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Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory 使用玩家体验清单通过远程实验调查VR游戏玩家体验
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520505
Ivan Ip, P. Sweetser
This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.
本研究通过两个阶段的研究来探讨虚拟现实(VR)游戏的玩家体验。在这两个阶段,我们都使用了玩家体验清单(PXI),这是一种用于评估玩家体验的有效工具。在第一阶段,通过100名参与者的在线调查来调查玩家对VR游戏的体验。我们发现视听吸引力、沉浸感和易于控制对VR游戏的玩家体验贡献最大。我们发现玩家体验与年龄、游戏时间、VR体验或VR头盔之间没有关系。第二阶段采用远程实验,对10名参与者进行VR和非VR游戏的比较。我们发现玩家体验的差异可以用PXI的沉浸感、进度反馈和好奇心结构来解释。
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引用次数: 0
Beyond Immersion: Designing for Reflection in Virtual Reality 超越沉浸:虚拟现实中的反射设计
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520501
Jade Jiang, N. Ahmadpour
Access to immersive virtual reality (VR) technology is increasingly becoming available to the general population. However, the ability of VR to incite a state of high immersion and flow creates a paradox where immersion limits opportunities for self-awareness and critical reflection. In this work, we address this paradox and scaffold opportunities for reflection in VR by drawing upon practices from the theatre. We conduct a scoping review of 12 research papers designed to support reflection and discuss our findings regarding a proposed conceptual model. Based on these findings and practices from the Brechtian theatre, we propose a “RIOR” conceptual model (Readiness for reflection, Immersive estrangement, Observation and re-examination, Repatterning of knowledge) to create opportunities in VR for reflection. This model contributes a unified lens on how to design immersive technology for reflection and may create positive impacts in fields of mental health, wellbeing, self-care, education, and professional and personal development.
沉浸式虚拟现实(VR)技术正越来越多地向普通大众开放。然而,VR能够激发高度沉浸和心流状态却创造了一个悖论,即沉浸限制了自我意识和批判性反思的机会。在这项工作中,我们通过借鉴剧院的实践,解决了这个悖论,并为VR提供了反思的机会。我们对12篇研究论文进行了范围审查,旨在支持对拟议概念模型的反思和讨论我们的发现。基于这些发现和布莱希特剧院的实践,我们提出了一个“RIOR”概念模型(准备反思,沉浸式的疏远,观察和重新审视,知识的重塑),以在VR中创造反思的机会。该模型为如何设计沉浸式技术进行反思提供了统一的视角,并可能在心理健康、福祉、自我保健、教育、专业和个人发展等领域产生积极影响。
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引用次数: 5
An Exploratory Analysis of Human-centric Issues in Parking Solutions Using Surveys and Mobile Parking App Reviews 使用调查和移动停车应用程序评论对停车解决方案中以人为中心的问题进行探索性分析
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520496
Ruyi Li, Humphrey O. Obie, Hourieh Khalajzadeh
Due to the imbalance between the supply and demand of parking spaces, parking has become difficult, and therefore significantly impacts people’s daily lives. Although some parking solutions have been developed to alleviate parking difficulties, few studies focus on exploring the human-centric aspects that affect parking difficulties. In order to determine the differences in parking difficulties faced by people with different human-centric characteristics, we conducted an online survey to collect information about different people’s human-centric aspects (age, gender, emotion, etc.), parking experiences, and parking preferences. Based on the responses from 189 car users, we found a significant relationship between car users’ emotions and their overall perception of parking difficulties. Also, other human-centric attributes, including gender, age, country, and parking preferences, are significantly related to the time spent in searching for available parking spaces. Additionally, we collected and manually categorized 1,192 user reviews of five parking apps available on the Google Play store. As a result, seven human-centric issue categories from the reviews were identified, including Parking Preferences & Habits, Autonomy, Emotion, Compatibility, Inclusiveness, Privacy & Reliability, and Socio-economic Aspect. Moreover, eight functionality issues are mainly discussed by users in the app reviews, including App Pre-Operation, Searching & Online Booking Function, Payment Function, UI & UX, App Workflow, App Information & Notification, App Operation Efficiency, and Feature Request. Based on a manual analysis of the reviews, we also found that different human-centric issues are often discussed together with particular functionality issues. Thus, we suggest that developers need to consider the importance of human-centric aspects by getting users involved in the process of app development to explore different requirements for diverse users. Moreover, exploring more user reviews on various platforms can serve to understand the human-centric challenges and needs in parking apps in order to improve user experiences.
