2009
DOI: 10.1145/1486508.1486517
|View full text |Cite
|
Sign up to set email alerts
|

Requirements analysis of presence

Abstract: Virtual worlds are computer-based simulations intended to give its users the 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 effe… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
3
0

Year Published

2010
2010
2023
2023

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 11 publications
(4 citation statements)
references
References 37 publications
(34 reference statements)
1
3
0
Order By: Relevance
“…Based on the case study analyses and findings, it could be argued that supporting elements such as contextual setting, interactivity, navigation, level of details, viewpoints and auditory are necessary to provide an experiential VUE. This is supported by similar studies by Bostan (2009) and, Bostan and Ogut (2011), whom studied the design requirements for VE and their effects on virtual presence via computer role-playing games. The findings of the requirements and elements for virtual presence in computer games by those authors are found to be relevant to the evaluation of the case studies of this research.…”
Section: Resultssupporting
confidence: 64%
“…Based on the case study analyses and findings, it could be argued that supporting elements such as contextual setting, interactivity, navigation, level of details, viewpoints and auditory are necessary to provide an experiential VUE. This is supported by similar studies by Bostan (2009) and, Bostan and Ogut (2011), whom studied the design requirements for VE and their effects on virtual presence via computer role-playing games. The findings of the requirements and elements for virtual presence in computer games by those authors are found to be relevant to the evaluation of the case studies of this research.…”
Section: Resultssupporting
confidence: 64%
“…In role-playing games, the primary objective is not to defeat opponents or achieve victory. Instead, character development and immersive experiences in a virtual world are the key appeals of role-playing games, and it can also manifest as interaction between individuals and the virtual world instead of between people [ 7 , 102 ]. Furthermore, there are currently no esports events or organizations specifically dedicated to role-playing games.…”
Section: Discussionmentioning
confidence: 99%
“…Both are particular characteristics of successful gaming worlds -the success of an open world environment such as provided in Ubisoft's Assassin's Creed series or Witcher 3 by CD Projekt RED, for instance, is in part reliant on the experience of non-player characters, associates and enemies reacting dynamically with the player and with each other (see Bostan's discussion of Oblivion [Bostan 2009], or Reinhard's encounter with an 'archaeologist' in Assassin's Creed Odyssey [Reinhard 2018b], for example). More elaborately, the Nemesis system introduced in Monolith's Middle Earth: Shadow of Mordor/Shadow of War series provided a set of enemies who gain experience and skill, and, rather than responding to elaborate branching scripts, remember events: whether or not the player had beaten them, wounded them, or ran away, and use this knowledge the next time the player encountered them.…”
Section: Virtual Presencementioning
confidence: 99%