We present the development and evaluation of the Virtual Experience Test (VET). The VET is a survey instrument used to measure holistic virtual environment experiences based upon the five dimensions of experiential design: sensory, cognitive, affective, active, and relational. Experiential Design (ED) is a holistic approach to enhance presence in virtual environments that goes beyond existing presence theory (i.e. a focus on the sensory aspects of VE experiences) to include affective and cognitive factors.To evaluate the VET, 62 participants played the commercial video game Mirror's Edge. After gameplay both the VET and the ITC-Sense of Presence Inventory (ITC-SOPI) were administered. A principal component analysis was performed on the VET and it was determined that the actual question clustering coincided with the proposed dimensions of experiential design. Furthermore, scores from the VET were shown to have a significant relationship with presence scores on the ITC-SOPI. The results of this research produced a validated measure of holistic experience that could be used to evaluate virtual environments. Furthermore, our experiment indicates that virtual environments utilizing holistic designs can result in significantly higher presence.
Despite ongoing research over the last 15 years, the presence construct remains somewhat limited in its ability to be applied beyond the sensory domain. In order to increase its usefulness for applied challenges (e.g., using presence theory to enhance simulators' effectiveness), a discussion about a new conceptualization of presence is introduced. This novel perspective on presence is rooted in the notion of "experiential design," an approach businesses use to create strategically compelling and memorable experiences. The paper begins with a brief review of presence and then a description of the concepts of experimental design. Following this, a theoretical model of presence, based upon experimental design, is offered. Using this model, an exploration on the mitigation of breaks in presence is offered (a break in presence occurs when presence fails to be maintained). These ideas are presented in order to improve the likelihood of presence emerging for simulation participants and to enhance interdisciplinary researchers' shared conceptualizations of presence.
As research into the use of games as a substitute for more expensive virtual reality trainers increases, the need for trainers to identify deficiencies in a user"s basic ability with game operations becomes apparent. This work details the implementation of a toolkit that can be used to determine deficiencies a player might have during the operation of a first-person shooter style game. It achieves this by looking at a player"s efficiency at performing tasks fundamental to a game-based trainer: maneuvering around an environment using a keyboard and their use of the mouse to look at and interact with a moving object. Based on the generated results, it can then be determined by a trainer what, if any, further work will be needed to address user deficiencies in order to make an actual training exercise more valuable.
Existing work on menu techniques has shown linear menus to be less efficient and reliable for menuing tasks when compared to radial menus. With the rise in popularity of 3D spatial interaction in console gaming, such as the Nintendo Wii, it is important to determine whether the existing findings still hold true when using a 3D pointing device such as the Wii Controller. Linear menus were compared with two other menu techniques: radial menus and rotary menus. Effectiveness was measured through task completion time and the number of task errors. A subjective measure was also taken to determine participant preferences. Participants performed faster and made fewer errors when using the radial menu technique. Radial menus were also preferred by participants. These results indicate that radial menus are an effective menu technique when used with a 3D pointing device. This appears to agree with previous work regarding radial menus and indicates that the usage of radial menus in gaming applications should be investigated further.
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