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61
TimeWarp: interactive time travel with a mobile Mixed Reality game
- In Proceedings of the 10th international
, 2008
"... Mobile location-aware applications have become quite popular across a range of new areas such as pervasive games and mobile edutainment applications. However it is only recently, that approaches have been presented which combine gaming and education with mobile Augmented Reality systems. However the ..."
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Mobile location-aware applications have become quite popular across a range of new areas such as pervasive games and mobile edutainment applications. However it is only recently, that approaches have been presented which combine gaming and education with mobile Augmented Reality systems. However they typically lack a close crossmedia integration of the surroundings, and often annotate or extend the environment rather than modifying and altering it. In this paper we present a mobile outdoor mixed reality game for exploring the history of a city in the spatial and the temporal dimension. We introduce the design and concept of the game and present a universal mechanism to define and setup multi-modal user interfaces for the game challenges. Finally we discuss the results of the user tests.
Narrative Presence in Intelligent Learning Environments
"... Recent years have seen an emerging interest in narrativecentered learning, ushering in a wave of research on adaptive story-based systems for education and training. Among the aims of current narrative-centered learning work is the creation of environments that draw students into the story while sim ..."
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Cited by 9 (3 self)
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Recent years have seen an emerging interest in narrativecentered learning, ushering in a wave of research on adaptive story-based systems for education and training. Among the aims of current narrative-centered learning work is the creation of environments that draw students into the story while simultaneously satisfying pedagogical goals in an enjoyable, motivating, and effective manner. In this paper, we seek to characterize this interaction by introducing the notion of narrative presence and grounding the discussion in research on presence conducted in the human factors and virtual reality communities. Contributing factors to narrative presence are discussed in the context of CRYSTAL ISLAND, a testbed narrative-centered learning environment. Methods for subjective and objective evaluation of narrative presence are introduced and reviewed. Finally, the design implications of narrative presence for interactive narrative-centered learning environments are considered.
Abstract Human Emotional State and its Relevance for Military VR Training
"... Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional “fog of war”, the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be espe ..."
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Cited by 3 (0 self)
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Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional “fog of war”, the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be especially true when combat training is conducted under conditions that lack emotional engagement by the soldier. Real world military training often naturally includes stress induction that aims to promote a similarity of internal emotional stimulus cues with what is expected to be present on the battlefield. This approach to facilitating optimal training effectiveness is supported by a long history of learning theory research. Current Virtual Reality military training approaches are noteworthy in their emphasis on creating hi-fidelity graphic and audio realism with the aim to foster better transfer of training. However, less emphasis is typically placed on the creation of emotionally evocative virtual training scenarios that can induce emotional stress in a manner similar to what is typically experienced under real world training conditions. As well, emotional issues in the post-combat aftermath need to be addressed, as can be seen in the devastating emotional difficulties that occur in some military personnel following combat. This is evidenced by the number of recent medical reports that suggest the incidence of “Vietnam-levels ” of combat-related Post Traumatic Stress Disorder symptomatology in returning military personnel from the Iraq conflict. In view of these issues, the USC Institute for Creative Technologies (ICT) has initiated a research program to study emotional issues
Using Goffman's frameworks to explain presence and reality.Presence 2004
- Seventh Annual International Workshop
, 2004
"... This paper defines presence in terms of frames and involvement [1]. The value of this analysis of presence is demonstrated by applying it to several issues that have been raised about presence: residual awareness of non-mediation, imaginary presence, presence as categorical or continuum, and presenc ..."
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This paper defines presence in terms of frames and involvement [1]. The value of this analysis of presence is demonstrated by applying it to several issues that have been raised about presence: residual awareness of non-mediation, imaginary presence, presence as categorical or continuum, and presence breaks. The paper goes on to explore the relationship between presence and reality. Goffman introduced frames to try to answer the question, “Under what circumstances do we think things real? ” Under frame analysis there are three different conditions under which things are considered unreal, these are explained and related to the experience of presence. Frame analysis is used to show why virtual environments are not usually considered to be part of reality, although the virtual spaces of phone interaction are considered real. The analysis also yields practical suggestions for extending presence within virtual environments. Keywords--- presence, frames, virtual environments, mobile phones, Goffman. 1.
1 Tangible Presence in Blended Reality Space
"... We discuss issues relating to presence arising from the recent evolution of tangible interaction techniques as an alternative interaction paradigm to the familiar WIMP-based Graphical User Interfaces (GUIs). The intersection of sensory, cognitive and also emotional aspects in such interfaces takes u ..."
