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Compared to previous head-mounted displays, the compact and low-cost Oculus Rift has claimed to offer improved virtual reality experiences. However, how and what kinds of user experiences are encountered by people when using the Rift in actual gameplay has not been examined. We present an exploration of 10 participants' experiences of playing a fir...
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... flow and immersion scores were aggregated from the respective questionnaires (Figure 2). Note that we are not performing any inferential statistics on the scores as our experimental design was exploratory rather than hypothesis- driven. ...
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... the 3D, it felt good" (P4). P4 and P10 also scored higher for flow and immersion on the Rift (P4, P10 in Figure 2). ...
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... out their think-aloud sessions, both P3 and P10 spoked positively about using their Rift gaming experiences, e.g., "It's Half-Life 2 and I've played though the game before, but I am amazed by the depth of the backgrounds and how it makes you feel like you're there" (P3 ExpT-Rift 5'20": game-event=observing; think-code=amazed; sense- code=SCR weak); "I was wondering if I could have saved him just then, it was more umm, more immersive in terms of, having the bullets fly at you, and the umm, and the fast sound whizzing past you, made me duck for cover a bit more urgently" (P10 ExpT-Rift 12'48": game-event=being shot; think-code=fear; sense-code=SCR weak). P3 had lower flow scores but higher immersion scores on the Rift over the Desk- top, whilst P10 had higher scores for both flow and immer- sion (P3, P10 in Figure 2). Perhaps the amount of play time (9'18") was too short for P3 to get "in flow", but his experi- ence timelines and higher immersion scores on the Rift cer- tainly showed that he was highly immersed when playing on the Rift, regardless of the cybersickness. ...
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... her post-game interview, she felt strongly that she had a better experience in the Desktop condition, "Everything was better this time, because I just felt sick on Monday and I couldn't really play and couldn't really get anywhere at all" (P1). Her scores for flow and immersion were also higher for the Desktop condition over the Rift condition (P1 in Figure 2). She did however mention in the interview that she did think it was a "cool" experience initially: "I guess it was kind of cool at first until I started feeling a bit sick" (P1). ...
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... that a sense of control is one of the key components to achieving flow [17] and immersion [18], we expected these participants to score higher for flow/immersion in the Desktop condition instead of the Rift condition. Yet, the opposite occurred: most partic- ipants scored higher for flow/immersion in the Rift than the Desktop (Figure 2). We delved a bit deeper into post-game interview data to investigate. ...
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... the other hand, wearing the Rift headset covered one's entire field of vision, forcing one's entire attention: "the environment has a bit more of an impact on you, as its taking up your entire field of view, for example getting flashed by the drone thingies was more annoying, be- cause you couldn't see for a while" (P10). This allowed for participants to 'concentrate on the task at hand' (flow) and encouraged a 'real-world dissociation' (immersion), which might explain the generally higher levels of flow/immersion in the Rift condition (Figure 2). ...
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... contrast, dur- ing P6's session in the Rift condition: "I tried to plan this out, with pushing, but yeah, it was good, it was a good rush" (P6 ExpT-Rift 25'48": game-event=shooting ceiling mobs; think- code=competitive; sense-code=nil). P6's much higher scores of flow/immersion in the Rift than the Desktop condition (P6 in Figure 2) underscored the fact that challenge is a core di- mension of both flow and immersion. ...
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... such experiences were not something that the flow and im- mersion questionnaires specifically looked for, we did notice an interesting correlation. All participants who reported more intense experiences with the Rift scored higher for both flow and immersion (Figure 2), except for P1. While P1 did report intense experiences when using the Rift, she scored higher for both flow and immersion in the Desktop condition. ...
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... P1 had no problems completing her 30 minute gameplay in the Desktop condi- tion. And in corollary, the two participants (P5, P8) who did not report more intense experiences with the Rift in their in- terviews also registered higher flow and immersion scores for the Desktop condition ( Figure 2). Given our small sample size, we are not suggesting a correlation between heightened experiences with higher states of flow and immersion. ...
