp://hdl.handle.net/1885/53933
dc.publisherAssociation for Computing Machinery Inc (ACM)
dc.relation.ispartofseriesACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry 2009
dc.sourceProceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
dc.source.urihttp://www.vrcai2009.com/
dc.subjectKeywords: Computer game; Experimental design; Game experience; Game playing; Recovery time; Temporal variation; User experience; Virtual reality Breaks in presence; Computer game; Presence
dc.titleMeasuring Temporal Variation in Presence During Game Playing
dc.typeConference paper
local.bibliographicCitation.lastpage168
local.bibliographicCitation.startpage163
local.contributor.affiliationChung, Jae, College of Engineering and Computer Science, ANU
local.contributor.affiliationGardner, Henry James, College of Engineering and Computer Science, ANU
local.contributor.authoruidChung, Jae, u4374361
local.contributor.authoruidGardner, Henry James, u8914398
local.description.embargo2037-12-31
local.description.notesImported from ARIES
local.description.refereedYes
local.identifier.absfor080602 - Computer-Human Interaction
local.identifier.absfor080111 - Virtual Reality and Related Simulation
local.identifier.ariespublicationu3594520xPUB287
local.identifier.doi10.1145/1670252.1670287
local.identifier.scopusID2-s2.0-76749132146
local.type.statusPublished Version

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