“…We have identified new available empirical studies published in 2017 and 2018 that were included as an update. Overall, we have analyzed 45 international scientific papers [6][7][8][9][10][11][12][13][14][15][16][46][47][48][49][50][51][52], one thesis written in French [45], and one specialized press article 2000 [17] published since (see Table 1).…”
The capacity to visually represent innovative product/service ideas and concepts as well as usage scenarios while anticipating the resulting User eXperience (UX) is extremely critical in order to ensure innovation success. Our previous empirical studies on low-cost Immersive Virtual Environments (IVE), and, more recently, on Immersive Collaborative Environments (ICE) have unveiled the great potential of 'close-to-real-life' immersion. It fulfills the necessary level of realism in order to engage and facilitate stakeholders' contribution to alternative solutions and usage scenarios. Therefore, this paper is intended to present our ICE framework that could be used in investigations of Immersive and Collaborative performances. * CCS CONCEPTS • General and reference → Evaluation • Human-centered computing → Virtual reality • Human-centered computing → Collaborative interaction • Human-centered computing → Mixed / augmented reality • Human-centered computing → Interaction design process and methods • Human-centered computing → User interface design
“…We have identified new available empirical studies published in 2017 and 2018 that were included as an update. Overall, we have analyzed 45 international scientific papers [6][7][8][9][10][11][12][13][14][15][16][46][47][48][49][50][51][52], one thesis written in French [45], and one specialized press article 2000 [17] published since (see Table 1).…”
The capacity to visually represent innovative product/service ideas and concepts as well as usage scenarios while anticipating the resulting User eXperience (UX) is extremely critical in order to ensure innovation success. Our previous empirical studies on low-cost Immersive Virtual Environments (IVE), and, more recently, on Immersive Collaborative Environments (ICE) have unveiled the great potential of 'close-to-real-life' immersion. It fulfills the necessary level of realism in order to engage and facilitate stakeholders' contribution to alternative solutions and usage scenarios. Therefore, this paper is intended to present our ICE framework that could be used in investigations of Immersive and Collaborative performances. * CCS CONCEPTS • General and reference → Evaluation • Human-centered computing → Virtual reality • Human-centered computing → Collaborative interaction • Human-centered computing → Mixed / augmented reality • Human-centered computing → Interaction design process and methods • Human-centered computing → User interface design
“…Based on Entertainment Theory (Bryant and Vorderer, 2013), Roth's measurement toolbox covers a wide range of user experience dimensions (effectance, autonomy, usability, suspense, curiosity, presence, identification, character believability, flow, eudaimonic appreciation, enjoyment, positive and negative affect). We have recently mapped these dimensions (Roth and Koenitz, 2016) to Murray's more broadly understood concepts (Murray, 1997): agency, immersion, and transformation.…”
Section: Iiir E L Ate D Wo R Kmentioning
confidence: 99%
“…We describe a method to verify narrative design conventions using empirical methods. Instead of the trial-and-error process of old, our method evaluates user reaction to A/B prototypes using an established toolkit measuring immersion, agency and transformation through a granular set of 13 psychological dimensions (Roth and Koenitz, 2016;Roth and Vermeulen, 2013;Roth, Klimmt, Vermeulen, and Vorderer, 2011;Roth, Vorderer, Klimmt, and Vermeulen, 2010).…”
In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element missing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role comparable to cinematic conventions like continuity editing or montage. Therefore, our research focuses on identifying, verifying and collecting such design strategies. We describe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of old.
“…When a producer of VR content wants to evaluate the immersive quality of a specific experience, or compare two or more different solutions for problems that occur during production, one of the possible ways to accomplish that is to measure the amount of presence that the user experiences. In the standardized assessment toolkit that Roth developed [24] to measure user responses to interactive stories, presence is accounted for with the following items (short scale version):…”
With the renewed interest in VR, new questions arise for content creators, as existing cinematic practices cannot simply be transferred. In this paper, we describe two experiments investigating which voice-over perspective elicits the best sense of presence for viewers of cinematic VR content. For the first experiment different voice-over narrations in first, second and third person perspectives were added to a VR video. This test showed that viewers preferred the voice-over in second person perspective, as this provided them with the strongest sense of presence and a feeling of 'being in the story'. In the second experiment, we used a short 360° documentary with a first person voice-over perspective, and compared it to a version of the same documentary with a second person voice-over, using a quantitative survey. In this experiment, however, no significant difference was found between the two groups of respondents. In our discussion, we explore several possible reasons that may have contributed to this outcome.
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