Citations
... However, these games are not immersive, as they prioritise learning and provide 'fun' elements in a formal manner [17]. In VR games, where players use a dedicated controller to explore the game and interact with objects [18,19], the gameplay may be unfamiliar to players new to VR games [6]. Therefore, tutorials should provide help and information on interaction and game progression [5]. ...
The commercialisation of virtual reality (VR) headsets has made them more affordable and popular in gaming and entertainment. The natural interaction between the VR environment and users can maximise immersion and is crucial to VR gaming. Despite their growing popularity, educational VR games prioritise learning over immersion and require users to learn to interact with and play games using tutorials. Herein, we developed a game named Numverse with an accompanying tutorial. After selecting the tutorial content, we programmed the user interface and proposed a delivery method for the tutorial. We evaluated the user experience based on the effects of the presence or absence of the tutorial and its mode of delivery. The tutorials were of three types: no tutorial, instruction-screen tutorial, and context-sensitive tutorial, with the latter being the most preferred. The evaluation results show that presence, ability to learn controls, intrinsic motivation, and learning effectiveness are higher for the instruction-screen and context-sensitive tutorials than for no tutorial. On average, users experienced more motion sickness in the no-tutorial case, with a significant difference in nausea items. This study asserts the importance of tutorials in VR games, and its findings could improve user experience in future VR games.
... Results include a surprisingly high interest in flying and almost no teleportation locomotion examples, however the short timeframe, small number of titles, and focus on a singular console hardware device limits the applicability of the results to the wider VR market. Reviews analysing locomotion techniques in commercial PC or standalone VR applications are rare, with an exploration of an Oculus Rift application from Tan et al. (2015) being one of the only examples that partially investigates locomotion, highlighting the adverse effect on gaming experiences of excessive head movements. The use of the "Half-Life 2" game (Valve, 2023b) however may have impacted findings, with the application not built for or officially supported by VR hardware, and therefore containing techniques not designed with VR locomotion in mind. ...
Exploration of virtual reality locomotion has a rich history, including in the creation of taxonomies categorising individual techniques. However, most existing research collects data from academic sources only, with both historic industry practitioner exploration and a state-of-the-art understanding of locomotion in commercial applications comparatively underexplored. This systematic software level review of the complete locomotion options in 330 of the most used virtual reality applications released between 2016 and 2023 on the Steam, Meta, Oculus, Viveport, and SideQuest platforms highlights the trends and gaps that exist between industry and academic exploration. Results suggest a decline in the usage of teleportation, with the prevalence of titles containing at least one teleportation technique decreasing from 48% of those released in 2016 to 18% in 2023. Arm-tracked grabbing locomotion techniques such as climbing meanwhile are being increasingly adopted by practitioners, from almost unused in 3% of applications released in 2016 to over 30% in each year between 2020 and 2023. Additionally, although the tracking capabilities afforded by consumer-level head-mounted display hardware has resulted in a high exploration of room-scale tracking, the large academic focus on walking-based locomotion appears to not be shared by practitioners, where room-scale tracking instead is most often paired with conventional controller joystick sliding locomotion. Finally, temporal analysis results showing the growing number of locomotion techniques offered in an average application signifies the need for further accessibility-related locomotion research, particularly in areas beyond visual sickness mitigation. Our findings highlight the continuing evolution of locomotion in commercial virtual reality applications , with industry practitioner locomotion technique adoption rates displaying the divergent interests between industry and academia, in turn adding rigour to future locomotion selections across both domains.
... It should be noted that the greatest sense of presence is achieved by fully immersive systems, which is visible both at the level of physiological reactions and in the subjective feelings of users [10]. From the research conducted by Pallavicini et al. [6,11] and Tan et al. [12] it results that when playing commercial video games in an immersive mode, users experience more intense experiences accompanied by stronger emotional reactions than when using the same applications on a monitor. Therefore, when planning to compare the feelings associated with practicing similar forms of PA in RL and VR, different levels of immersion should be taken into account. ...
