Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3174206
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Flotation Simulation in a Cable-driven Virtual Environment -- A Study with Parasailing

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Cited by 15 publications
(16 citation statements)
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References 28 publications
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“…Similarly, Shute discussed how to embed questionnaires into games without disturbing the game flow [169]. These considerations With Q, not reported: [2, 15, 16, 20, 27, 30, 31, 33, 34, 38, 42, 43, 50-52, 54, 63, 67-70, 73-76, 86, 89, 90, 92, 93, 95, 101, 105-107, 109-111, 115, 117, 120,122,124-126,130-132,134,135,139-143,145,151,156,164,167,173, 174, 178-181, 184-186, 188, 190, 192, 193, 195, 199, 200, 204] OUTVRQS: [3,8,29,77,84,94,98,114,121,138,157,162,176,177,187,191,196,197] INVRQS: [6,28,37,44,55,66,85,100,108,127,148,[158][159][160]198] Without Q: [9,11,19,22,40,59,71,91,133,153,182,194,<...>…”
Section: Moving Between Virtual and Physical Realitymentioning
confidence: 99%
“…Similarly, Shute discussed how to embed questionnaires into games without disturbing the game flow [169]. These considerations With Q, not reported: [2, 15, 16, 20, 27, 30, 31, 33, 34, 38, 42, 43, 50-52, 54, 63, 67-70, 73-76, 86, 89, 90, 92, 93, 95, 101, 105-107, 109-111, 115, 117, 120,122,124-126,130-132,134,135,139-143,145,151,156,164,167,173, 174, 178-181, 184-186, 188, 190, 192, 193, 195, 199, 200, 204] OUTVRQS: [3,8,29,77,84,94,98,114,121,138,157,162,176,177,187,191,196,197] INVRQS: [6,28,37,44,55,66,85,100,108,127,148,[158][159][160]198] Without Q: [9,11,19,22,40,59,71,91,133,153,182,194,<...>…”
Section: Moving Between Virtual and Physical Realitymentioning
confidence: 99%
“…To assess player experience after each game round, we applied the Player Experience of Need of Satisfaction (PENS) [66] questionnaire either using an INVRQ [45,63,76]. To assess potential differences in perceived sense of presence due to different questionnaire modalities and to validate the "breakable experience", we operated the igroup presence questionnaire (IPQ) [70] after the third game rounds in each condition (2× for each participant).…”
Section: Subjective Measuresmentioning
confidence: 99%
“…Recent research has already started to embed questionnaires in the VE for various applications [45,63,76]. However, related work does not offer considerations about the extent and influence of BIPs on the VR experience, as triggered by posing questionnaires [3].…”
Section: Introductionmentioning
confidence: 99%
“…Most of them use extradiegetic UIs. Their design choices differ from each other in (1) the means of presentation, for example using floating headup-displays [9,12,23], world-referenced UIs [14,18,24,29,[34][35][36] or UIs attached to the body [43], (2) the means of interaction, mainly by using VR-controllers [18,23,24,29,35], gamepads [2,9,14], answering orally [12] or using free-hand interaction via Leap Motion gesture-based inputs [32,34,36,43], and (3) other design choices like presenting single or multi-questions at once, answering via Likert-scales [29,[34][35][36]], text-based buttons [23] or sliders [2,9,14,18].…”
Section: Vr Questionnairesmentioning
confidence: 99%
“…In some experimental setups, the VR-scene (mostly a game) was replaced entirely by a new VE, either by showing the questionnaire in front of a plain background [9,23] or in a virtual replica of the laboratory [19,30,35]. This approach resembles the UI Extern used in this paper (see figure 1 a).…”
Section: Vr Questionnairesmentioning
confidence: 99%