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 a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures where both video recordings and self-reports about feelings of presence were compared. We further investigated the influence of the collaborative nature of the game and of subjectively perceived interactivity on perceived presence. Our findings indicate that pointing behavior and verbal responses to virtual content within an augmented reality scene are correlated negatively to sense of presence. Our results suggest that certain behavioral measures correlate with subjective feelings of presence and can predict the latter in the augmented reality game. With regard to collaborative game play and interactivity on presence we found no influence for collaborative gameplay, however, the interaction possibilities perceived by the participants predicted their experience of social presence with the virtual characters in the game. Implications for presence research are discussed.
Abstract. There is a general lack of awareness for the influence of users´ personality traits on human-agent-interaction (HAI). Numerous studies do not even consider explanatory variables like age and gender although they are easily accessible. The present study focuses on explaining the occurrence of social effects in HAI. Apart from the original manipulation of the study we assessed the users´ personality traits. Results show that participants´ personality traits influenced their subjective feeling after the interaction, as well as their evaluation of the virtual character and their actual behavior. From the various personality traits those traits which relate to persistent behavioral patterns in social contact (agreeableness, extraversion, approach avoidance, self-efficacy in monitoring others, shyness, public self-consciousness) were found to be predictive, whereas other personality traits and gender and age did not affect the evaluation. Results suggest that personality traits are better predictors for the evaluation outcome than the actual behavior of the agent as it has been manipulated in the experiment. Implications for research on and development of virtual agents are discussed.
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