Background
As the state of satisfaction and flow involved in the physical activity (PA) determines future training commitment, it is undoubtedly very important to study the factors influencing the attractiveness of PA. One of such factors is the usage of virtual reality (VR) technology which creates opportunities for its users to practice various forms of PA in a altered way. It is interesting whether PA practiced in a virtual environment can offer higher levels of satisfaction and flow comparing with PA practiced in the real world. Positive answer to this question support the statement that the use of such technology could contribute to the future commitment in PA. Therefore, in order to find out whether PA in VR can be an attractive alternative towards the PA in a real world, the research should be undertaken to verify if the state of satisfaction and flow involved in the practising certain PA in the VR environment could be higher comparing to the levels of pleasure and flow connected with the same PA carried out in the real world.
Objective
The main objective of the study was to assess the level of satisfaction and flow experienced by healthy adults during various cycling conditions: real life (RL), non-immersive and immersive virtual reality (nIVR and IVR). Additionally, questionnaires for assessing satisfaction with PA and flow in RL and VR were also validated in terms of their measurement reliability. The correlation of the results obtained during tests using both measurement tools was also assessed.
Methods
Forty students were studied, including 20 women (age 22.35 ± 2.32 years) and 20 men (age 22.95 ± 2.19 years). The Physical Activity Enjoyment Scale (PACES) was used to evaluate the enjoyment of cycling. Flow state was assessed using The Flow State Scale (FSS).
Results
Based on Friedman’s analysis of variance regarding the results obtained for all the respondents, it can be concluded that the conditions of cycling significantly affect their level of satisfaction (χ2 = 85.61(40;3); p < 0.001) and flow (χ2 = 40.52(40;3); p < 0.001). The research participants rated cycling the highest in IVR. Based on the calculated Cronbach's alpha coefficients, high measurement reliability of the questionnaires used in nIVR (PACES, α = 0.94; FFS-2, α = 0.86) and IVR (PACES, α = 0.89; FFS-2, α = 0.91). There was also a significant positive moderate correlation between PA satisfaction and user flow.
Conclusions
The research is the first attempt to directly compare the sense of satisfaction and flow when practicing cycling in RL and in nIVR and IVR. The greater attractiveness and higher level of flow during PA in IVR compared to a similar traditional form of PA in RL, found on the basis of the conducted research, should prompt reflection by both those involved in planning and promoting PA, as well as the creators of active video games (AVGs). Due to the great attractiveness of PA in IVR and the constant, dynamic development of immersive information technologies, virtual training may, in the near future, become not only an important supplement to conventional forms of exercise, but perhaps even an alternative solution.
... (2) The human body is divided into 32 parts by machine learning. (3) Considering the overlap of human body parts, the 32 parts are further identified as 20 nodes according to the pixel features from the front and side perspectives by means of machine learning, and the spatial threedimensional coordinates of each node are given [25]. In the Fig. 5, the mentioned parts are demonstrated. ...
With the rapid development of domestic manufacturing technology, the continuous improvement of domestic economy and the continuous increase of people's comprehensive income, people pay more and more attention to their own health and with the help and support of the national government, the medical device industry has developed into a sunrise industry, there are lots of medical device enterprises and medical institutions in China. Therefore, designing the essential part of medical devices for surgical treatment, namely, operating table will be essential for improving the medical levels. Hence, this paper proposes the novel smart operating table based on HCI and virtual visual tracking technology. The highlights of the paper contains: (1) Compared with traditional industrial robots, surgical robots require higher control accuracy and stability, and also require larger workspace, faster response speed and good flexibility, our designed model uses the HCI to add the interactive concerns to the traditional methods. (2) The designed intelligent operating table replaces doctors to perform many operations, which reduces the manpower, material resources and financial resources. The proposed virtual visual tracking technology can improve the overall performance of the idea. We designed the model from different perspectives and conduct the simulation analysis with the comparison modelling. The results have shown that the designed model is efficient, we use the OpenCV library to program in C + + on vs2015, to tes the proposed model, we verify the accuracy of the user's head pose by experiments and compares different methods, it can be seen from the experiment, the tracking accuracy is more than 10% than the taditional methods.
