Proceedings of the 18th ACM International Conference on Multimodal Interaction 2016
DOI: 10.1145/2993148.2993171
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Reach out and touch me: effects of four distinct haptic technologies on affective touch in virtual reality

Abstract: Virtual reality presents an extraordinary platform for multimodal communication. Haptic technologies have been shown to provide an important contribution to this by facilitating co-presence and allowing affective communication. However, the findings of the affective influences rely on studies that have used myriad different types of haptic technology, making it likely that some forms of tactile feedback are more efficient in communicating emotions than others. To find out whether this is true and which haptic … Show more

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Cited by 40 publications
(32 citation statements)
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“…The Game Experience Questionnaire (GEQ) is a user experience questionnaire that has been used in several domains (such as gaming, augmented reality, and locationbased services) because of its ability to cover a wide range of experiential factors with good reliability [43][44][45][46][47]. The use of GEQ is also established in the VR domain in several studies around such topics as navigation and locomotion in virtual environments [48,49], haptic interaction in VR [50], VR learning [51], cyberpsychology [52], and VR gaming [53]. In this study, the dimensions of Competence, Sensory and Imaginative Immersion, Flow, Tension, Challenge, Negative Affect, Positive Affect, and Tiredness (from the In-Game and Post-Game versions of the GEQ) were considered to be relevant and useful for the evaluation of the techniques.…”
Section: Questionnaires Andmentioning
confidence: 99%
“…The Game Experience Questionnaire (GEQ) is a user experience questionnaire that has been used in several domains (such as gaming, augmented reality, and locationbased services) because of its ability to cover a wide range of experiential factors with good reliability [43][44][45][46][47]. The use of GEQ is also established in the VR domain in several studies around such topics as navigation and locomotion in virtual environments [48,49], haptic interaction in VR [50], VR learning [51], cyberpsychology [52], and VR gaming [53]. In this study, the dimensions of Competence, Sensory and Imaginative Immersion, Flow, Tension, Challenge, Negative Affect, Positive Affect, and Tiredness (from the In-Game and Post-Game versions of the GEQ) were considered to be relevant and useful for the evaluation of the techniques.…”
Section: Questionnaires Andmentioning
confidence: 99%
“…User experience was measured using the Game Experience Questionnaire (GEQ) (IJsselsteijn, De Kort, and Poels, 2013), which has been used in several domains (such as gaming, augmented reality, and location-based services) because of its ability to cover a wide range of experiential factors with good reliability (Lee and Kim, 2017;Nacke, Grimshaw, and Lindley, 2010;Nacke and Lindley, 2008a,b;Lee et al, 2012). The use of GEQ has been established in the VR domain in several studies around such topics as navigation and locomotion in virtual environments (Meijer, Geudeke, and Van den Broek, 2009;Nabiyouni and Bowman, 2015), haptic interaction in VR (Ahmed et al, 2016), VR learning (Apostolellis and Bowman, 2014), cyberpsychology (Toet, van Welie, and Houtkamp, 2009), and VR gaming (Schild, LaViola, and Masuch, 2012). In this study, the dimensions of Competence, Sensory and Imaginative Immersion, Flow, Tension, Challenge, Negative Affect, Positive Affect, Returning to Reality, and Tiredness were selected from the In-Game and Post-Game versions of the GEQ based on the user instructions of the questionnaire (IJsselsteijn, De Kort, and Poels, 2013).…”
Section: Questionnaires and Interviewsmentioning
confidence: 99%
“…User experience was measured using the Game Experience Questionnaire (GEQ), which has been used in several domains (such as gaming, augmented reality and location-based services) because of its ability to cover a wide range of experiential factors with good reliability [43][44][45]. The use of GEQ is also established in the VR domain in several studies around such topics as locomotion in virtual environments [46], haptic interaction in VR [47], VR learning [48], and VR gaming [49], among others. In this study, the dimensions of Competence, Sensory and Imaginative Immersion, Flow, Tension, Challenge, Negative Affect, Positive Affect and Tiredness (from the In-Game and Post-Game versions of the GEQ) were considered relevant and useful to the evaluation of the method.…”
Section: Demographics and Questionnairesmentioning
confidence: 99%