Let's do the Time Warp again: subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp

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.

[1]  Bastian Leibe,et al.  MIND-WARPING: towards creating a compelling collaborative augmented reality game , 2000, IUI '00.

[2]  Jeffrey W. Berger,et al.  Computer-vision-enabled ophthalmic augmented reality: a PC-based prototype , 1999 .

[3]  Rod McCall,et al.  TimeWarp: interactive time travel with a mobile mixed reality game , 2008, Mobile HCI.

[4]  Nicole C. Krämer,et al.  Looking Through the Eyes of an Avatar , 2010 .

[5]  Wijnand A. IJsselsteijn,et al.  Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence , 1999, Presence: Teleoperators & Virtual Environments.

[6]  Lawrence W. Stark,et al.  The Effects of Pictorial Realism, Delay of Visual Feedback, and Observer Interactivity on the Subjective Sense of Presence , 1996, Presence: Teleoperators & Virtual Environments.

[7]  Didier Stricker,et al.  Augmented reality for construction tasks: doorlock assembly , 1999 .

[8]  Mel Slater,et al.  Using Presence Questionnaires in Reality , 2000, Presence: Teleoperators & Virtual Environments.

[9]  Mel Slater,et al.  The Influence of Dynamic Shadows on Presence in Immersive Virtual Environments , 1995, Virtual Environments.

[10]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[11]  P. Larsson,et al.  When what you see is what you hear: Auditory-visual integration and presence in virtual environments , 2005 .

[12]  Matthew Lombard,et al.  MEASURING PRESENCE: A LITERATURE-BASED APPROACH TO THE DEVELOPMENT OF A STANDARDIZED PAPER-AND-PENCIL INSTRUMENT , 2000 .

[13]  Naoya Hirose,et al.  An ecological approach to embodiment and cognition , 2002, Cognitive Systems Research.

[14]  Rod McCall,et al.  Experiences of Evaluating Presence in Augmented Realities , 2008, PsychNology J..

[15]  Michael Smith,et al.  An Analytical Perspective , 2005 .

[16]  Nicole C. Krämer,et al.  Entertaining Media Use and the Satisfaction of Recovery Needs: Recovery Outcomes Associated With the Use of Interactive and Noninteractive Entertaining Media , 2011 .

[17]  C. Klimmt,et al.  Effectance, self-efficacy, and the motivation to play video games , 2006 .

[18]  Giuseppe Riva,et al.  Being there : the experience of presence in mediated environments , 2003 .

[19]  Bartholomäus Wissmath,et al.  Measuring presence with verbal versus pictorial scales: a comparison between online- and ex post-ratings , 2010, Virtual Reality.

[20]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[21]  Jeremy N. Bailenson,et al.  Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments , 2001, Presence: Teleoperators & Virtual Environments.

[22]  Wayne Piekarski,et al.  ARQuake: the outdoor augmented reality gaming system , 2002, CACM.

[23]  Bonnie A. Nardi,et al.  Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.

[24]  Tone Bratteteig,et al.  Exploring Digital Design: Multi-Disciplinary Design Practices , 2010 .

[25]  Hideyuki Tamura,et al.  Case studies of see-through augmentation in mixed reality project , 1999 .

[26]  Vincent Lepetit,et al.  Computer vision methods for registration: mixing 3D knowledge and 2D correspondences for accurate image composition , 1999 .

[27]  Kenneth A. Lachlan,et al.  Liberating American Communications: Foreign Ownership Regulations from the Radio Act of 1912 to the Radio Act of 1927 , 2004 .

[28]  Jennifer L. Gregg,et al.  The Networked Minds Measure of Social Presence : Pilot Test of the Factor Structure and Concurrent Validity , 2001 .

[29]  Carrie Heater,et al.  Being There: The Subjective Experience of Presence , 1992, Presence: Teleoperators & Virtual Environments.

[30]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.

[31]  Wijnand A. IJsselsteijn,et al.  Presence: concept, determinants, and measurement , 2000, Electronic Imaging.

[32]  Peter Vorderer,et al.  Does Entertainment Suffer From Interactivity? The Impact of Watching an Interactive TV Movie on Viewers' Experience of Entertainment , 2001 .

[33]  Wijnand A. IJsselsteijn,et al.  Using Behavioral Realism to Estimate Presence: A Study of the Utility of Postural Responses to Motion Stimuli , 2000, Presence: Teleoperators & Virtual Environments.

[34]  Mel Slater,et al.  Representations Systems, Perceptual Position, and Presence in Immersive Virtual Environments , 1993, Presence: Teleoperators & Virtual Environments.

[35]  Sandra L. Calvert,et al.  Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts: Interaction versus Observation. , 1994 .

[36]  G. Riva,et al.  Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments , 2003 .

[37]  Gert Pfurtscheller,et al.  Analysis of Physiological Responses to a Social Situation in an Immersive Virtual Environment , 2006, PRESENCE: Teleoperators and Virtual Environments.

[38]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[39]  Gudrun Klinker,et al.  Augmented Reality : Placing Artificial Objects in Real Scenes , 1999 .

[40]  Wolfgang Höhl Interactive Environments with Open-Source Software: 3D Walkthroughs and Augmented Reality for Architects with Blender 2.43, DART 3.0 and ARToolKit 2.72 , 2008 .

[41]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[42]  Henry Fuchs,et al.  Augmented Reality Guidance for Needle Biopsies: A Randomized, Controlled Trial in Phantoms , 2001, MICCAI.

[43]  Crystal L. Hoyt,et al.  Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology , 2002 .

[44]  Paul Cairns,et al.  A grounded investigation of immersion in games , 2004, CHI 2004.