... The advantages of introducing digital games in education have long been established, e.g., [2] among others. Research on the use of games in VR environments, however, assesses entertainment and educational advantages against certain disadvantages such as user discomfort, dizziness, etc. [23]. ...
Virtual Reality (VR), especially in its immersive form, is a promising technology employed to support education and training in various fields. VR offers unique opportunities to experience situations and environments that are otherwise inaccessible or risky. Educational Seismology aims to inform and educate the public on earthquakes; to this end, the use of VR is investigated as an attractive solution. VRQuake is an immersive VR application designed and developed for Educational Seismology purposes. VRQuake is structured in five consecutive scenes and is organized as a game. It allows users to interact with virtual objects in real time and apply learned rules and good practices in reaction to an earthquake, thus providing a dynamic learning environment. A pilot evaluation of VRQuake is performed by volunteer university students who play the game and then answer a questionnaire with closed- and open-type questions referring mostly to the user experience. Analysis of the answers has shown positive results regarding usability, clarity and acceptance of the application. Answers are also encouraging as to the educational potential of VRQuake. Furthermore, qualitative analysis of open-type questions has contributed user suggestions and demands that point to interesting new directions for further improvement of user experience and learning outcomes.
... Emerging as a game-changer in the world of interactive entertainment, VR offered players not just games but lived experiences. The watershed moment for this was marked by the release of devices like the Oculus Rift, signaling a surge of interest and investment in the VR domain (Tan et al., 2015). However, the realm of VR isn't confined solely to gaming. ...
This study delved into the realm of facial emotion recognition within virtual reality (VR) environments. Using a novel system with MobileNet V2, a lightweight convolutional neural network, we tested emotion detection on 15 university students. High recognition rates were observed for emotions like “Neutral”, “Happiness”, “Sadness”, and “Surprise”. However, the model struggled with 'Anger' and 'Fear', often confusing them with “neutral”. These discrepancies might be attributed to overlapping facial indicators, limited training samples, and the precision of the devices used. Nonetheless, our research underscores the viability of using facial emotion recognition technology in VR and recommends model improvements, the adoption of advanced devices, and a more holistic approach to foster the future development of VR emotion recognition.
... However, in VR, players are placed in a fully-realized three-dimensional environment and are able to interact physically with the game world, which creates a stronger sense of presence and immersion [1]. Although prior research has examined the impact of both VR [2]- [7], and FS gaming [8]- [10] on individuals' physiological signals, these investigations have been conducted in distinct settings, leading to different experimental conditions and outcomes. Through our study, the utilization of both measures in conjunction has allowed for the attainment of a comprehensive and holistic perspective on the two distinct gaming methodologies that were subject to testing. ...
... As a result, many interactive experiences traditionally available in the conventional FS space are now moving to VR. Many traditional desktop games, primarily the first-person shooter [2], [3] and horror-adventure type games [4], [5], have quickly been ported to VR. Therefore, at this time of pivotal change, there is a need to assess the potential usability gains that VR brings to help make quantitative decisions instead of speculative claims. ...
... Hence, we anticipated an elevation in LF/HF ratio during VR gaming. 2 Thrustmaster T300RS Force Feedback racing wheel: https://www.thrustmaster.com/en-gb/products/t300rs/ 3 Empatica E4 Wristband: https://www.empatica.com/research/e4/ 4) H4: A higher cognitive load is observed with learning novel information [84]. ...
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming. This paper introduces the first systematic comparison and analysis of emotional and physiological responses to commercially available games in VR and FS environments. To elicit these responses, we first selected four games through a pilot study of 6 participants to cover all four quadrants of the valence-arousal space. Using these games, we recorded the physiological activity, including Blood Volume Pulse and Electrodermal Activity, and self-reported emotions of 33 participants in a user study. Our data analysis revealed that VR gaming elicited more pronounced emotions, higher arousal, increased cognitive load and stress, and lower dominance than FS gaming. The Virtual Reality and Flat Screen (VRFS) dataset, containing over 15 hours of multimodal data comparing FS and VR gaming across different games, is also made publicly available for research purposes. Our analysis provides valuable insights for further investigations into the physiological and emotional effects of VR and FS gaming.