由于停车位的供需不平衡,停车变得困难,从而严重影响了人们的日常生活。虽然已经开发了一些停车解决方案来缓解停车困难,但很少有研究关注影响停车困难的以人为中心的方面。为了确定不同以人为中心特征的人在停车困难方面的差异,我们进行了一项在线调查,收集了不同人的以人为中心方面(年龄、性别、情感等)、停车经历和停车偏好的信息。基于189名汽车使用者的反馈,我们发现汽车使用者的情绪与他们对停车困难的整体感知之间存在显著的关系。此外,其他以人为中心的属性,包括性别、年龄、国家和停车偏好,都与寻找可用停车位所花费的时间显著相关。此外,我们还收集并手动分类了b谷歌Play商店中五款停车应用的1192条用户评论。结果,从评论中确定了七个以人为中心的问题类别,包括停车偏好和习惯、自主性、情感、兼容性、包容性、隐私和可靠性,以及社会经济方面。此外,用户在应用评论中主要讨论了8个功能问题,分别是应用预操作、搜索与在线预订功能、支付功能、UI与UX、应用工作流、应用信息与通知、应用运行效率、功能请求。基于对评审的手工分析,我们还发现不同的以人为中心的问题经常与特定的功能问题一起讨论。因此,我们建议开发人员需要考虑以人为中心的重要性,让用户参与到应用程序开发过程中,以探索不同用户的不同需求。此外,在各个平台上探索更多的用户评论,有助于了解停车应用中以人为本的挑战和需求,从而改善用户体验。
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引用次数: 0
Do I Belong Here?: An exploration of meeting structure and language, alongside gender and a sense of belonging. 我属于这里吗?:对会议结构和语言的探索,以及性别和归属感。
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520514
A. Ashcroft
This paper discusses to what extent the productivity and creativity of a design meeting can be attributed to meeting structure and various, related, aspects of social interaction including gender, and participants’ sense of belonging. This paper examines the literature on meeting structure, language, gender and sense of belonging and analyses them for overlaps and potential areas of future research. Following a discussion, this paper then considers ‘implications for design’ presenting three possible areas of further research and development; how can meeting structure be designed for equal opportunity, how can a sense of belonging be created in design meetings and what can be done to encourage empathy in design?
本文讨论了设计会议的生产力和创造力在多大程度上可以归因于会议结构和各种相关的社会互动方面,包括性别和参与者的归属感。本文回顾了会议结构、语言、性别和归属感方面的文献,分析了它们的重叠之处和未来研究的潜在领域。在讨论之后,本文考虑了“对设计的影响”,提出了进一步研究和开发的三个可能领域;如何设计会议结构以实现机会均等,如何在设计会议中创造归属感,以及如何鼓励设计中的同理心?
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引用次数: 0
Exploration of Electrochromics for Calm Reminder: A Customizable Bracelet 探索电致变色的平静提醒:一个可定制的手镯
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520509
D. Brun, Jonna Häkkilä
At the crossroad of calm computing and personalization technology, we present a calm reminder, taking the form of a customizable bracelet. The concept is based on a perpetual and automatic slow switching between two graphical states, only reminding personal values or actions to the user when fortuitously noticed. Switching and customization of the graphical states increases the reminding personal signification, aesthetics, and noticeability by providing a visual change to the user’s periphery. We report on building an actual prototype as well as a survey study (n = 62) and a workshop inspired by co-design practices (n = 17) to understand why and how this concept of calm reminder could be used.
