Game Over!: On measurement and optimization of presence

Publication date

2014-08-27

Authors

van den Broek, E.L.ORCID 0000-0002-2017-0141ISNI 0000000395166232
Kuijper, Remco

Editors

Spink, A.J.
van den Broek, E.L.
Loijens, L.W.S.
Woloszynowska-Fraser, M.
Noldus, L.P.J.J.

Advisors

Supervisors

DOI

Document Type

Part of book

License

Abstract

With reality and ICT blending, we live in a Computer Aided Reality (CAR). Nevertheless, we still have the feeling that we can distinguish between reality and artificial realities. This notion yields the question: When do humans experience reality as computer aided (or artificial)? This article contributes in answering this question by i) adopting the construct presence and discuss its value to assess users’ experienced reality; ii) providing suggestions on how to measure presence via biosensors; and iii) presenting a low fidelity research setup to assess users’ presence in CAR.

Keywords

games, virtual reality, reality, presence, immersion, methods, psychophysiology, emotion, biosignals, Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Applied Psychology

Citation

van den Broek, E L & Kuijper, R 2014, Game Over! On measurement and optimization of presence. in A J Spink, E L van den Broek, L W S Loijens, M Woloszynowska-Fraser & L P J J Noldus (eds), Proceedings of Measuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research. Noldus Information Technology bv., Wageningen, The Netherlands, pp. 43-47, Measuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research, Wageningen, Netherlands, 27/08/14. < http://www.measuringbehavior.org/files/2014/Proceedings/Van%20den%20Broek,%20E.L.%20-%20MB2014.pdf >, conference