Game Over!: On measurement and optimization of presence
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Publication date
2014-08-27
Editors
Spink, A.J.
van den Broek, E.L.
Loijens, L.W.S.
Woloszynowska-Fraser, M.
Noldus, L.P.J.J.
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Part of book
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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