[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.
Disciplines :
Sciences informatiques
Identifiants :
UNILU:UL-CONFERENCE-2012-453
Auteur, co-auteur :
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 ; 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.
Langue du document :
Anglais
Titre :
Let’s Do the Time Warp Again – Subjective and Behavioral Presence Measurement in the Augmented Reality Game TimeWarp
Date de publication/diffusion :
2011
Nom de la manifestation :
Presence 2011
Lieu de la manifestation :
Edinburgh, Royaume-Uni
Date de la manifestation :
October 26 – 28, 2011
Titre de l'ouvrage principal :
In the Proceedings of the 13th International Workshop on Presence
ISBN/EAN :
978-0-9792217-4-3
Pagination :
129-141
Peer reviewed :
Peer reviewed
Commentaire :
International Society for Presence Research Annual Conference – ISPR 2011