Game Over! On measurement and optimization of presence

Egon L. van den Broek, Remco Kuijper

    Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

    Abstract

    With reality and ICT blending, we live in a Computer Aided Reality (CAR). Nevertheless, we still have the feeling that we can distinguish between reality and artificial realities. This notion yields the question: When do humans experience reality as computer aided (or artificial)? This article contributes in answering this question by i) adopting the construct presence and discuss its value to assess users’ experienced reality; ii) providing suggestions on how to measure presence via biosensors; and iii) presenting a low fidelity research setup to assess users’ presence in CAR.
    Original languageEnglish
    Title of host publicationProceedings of Measuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research
    EditorsA.J. Spink, E.L. van den Broek, L.W.S. Loijens, M. Woloszynowska-Fraser, L.P.J.J. Noldus
    Place of PublicationWageningen, The Netherlands
    PublisherNoldus Information Technology bv.
    Pages43-47
    Number of pages5
    Publication statusPublished - 27 Aug 2014
    EventMeasuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research - Wageningen, Netherlands
    Duration: 27 Aug 201429 Aug 2014

    Conference

    ConferenceMeasuring Behavior 2014: 9th International Conference on Methods and Techniques in Behavioral Research
    Country/TerritoryNetherlands
    CityWageningen
    Period27/08/1429/08/14

    Keywords

    • games
    • virtual reality
    • reality
    • presence
    • immersion
    • methods
    • psychophysiology
    • emotion
    • biosignals

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