在平静计算和个性化技术的十字路口,我们提出了一种平静的提醒,采用可定制手镯的形式。这个概念是基于两种图形状态之间的永久和自动缓慢切换,只有当用户偶然注意到个人价值或行为时才会提醒用户。图形状态的切换和定制通过为用户的周边提供视觉变化,增加了提醒的个人意义、美学和显著性。我们报告了构建一个实际的原型,以及一个调查研究(n = 62)和一个受共同设计实践启发的研讨会(n = 17),以理解为什么以及如何使用这种冷静提醒的概念。
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引用次数: 1
Early Implementation of VR Stuffed Toy System with Virtual Softness 虚拟柔软度VR毛绒玩具系统的初步实现
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520499
Kaito Ootsubo, A. Inoue
VR stuffed toy is an entertainment system based on virtual reality technology. Such systems can make a stuffed toy interactive in the virtual world while the corresponding stuffed toy in the real world stays still. This paper describes the early implementation of the VR stuffed toy system with "virtual softness." This system makes a stuffed toy in the virtual world react to the user's haptic interventions with animations. These animations control the user's perception of the softness of the stuffed toy they are touching in the real world. The prototype provides two animations; (1) exaggerated elongation based on the Poisson effect against the user's pushing and (2) jiggling reaction against the user's touch and stroke. Our approach to controlling the shape deformation in the virtual world suggests new design directions for stuffed toys in the future.
VR毛绒玩具是一种基于虚拟现实技术的娱乐系统。这样的系统可以使一个毛绒玩具在虚拟世界中互动,而对应的毛绒玩具在现实世界中保持静止。本文描述了具有“虚拟柔软度”的VR填充玩具系统的早期实现。该系统使虚拟世界中的毛绒玩具对用户的触觉干预做出动画反应。在现实世界中,这些动画控制着用户对毛绒玩具柔软度的感知。原型提供了两个动画;(1)基于泊松效应的过度伸长,反对用户的推动;(2)抖动反应,反对用户的触摸和抚摸。我们在虚拟世界中控制形状变形的方法为未来填充玩具的设计提供了新的方向。
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引用次数: 0
Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease 以玩家简介为视角,倡导为帕金森病设计富有同情心的治疗游戏
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520520
A. Bayrak, Burkhard Wuensche, S. Reading
Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.
治疗游戏旨在利用电子游戏的激励力量来提高治疗依从性,诱导和维持动机,提升情绪,鼓励身体和/或认知活动。商业游戏往往提供吸引人的玩法,但通常不会考虑玩家的康复需求或身体和认知能力。为了克服这一缺陷,许多定制治疗游戏应运而生,这些游戏侧重于康复过程,但往往难以提供足够吸引人的长期游戏体验。在本文中,我们提出了一个新的框架来帮助开发者描述康复游戏的用户,以支持更富有同情心和更有效的设计。该框架是通过系统地回顾现有的帕金森病患者康复治疗游戏的设计和有效性而得出的。尽管如此,我们相信最终的框架也可以应用于其他疾病的治疗游戏。
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引用次数: 0
Co-designing a Technology Probe with Experienced Designers 与经验丰富的设计师共同设计技术探针
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520513
Phillip Gough, A. B. Kocaballi, K. Naqshbandi, K. Cochrane, Kristina Mah, Ajit G. Pillai, Yeliz Yorulmaz, Ainnoun Kornita Deny, N. Ahmadpour
Technology probes are low-fidelity devices that can be used to understand research participant’s lived experiences, but they are not usually subject to iterative design. There are opportunities in human-computer interaction to develop technology probes through co-design, by including diverse perspectives during probe development. To explore this opportunity, five design researchers with different disciplinary and cultural backgrounds engaged with a technology probe to support daily reflections, discussed new directions in a co-design workshop and developed narratives to negotiate possibilities of the probe. This paper presents observations described by each of the researchers using the probe, and insights from the process we followed. We discuss how the the designers’ postitionalities are reflected in the processes, and how they brought value by shaping narratives of the different roles a technology probe might take. We also discuss how we may use co-design of technology probes as a generative method, highlight the importance of open-endedness in the process, and reflect on lessons learned.
