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Author: 19503
11 results

What Do We Design for When We Design "Smart Buildings"? - A Scoping Review of Human Experience Design Research in Buildings

Built environments increasingly incorporate new forms of intelligence, creating opportunities for enhancing human interactive experiences with and within building spaces. This scoping review examines design interventions and discourses within the domain of "Smart Buildings". The goal is to identify and characterise th…

SR
Shruti Rao et al.University of Amsterdam

Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task

Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX - supplementing points (as a gamification element) - on task performance and user experience in…

MA
Maximilian Altmeyer et al.German Research Center for Artificial Intelligence

"I Don't Want To Shoot The Android': Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human

In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the ga…

KA
Karina Arrambide et al.University of Waterloo

Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games

Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To a…

KR
Katja Rogers et al.University of Ulm
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

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Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games

Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience…

SK
Sukran Karaosmanoglu et al.University of Hamburg

Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model

The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities…

ES
Elena Márquez Segura et al.Carlos III University of Madrid

JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality

One of the great benefits of virtual reality (VR) is the implementation of features that go beyond realism. Common "unrealistic" locomotion techniques (like teleportation) can avoid spatial limitation of tracking, but minimize potential benefits of more realistic techniques (e.g. walking). As an alternative that combi…

DW
Dennis Wolf et al.University of Ulm

Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements

High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this…

KR
Katja Rogers et al.University of Ulm

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of…

AM
Anna Lisa Martin-Niedecken et al.Zurich University of the Arts

Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality

Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR.…

KR
Katja Rogers et al.University of Ulm

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill leve…

KR
Katja Rogers et al.University of Ulm
Paper TitleAuthorsResearch TopicsPaper DatabaseYear
emoji_events

What Do We Design for When We Design "Smart Buildings"? - A Scoping Review of Human Experience Design Research in Buildings

Built environments increasingly incorporate new forms of intelligence, creating opportunities for enhancing human interactive experiences with and within building spaces. This scoping review examines design interventions and discourses within the domain of "Smart Buildings". The goal is to identify and characterise th…

SR
Shruti Rao et al.University of Amsterdam

Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task

Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX - supplementing points (as a gamification element) - on task performance and user experience in…

MA
Maximilian Altmeyer et al.German Research Center for Artificial Intelligence

"I Don't Want To Shoot The Android': Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human

In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the ga…

KA
Karina Arrambide et al.University of Waterloo
emoji_events

Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games

Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To a…

KR
Katja Rogers et al.University of Ulm
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games

Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience…

SK
Sukran Karaosmanoglu et al.University of Hamburg

Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model

The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities…

ES
Elena Márquez Segura et al.Carlos III University of Madrid

JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality

One of the great benefits of virtual reality (VR) is the implementation of features that go beyond realism. Common "unrealistic" locomotion techniques (like teleportation) can avoid spatial limitation of tracking, but minimize potential benefits of more realistic techniques (e.g. walking). As an alternative that combi…

DW
Dennis Wolf et al.University of Ulm

Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements

High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this…

KR
Katja Rogers et al.University of Ulm

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of…

AM
Anna Lisa Martin-Niedecken et al.Zurich University of the Arts

Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality

Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR.…

KR
Katja Rogers et al.University of Ulm

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill leve…

KR
Katja Rogers et al.University of Ulm