2012
DOI: 10.1016/j.intcom.2012.03.004
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Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp

Abstract: Presence measurements are traditionally using a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures where both video recordings and self-reports about feelings of presence were compared. We further investigated the influence of th… Show more

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Cited by 48 publications
(33 citation statements)
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“…Although there is still debate on the construct of social presence (Bulu, 2012;Biocca et al, 2003), various measures have been tested and validated. However, real-time assessment of social presence during user interaction has been limited compared with postexperimental research (von der Pütten et al 2012). One exception is a method developed for real-time self-measurement of presence (Freeman, Avons, Pearson, IJsselsteijn, 1999), but such procedures can interfere with the presence experience itself (von der Pütten et al, 2012).…”
Section: Methodological Means Of Studying Social Presencementioning
confidence: 99%
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“…Although there is still debate on the construct of social presence (Bulu, 2012;Biocca et al, 2003), various measures have been tested and validated. However, real-time assessment of social presence during user interaction has been limited compared with postexperimental research (von der Pütten et al 2012). One exception is a method developed for real-time self-measurement of presence (Freeman, Avons, Pearson, IJsselsteijn, 1999), but such procedures can interfere with the presence experience itself (von der Pütten et al, 2012).…”
Section: Methodological Means Of Studying Social Presencementioning
confidence: 99%
“…In addition to self-ratings, scholars have proposed that social presence could be studied via objective, corroborative means, such as physiological or behavioral measures (IJsselsteijn, de Ridder, Freeman, & Avons, 2000;von der Pütten et al, 2012). Physiological measures include, for example, cardiac interbeat intervals (Ravaja et al, 2006), facial electromyography, and respiration (Chanel, Kivikangas, & Ravaja, 2012), which are assessed during interaction.…”
Section: Methodological Means Of Studying Social Presencementioning
confidence: 99%
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“…Therefore, implicit assessment based on subjects physiological signals is expected to provide additional and less biased information, when compared to explicit assessment. In [21], an objective measure of SoP using behavior or physiological responses is envisioned, nevertheless the authors used only subjective ratings. Electroencephalography (EEG) and peripheral physiological signals including Electrocardiography (ECG) and respiration have been used in various studies to assess the physiological responses to stimuli.…”
Section: Introductionmentioning
confidence: 99%
“…A potential, therefore, actual representation of real scenes should provide a threedimensional feeling to enhance sensation of reality through multimedia devices. The importance of sensation of reality has been recognized in the field of games and virtual reality [28,35], through user-system interactions. Also, recent advances in imaging and displays have enabled implementation of more immersive multimedia environments, offering improved sensation of reality to users [9,20].…”
Section: Introductionmentioning
confidence: 99%