... Furthermore, HMDs usually block the view of the surrounding physical environment completely, which can further increase immersiveness (see Slater, 2018). These differences can lead to higher perceived presence when using HMDs (Tan et al., 2015;Pallavicini et al., 2018;Makransky et al., 2019;Yao & Kim, 2019;Chang et al., 2020;Li et al., 2020;Caroux, 2023) and have behavioral implications, such as greater physical effort with HMDs (Yao & Kim, 2019). ...
... When asked to compare the two versions directly, the children evaluated HMD-EPELI as being more realistic and preferable. These findings are consistent with studies on commercial games finding that HMD elicits a stronger sense of presence (see Caroux, 2023, for a meta-analysis) and immersion, and a greater arousal of positive emotions (e.g., Tan et al., 2015;Pallavicini et al., 2018;, as well as user satisfaction (Shelstad et al., 2017) than FSD-based hardware. Also Makransky and others (2019) reported that students felt more present in HMD than in FSD condition during a learning task. ...
Background and objective: EPELI (Executive Performance of Everyday LIving) is a Virtual Reality (VR) task that was developed to study goal-directed behavior in everyday life contexts in children. In this study, we had 72 typically developing 9- to 13-year-old children to play EPELI with an immersive version implemented with a head-mounted display (HMD) and a non-immersive version employing a flat screen display (FSD) in a counterbalanced order to see if the two versions yield similar results. The children’s everyday executive functions were assessed with the parent-rated Behavior Rating Inventory for Executive Functions (BRIEF) questionnaire. To assess the applicability of EPELI for online testing, half of the flat screen display version gameplays were conducted remotely and the rest in the laboratory.
Results: All EPELI performance measures were correlated across the versions. The children’s performance was mostly similar in the two versions, but small effects reflecting higher performance in FSD-EPELI were found in the measures of Total score, Task efficacy, and Time-based prospective memory score. The children engaged in more active time monitoring in FSD-EPELI. While the children evaluated the feeling of presence and usability of both versions favorably, most children preferred HMD-EPELI, and evaluated its environment to be more involving and realistic. Both versions showed only negligible problems with the interface quality. No differences in task performance or subjective evaluations were found between the home-based and laboratory-based assessments of FSD-EPELI. In both EPELI versions, the efficacy measures were correlated with BRIEF on the first assessment, but not on the second. This raises questions about the stability of the associations reported between executive function tasks and questionnaires.
Conclusions: Both the HMD and FSD versions of EPELI are viable tools for the naturalistic assessment of goal-directed behavior in children. While the HMD version provides a more immersive user experience and naturalistic movement tracking, the FSD version can maximize scalability, reachability, and cost efficacy, as it can be used with common hardware and remotely. Taken together, the findings highlight similarities between the HMD and FSD versions of a cognitively complex VR task, but also underline the specific advantages of these common presentation modes.
... On a general level, some user-centric VR gaming research has focused on hedonic or utilitarian perspective, but oftentimes separately. From the hedonic perspective, scholars have studied, for example, enjoyment (Frommel et al. 2017;Lin et al. 2018;Shafer et al. 2019;Sweetser and Rogalewicz 2020), immersion and presence (e.g., Lemmens et al. 2021;Navarro et al. 2019;Pallavicini and Pepe 2019;Tan et al. 2015;Winkler et al. 2020), flow (e.g., Bian et al. 2016;Bodzin et al. 2021;Michailidis et al. 2019;Pallavicini and Pepe 2019), negative emotional outcomes (Lavoie et al. 2020), and general player experience (e.g., Huang 2019; Marre et al. 2021;Tan et al. 2015;Xu et al. 2020) in VR games. Research has shown that VR games, in comparison to a desktop alternative, can provide the players with a higher degree of flow, a deeper immersion, a richer engagement with passive game elements (i.e., objects that players cannot directly interact with), and enhanced game experiences (e.g., Pallavicini and Pepe 2019;Tan et al. 2015). ...