技术探测器是一种低保真度的设备,可以用来了解研究参与者的生活经历,但它们通常不受迭代设计的影响。通过在探针开发过程中包含不同的观点,在人机交互中有机会通过共同设计来开发技术探针。为了探索这个机会,五位具有不同学科和文化背景的设计研究人员参与了一个技术探针,以支持日常反思,在共同设计研讨会上讨论了新的方向,并发展了叙述,以协商探针的可能性。本文介绍了使用探针的每个研究人员所描述的观察结果,以及我们所遵循的过程的见解。我们将讨论设计师的定位如何反映在过程中,以及他们如何通过塑造技术探测器可能扮演的不同角色的叙述来带来价值。我们还讨论了如何将技术探针的共同设计作为一种生成方法,强调了过程中开放性的重要性,并反思了所吸取的教训。
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引用次数: 2
Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical Counterparts 物质性是否能增强游戏化的意义?将游戏化元素转化为它们的实体对应物
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520500
Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger
Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamification elements (such as points or leaderboards) to their physical counterparts, is perceived as more meaningful by users. Based on an elicitation lab-study (N=12), we contribute concrete transformations from virtual to physical gamification elements and derive design recommendations for physical gamification systems. Next, we use these recommendations to implement a prototype for the gamification elements points and leaderboard. In a subsequent lab experiment, we investigate the perception of physical gamification elements and compare our prototype to its virtual counterpart (N=12). Our results show that physical gamification elements are perceived as significantly more persuasive and more meaningful than their virtual counterparts.
游戏化已经被证明可以成功地帮助用户达到他们的目标,并增强他们的用户体验。然而,它也因为在非游戏活动中添加任意奖励而受到批评,这通常被认为是毫无意义的。为了解决这个问题,我们调查了物理游戏化,即将虚拟游戏化元素(如积分或排行榜)转化为物理游戏化元素是否会让用户觉得更有意义。基于一项启发式实验室研究(N=12),我们提出了从虚拟到物理游戏化元素的具体转变,并得出了物理游戏化系统的设计建议。接下来,我们将使用这些建议去执行游戏化元素积分和排行榜的原型。在随后的实验室实验中,我们调查了物理游戏化元素的感知,并将我们的原型与虚拟原型进行了比较(N=12)。我们的研究结果表明,人们认为物理游戏化元素比虚拟游戏化元素更有说服力、更有意义。
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引用次数: 1
Design Opportunities to Enhance Children's Engagement with Nature in Bhutan: A Working Field Theory 提高不丹儿童与自然接触的设计机会:一个工作现场理论
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520516
Chimi Om, M. Brereton, Tshering Dema, Bernd Ploderer
Bhutan is known to the world for its rich natural biodiversity. However, with urbanization, children living in urban areas are increasingly spending their time indoors. There is potential to understand how children engage with nature and explore the design of suitable technologies to motivate children to be outdoors. We conducted an exploratory study with 11 parents and 12 children (7-8 years old) living in urban Bhutan to understand how children with their family engage with nature. We found that children experience nature physically with adults’ presence and design elements such as fantasy, sensory, curiosity, and game play with friends and siblings can enhance nature engagement. Concurrently, we found that technologies can be disruptive when children are outdoors with their friends. The contribution of this paper is a deeper understanding of how children experience nature, which is visualized through a working field theory, and a discussion of design opportunities to enhance nature interactions.
不丹以其丰富的自然生物多样性而闻名于世。然而,随着城市化,生活在城市地区的儿童在室内的时间越来越多。有可能了解儿童如何与自然接触,并探索设计合适的技术来激励儿童到户外活动。我们对居住在不丹城市的11位父母和12位儿童(7-8岁)进行了一项探索性研究,以了解儿童及其家人如何与自然互动。我们发现,孩子们在成年人的陪伴下体验自然,而幻想、感官、好奇心、与朋友和兄弟姐妹一起玩游戏等设计元素可以增强对自然的参与。与此同时,我们发现,当孩子们和朋友在户外时,科技可能会造成干扰。本文的贡献在于通过工作场理论对儿童如何体验自然进行了更深入的理解,并讨论了增强自然互动的设计机会。
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引用次数: 1
期刊
Proceedings of the 33rd Australian Conference on Human-Computer Interaction
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