Characterising the benefits of multi-modal play in virtual reality
Characterising the benefits of multi-modal play in virtual reality
With the rising popularity of VR technologies, more people are experiencing what this medium has to offer. Right now, the most popular games are either single-player or online-multiplayer, leaving the people in the same room without a way of interacting with the HMD (Head Mounted Display) player. For VR to become mainstream, this problem has to be solved. A preliminary experiment was conducted in which two different ways of including a second person in the VR experience (through a PC or a Phone) were compared in terms of co-presence and immersion. Results showed that both ways are valid and can be used to add a second player --- the quantitative data gathered from two surveys (Networked Minds Measure of Social Presence for co-presence and iGroup Presence Questionnaire for Immersion) showed that there was no significant difference, and the qualitative data, which revealed 13 distinct themes divided into five categories, helped with understanding the survey results. The next steps are to concentrate on one of the categories (embodiment) and conducting a systematic review into ways of increasing it, followed by expert interviews to confirm the findings and create a definitive list of factors that affect embodiment. Finally, a second experiment will be conducted in order to confirm the validity of the factors.
Co-presence, Immersion, Virtual Reality, Mixed Reality, Multi-modal, Co-located, StuckInSpace, Asymmetrical Play
10-11
Association for Computing Machinery
Malinov, Yoan-Daniel
05830d5b-482f-4753-b094-9a1224488e02
2 November 2020
Malinov, Yoan-Daniel
05830d5b-482f-4753-b094-9a1224488e02
Malinov, Yoan-Daniel
(2020)
Characterising the benefits of multi-modal play in virtual reality.
In CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play.
Association for Computing Machinery.
.
(doi:10.1145/3383668.3419955).
Record type:
Conference or Workshop Item
(Paper)
Abstract
With the rising popularity of VR technologies, more people are experiencing what this medium has to offer. Right now, the most popular games are either single-player or online-multiplayer, leaving the people in the same room without a way of interacting with the HMD (Head Mounted Display) player. For VR to become mainstream, this problem has to be solved. A preliminary experiment was conducted in which two different ways of including a second person in the VR experience (through a PC or a Phone) were compared in terms of co-presence and immersion. Results showed that both ways are valid and can be used to add a second player --- the quantitative data gathered from two surveys (Networked Minds Measure of Social Presence for co-presence and iGroup Presence Questionnaire for Immersion) showed that there was no significant difference, and the qualitative data, which revealed 13 distinct themes divided into five categories, helped with understanding the survey results. The next steps are to concentrate on one of the categories (embodiment) and conducting a systematic review into ways of increasing it, followed by expert interviews to confirm the findings and create a definitive list of factors that affect embodiment. Finally, a second experiment will be conducted in order to confirm the validity of the factors.
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Published date: 2 November 2020
Keywords:
Co-presence, Immersion, Virtual Reality, Mixed Reality, Multi-modal, Co-located, StuckInSpace, Asymmetrical Play
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Local EPrints ID: 447892
URI: http://eprints.soton.ac.uk/id/eprint/447892
PURE UUID: 77608538-0976-495d-a99f-3b58624a9fd2
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Date deposited: 25 Mar 2021 18:28
Last modified: 17 Mar 2024 03:57
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Author:
Yoan-Daniel Malinov
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