Cited by 69Virtual Reality Applications and ImpactsSocial Robot Interaction and HRIFlow Experience in Various Fields

Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp

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von der Pütten, Astrid M., Klatt, Jennifer, Ten Broeke, Simon, McCall, Roderick, Krämer, Nicole C., Wetzel, Richard, Blum, Lisa, Oppermann, Leif +1 more·2012·Interacting with Computers

Abstract

Presence is usually assessed via 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 a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures. Behavior as coded from video recordings of one scene of the game and self-reports about feelings of presence were compared. Our findings indicate that pointing behavior and verbal responses to the virtual content are correlated negatively to sense of presence. We further investigated the influence of subjectively perceived interactivity on perceived presence. We found that the interaction possibilities perceived by the participants predicted their experience of social presence with the virtual characters in the game. Furthermore, playing together with another person did not result in decreased social presence of the virtual characters. Implications for presence research are discussed.

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Research works printed but not linked: 6

  1. W. Broll, A.-K. Braun, I. Herbst, R. McCall, R. TimeWarp: Interactive Time Travel with a Mobile Mixed Reality Game. In Proc. of ACM MobileHCI 2008, the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services. 2008.
  2. R. Tamborini, M. Eastin, P. Skalski, K. Lachlan, T. Fediuk, R. Brady. Violent virtual video games. In Journal of Broadcasting and Electronic Media, 48(3/04), 335-357.
  3. F. Biocca, C. Harms, J. L. Gregg. The networked minds measure of social presence: Pilot test of the factor structure and concurrent validity. Proceedings of the Fourth Annual International Presence Workshop, Philadelphia, PA. 2001.
  4. W. A. IJsselsteijn, H. de Ridder, J. Freeman, S.E. Avons. Presence: Concept, determinants and measurement. In Proceedings of the SPIE 3959, 520-529. 2000.
  5. J. D. Prothero, D. E. Parker, T. A. Furness III, M. J. Wells. Towards a robust, quantitative measure for presence. In Proceedings of the Conference on Experimental Analysis and Measurement of Situation Awareness, 359-366. 1995.
  6. W. Piekarski, B. Thomas. ARQuake: The Outdoor Augmented Reality Gaming System. Communications of the ACM, 45/02, 36-38.

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Authors
von der Pütten, A. M., Klatt, J., Ten Broeke, S., McCall, R., Krämer, N. C., Wetzel, R., Blum, L., Oppermann, L., & Klatt, J.
Affiliations
  • Fraunhofer Institute for Applied Information Technology (DE)
  • University of Luxembourg (LU)
  • University of Duisburg-Essen (DE)
Venue
Interacting with Computers
Published
2012-07
Volume
24
Issue
4
Pages
317-325
ISSN
0953-5438 (ISSN-L)
OpenAlex
W2006152882
Cited by
69
References
44
Citations by year
2026: 2 · 2025: 8 · 2024: 6 · 2023: 2 · 2022: 10 · 2021: 5 · 2020: 4 · 2019: 1 · 2018: 6 · 2017: 5 · 2016: 5 · 2015: 6 · 2014: 5 · 2013: 4
FWCI
8.86
Type
journal article
Language
en
Open access
Licence
other-oa
Locations
  • Interacting with Computers (publishedVersion)
  • Open Repository and Bibliography (University of Luxembourg) (submittedVersion, other-oa)
  • Universitätsbibliographie, Universität Duisburg-Essen (submittedVersion)
  • Figshare (submittedVersion, cc-by)
  • Fraunhofer-Publica (Fraunhofer-Gesellschaft) (submittedVersion)
  • RWTH Publications (RWTH Aachen) (submittedVersion)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
Keywords
presence, social presence, collaborative augmented reality, augmented reality games, interactivity, perceived interactivity, pointing behavior, verbal responses

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