Reference : Let’s Do the Time Warp Again – Subjective and Behavioral Presence Measurement in the ...
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Engineering, computing & technology : Computer science
Let’s Do the Time Warp Again – Subjective and Behavioral Presence Measurement in the Augmented Reality Game TimeWarp
Klatt, J. [University of Duisburg-Essen]
Ten Broeke, S. [University of Duisburg-Essen]
von der Putten, A. [University of Duisburg-Essen]
Schuetz, A. C. [University of Duisburg-Essen]
Vervoort, J. [University of Duisburg-Essen]
McCall, Roderick mailto [University of Luxembourg > Interdisciplinary Centre for Security, Reliability and Trust (SNT) > >]
Kraemer, N. C. [Fraunhofer FIT]
Wetzel, R. [Fraunhofer FIT]
Blum, L. [Fraunhofer FIT]
Oppermann, L. [> >]
In the Proceedings of the 13th International Workshop on Presence
Presence 2011
October 26 – 28, 2011
United Kingdom
[en] Presence measurements are traditionally using a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of an augmented reality game known as TimeWarp which used both subjective and objective behavioural measures where both video recordings and self- reports about feelings of presence were compared. Our findings indicate that pointing behaviour and verbal responses to virtual content within an augmented reality scene are correlated negatively to sense of presence. As a result the paper indicates that there are behavioural measures that correlate and can predict subjective feelings of presence in the augmented reality game.
International Society for Presence Research Annual Conference – ISPR 2011

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