... On a general level, some user-centric VR gaming research has focused on hedonic or utilitarian perspective, but oftentimes separately. From the hedonic perspective, scholars have studied, for example, enjoyment (Frommel et al. 2017;Lin et al. 2018;Shafer et al. 2019;Sweetser and Rogalewicz 2020), immersion and presence (e.g., Lemmens et al. 2021;Navarro et al. 2019;Pallavicini and Pepe 2019;Tan et al. 2015;Winkler et al. 2020), flow (e.g., Bian et al. 2016;Bodzin et al. 2021;Michailidis et al. 2019;Pallavicini and Pepe 2019), negative emotional outcomes (Lavoie et al. 2020), and general player experience (e.g., Huang 2019; Marre et al. 2021;Tan et al. 2015;Xu et al. 2020) in VR games. Research has shown that VR games, in comparison to a desktop alternative, can provide the players with a higher degree of flow, a deeper immersion, a richer engagement with passive game elements (i.e., objects that players cannot directly interact with), and enhanced game experiences (e.g., Pallavicini and Pepe 2019;Tan et al. 2015). ...
... From the hedonic perspective, scholars have studied, for example, enjoyment (Frommel et al. 2017;Lin et al. 2018;Shafer et al. 2019;Sweetser and Rogalewicz 2020), immersion and presence (e.g., Lemmens et al. 2021;Navarro et al. 2019;Pallavicini and Pepe 2019;Tan et al. 2015;Winkler et al. 2020), flow (e.g., Bian et al. 2016;Bodzin et al. 2021;Michailidis et al. 2019;Pallavicini and Pepe 2019), negative emotional outcomes (Lavoie et al. 2020), and general player experience (e.g., Huang 2019; Marre et al. 2021;Tan et al. 2015;Xu et al. 2020) in VR games. Research has shown that VR games, in comparison to a desktop alternative, can provide the players with a higher degree of flow, a deeper immersion, a richer engagement with passive game elements (i.e., objects that players cannot directly interact with), and enhanced game experiences (e.g., Pallavicini and Pepe 2019;Tan et al. 2015). ...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding regarding the central factors behind VR gaming acceptance and use. The present study therefore aimed to explain the factors that drive the use and acceptance of VR games. We extended the hedonic-motivation system acceptance model with utilitarian and inconvenience factors to capture the pertinent features of VR systems more holistically. We proposed a theoretical model and analyzed it through covariance-based structural equation modeling using an online survey sample of 473 VR gamers. Our findings help explain the role of different antecedents behind VR gaming acceptance and demonstrate that VR gaming is driven more by the hedonic gaming aspects than by the utilitarian health and well-being aspects of VR games, enjoyment being the strongest driver behind VR gaming intention and immersion. Moreover, findings also suggested that use intentions and immersion levels are not significantly diminished by physical discomfort and VR sickness. The findings, which potentially extend to other VR systems as well, also pose important implications for the providers of VR games. As the main contribution, based on our empirical findings, we provide a greater theoretical understanding on VR gaming acceptance and use.
... Several research efforts examine differences in game experience between Non-Immersive Virtual Reality (N-IVR) and Immersive Virtual Reality (IVR) games, extracting invaluable insights for future game designers [1][2][3][4][5]. Moreover, game design frameworks developed in the past are limited to a variety of game genres [6]. ...
... To meaningfully discuss our work against related research efforts we focus on ones using the Game Experience Questionnaire (GEQ) Competence, Immersion, Flow, Tension, Challenge, and Negative/Positive affect modules [8] to evaluate game experience. Tan al., [1] evaluated Half-Life 2, a first-person shooter (FPS) game with participants playing both its N-IVR and IVR version. Most participants felt increased control over their actions when playing the N-IVR version of the game, but experienced increased levels of flow and immersion during its IVR version. ...
... Our results also reveal genre-specific differences for RPGs. IVR version of the FPS game Half-Life delivered increased levels of flow and immersion to players compared to its N-IVR version [1]. In our case flow levels were reduced in the IVR version of the RPG, while immersion levels were the same across N-IVR and IVR versions. ...