Temporal Presence Variation in Immersive Computer Games

Temporal Presence Variation in Immersive Computer Games
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沉浸式电脑游戏中的时间存在变化

DOI:
10.1080/10447318.2011.627298
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发表时间:
2012
期刊:
International Journal of Human–Computer Interaction
影响因子:
--
通讯作者:
H. Gardner
H. Gardner
中科院分区:
--
文献类型:
--
作者:
Jaeyong Chung;H. Gardner

文献摘要

被引文献

相似文献

现代电脑游戏系统的复杂程度越来越可以与沉浸式虚拟现实(VR)环境相媲美,而流行的VR研究主题“存在”现在正在电脑游戏的背景下进行探索。网络游戏玩法的流行以及计算基础设施向互联网和云的转移意味着网络延迟、退出等技术异常可能会越来越多地破坏玩家的存在体验。在这篇文章中,我们研究了一款沉浸式虚拟环境中的网络第一人称射击游戏。我们的研究调查了参与者对BIPs的反应,包括它们对参与者存在水平的影响,以及参与者从BIPs中恢复所需的时间。对四种不同的BIP类型进行了测试,这些类型的选择是因为它们的实际意义以及它们与已建立的存在模型的相关性。分析了两种截然不同的游戏模式(低参与度的“导航游戏”和高参与度的“战斗游戏”)对这些bip感知的影响。作为实验程序的一部分,我们介绍了一种新的视频线索回忆滑块技术。我们的研究表明,参与者经历了不同程度的影响和从bip中恢复,并且对bip影响的感知取决于整体存在感和任务依赖性。文章表明,恢复时间似乎是一个定义良好的概念,并且恢复时间的总体度量与总体存在、bip总数(包括“自发”bip)和用户特征之间表现出可信的相关性。文章还显示,bip的恢复时间滑块数据为沉浸式体验中存在的平滑变化提供了证据。我们发现,对影响和恢复时间的感知表现不同,有趣的是,恢复时间似乎比影响更独立于游戏模式。研究发现,在参与者对从一个游戏体验到下一个游戏体验的BIPs影响的回忆中,存在强烈的携带效应。从我们的滑块技术的结果似乎显示一般协议与实验后问卷调查的结果,我们的研究激发了我们的滑块技术对未来实验的有用性。
Increasingly, the sophistication of modern computer-gaming systems is becoming comparable to that of immersive, virtual reality (VR) environments, and the popular VR research topic of “presence” is now being explored in the context of computer games. The explosion of popularity of networked gameplay and the movement of computing infrastructure on to the Internet and the cloud mean that technical anomalies such as network latency, dropouts, and so on, may increasingly disrupt players' experience of presence. In this article, a study of these “Breaks in Presence” (BIPs), which examines a networked, first-person-shooter game in an immersive virtual environment, is presented. Our study investigates how participants react to BIPs in terms of their impact on participants' levels of presence and in terms of the time needed for participants to recover from BIPs. Four distinct BIP types, which were selected because of their practical significance and because of their relevance to an established model for presence, were tested. The effects of two contrasting game modes (a low-involvement “navigation game” and a high-involvement “combat game”) on the perceptions of these BIPs are analyzed. As part of our experimental procedure a new video-cued-recall slider technique is introduced. Our study shows that participants experience different levels of impact and recovery from BIPs and that the perceptions of impact of BIPs depend on the overall sense of presence as well as being task dependent. The article shows that recovery time seems to be a well-defined concept and that an overall measure of recovery time exhibits believable correlations with overall presence, with the overall number of BIPs (including “spontaneous” BIPs) and with user characteristics. The article also shows that the slider data for recovery time from BIPs provide evidence for a smooth variation of presence during an immersive experience. It is found that perceptions of impact and recovery time behave differently and that, intriguingly, recovery time appears to be much more independent of game mode than impact is. Evidence is found of strong carry-over effects in participants' recollections of the impact of BIPs from one game experience to the next is found. Results from our slider technique appear to show general agreement with results from a postexperiment questionnaire, and our study motivates the usefulness of our slider technique for future experiments.