Erik GeslinNoroff · IM Interactive Media
Erik Geslin
Doctor of Engineering
Associate Professor at Noroff University Norway. Director of the CNAP "Center for Non-Anthropocentrique Play research".
About
14
Publications
22,418
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
184
Citations
Introduction
My research interests are in extended reality (XR), metaverse, non-anthropocentric gaming and biocentric video game design, human-computer interaction (HCI), user experience (UX), video games (VG ) and virtual reality (VR). I also worked on presence immersion and motion sickness VIMS in VR. Currently, my work explores games and plays with new technologies to change social imaginaries and make the next human generation more non-anthropocentric than anthropocentric.
Additional affiliations
September 2014 - May 2015
Publications
Publications (14)
Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and...
Few studies have examined the impact of prior video gaming experience on the stress experienced while immersed in a virtual environment. Our hypothesis was that prior experience with immersive video games could reduce the stressful impact of a virtual environment. We compared emotions in gamers and non-gamers after an immersion in a 3-D environment...
Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry exceeds that of the film industry, the field of inducting emotions through video games and v...
The fields of virtual reality and video games summon the emotional issues in their respective goals of presence and flow area. However the question of methodologies for inducing emotions in virtual environments in these mediums has not yet been widely questioned. After defining what emotions are in the philosophical, as in psychologist and physiolo...
Less emotional arousal in HMD for Hardcore Gamers! Our results suggest that the level of fear of non-video game players is higher than players in a Virtual Environment inducing Fear broadcast with an HMD (Head Mounted Display). We develop a schematic illustration of presence, including emotions as one of its determinants. Keywords: emotion, presenc...
The benefit of using digital twins is widely documented in the scientific literature and its use will grow exponentially with the advent of dyssynchronous Web 3.0 and Metaverses. However, to maintain the attractiveness of these systems and to guarantee their daily use, it is necessary to eliminate and prevent motion sickness. Studies report that 57...
Numerous studies have shown how the confinement period linked to the health situation of COVID-19 (SARS-CoV2) has been psychologically destructive for many people. These psychological disorders are generally linked to confinement and isolation. At the same time, virtual reality tools are becoming more popular, the level of immersion in cheap HMD (H...
In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs has proven in some cases to be more efficient than training in real world situations in terms of the reduction of time consumpti...
Improving the expressiveness of virtual humans is essential for qualitative interactions and development of an emotional bond. It is certainly indicated for all applications using the user's cognitive processes, such as applications dedicated to training or health. Our study aims to contribute to the design of an expressive virtual human, by identi...
Empathy is a multifaceted emotional and mental faculty that is often found to be affected in a great number of psychopathologies, such as schizophrenia, yet it remains very difficult to measure in an ecological context. The challenge stems partly from the complexity and fluidity of this social process, but also from its covert nature. One powerful...
Empathy is a complex mental faculty, as defined by the ability to recognize and share the emotions that are experienced by others (Decety & Jackson, 2004). The study of the consequences of observing pain by other subjects, allows the study of empathy. A physiological marker is the sign of an identified emotional activity. Research combining multipl...
This circumplex Model allowed game Designer to create emotions environments by the use of chromatic and brightness control as by the use of movements and spaces.
Our course provides a study of philosophy, psychology and physiology of the emotions. Since ancient times emotions have been treated philosophically by Plato, Confucius, Descartes and Spinoza, then, in the 19th century Darwin and James study the most scientifically studied and it is in the light of modern science and technology invasive brain that...
"WiiMedia" is a study using the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical applications, scientific research and innovative unprecedented entertainment systems. Normally, consumer hardwares, like standard controllers of new video game platforms, are closed to public developers. The Nintendo's WiiRemo...