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We discuss issues relating to presence arising from the recent evolution of tangible interaction techniques as an alternative interaction paradigm to the familiar WIMP-based Graphical User Interfaces (GUIs). The intersection of sensory, cognitive and also emotional aspects in such interfaces takes us a significant step further than GUI techniques. We introduce our concept of Tangible Presence in Blended Reality Space, and its study as an emerging weaving of HCI and presence research. An experimental study is then described, which examined the influence of three key factors in the way blended realities may be implemented: tangibility, viewpoint and avatar identity. The study examined the effect of manipulations of these factors on rated presence and self-presence. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. Finally, as critical concerns in future work to design and implement blended reality spaces for a variety of purposes, context sensitivity and usability issues are discussed.
Responsive Environments, Place and Presence
"... This paper examines the effect that changing arena (i.e. an immersive CAVE or head mounted display) and adding an augmented barrier has on the sense of place and presence in two photo-realistic virtual environments. Twenty eight subjects (17 male, 11 female) mainly undergraduate students or staff to ..."
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This paper examines the effect that changing arena (i.e. an immersive CAVE or head mounted display) and adding an augmented barrier has on the sense of place and presence in two photo-realistic virtual environments. Twenty eight subjects (17 male, 11 female) mainly undergraduate students or staff took part. The paper summarises two experiments that used a range of data capture methods including the place probe, semantic differentials, distance estimates and the MEC Questionnaire. The results indicate that in non-interactive photo-realistic environments the choice of arena has an impact on the perceived ability to undertake actions, and hence sense of place and presence; with the CAVE providing a lower sense of spatial presence for certain aspects than the HMD. Keywords: presence, place, CAVE, HMD.
Theoretical and empirical support for distinctions between components and conditions of spatial presence
- In Proceedings of the Seventh Annual International Workshop Presence 2004, Mariano Alcaniz Raya, Beatriz Rey Solaz (Ed
, 2004
"... One of the most important measures of Presence is the questionnaire. Different instruments have been introduced; however, they are based on different and partly implicit theoretical assumptions. The MEC model of Spatial Presence has been proposed as a theoretical framework for the unification and si ..."
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One of the most important measures of Presence is the questionnaire. Different instruments have been introduced; however, they are based on different and partly implicit theoretical assumptions. The MEC model of Spatial Presence has been proposed as a theoretical framework for the unification and simplification of the existing Presence research. Based on a short explication of this model, the definitions and operationalization of selected constructs (i.e. involvement and presence) within the MEC Spatial Presence Questionnaire (MEC SPQ) will be explained and distinguished from their former use in presence research. Finally, we will present some findings from pretest studies that were conducted with 290 students from three different
1 Designing Blended Reality Space: Conceptual Foundations and Applications
"... This paper has been peer-reviewed but does not include the final publisher proof-corrections or journal pagination. Citation for the published paper: ..."
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This paper has been peer-reviewed but does not include the final publisher proof-corrections or journal pagination. Citation for the published paper:
Requirements Analysis of Presence: Insights from a RPG Game
- ACM Computers in Entertainment
, 2009
"... Virtual worlds are computer-based simulations intended for its users to have an impression of being in another place. Presence or the sense of 'being there ' is a major design requirement for virtual environments where users inhabit an artificial reality in the form of two or three-dimensi ..."
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Virtual worlds are computer-based simulations intended for its users to have an impression of being in another place. Presence or the sense of 'being there ' is a major design requirement for virtual environments where users inhabit an artificial reality in the form of two or three-dimensional graphical representations. Promoting this subjective experience has always been one of the major concerns of designers but this complex and difficult task requires the awareness of other design requirements and their effects on presence. This study aims to define various psychological and technological aspects of presence based on the virtual environment design requirements defined by Stuart (2001). Previous research tried to define hypothesized factors of presence by using subjective user responses obtained from questionnaires. This study incorporates a different approach to define potential components of presence, specifying the individual design requirements for virtual worlds based on the conceptual framework designed by Stuart. This framework has not been applied to analyze the concept of presence before and it defines possible factors that contribute to a sense of presence, some of which have not been included on previous studies. In order to decompose presence into its components, researchers should also be aware of the design requirements delineated in this framework. Detailed analysis of design requirements will focus on a computer role-playing game (RPG), giving examples from one of the best titles of the genre. Since role-playing games are social and interactive worlds where players are assuming the role of a virtual character that can be subjectively defined as a second-self, they are highly relevant to presence research. Thus, selected design requirements will be discussed from a computer gaming perspective, by defining how each relevant requirement is addressed on the selected RPG and how they should be addressed by game designers.
Is The Subjective Feel of “Presence ” an Uninteresting Goal?
"... do not quote or circulate ..."
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