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Presence: Teleoperators and Virtual Environments - Premier issue
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
Toward Machine Emotional Intelligence: Analysis of Affective Physiological State
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
Being There: Putting Brain, Body, and World Together Again
Being There: Putting Brain, Body, and World Together Again
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CHI '04 Extended Abstracts on Human Factors in Computing Systems
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Emotion representation and physiology assignments in digital systems
Interacting with Computers
Cross-cultural differences in recognizing affect from body posture
Interacting with Computers
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Towards unsupervised detection of affective body posture nuances
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SuperBreak: using interactivity to enhance ergonomic typing breaks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
Postural expressions of action tendencies
Proceedings of the 2nd international workshop on Social signal processing
Vi-bowling: a tactile spatial exergame for individuals with visual impairments
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Exploring the possibilities of body motion data for human computer interaction research
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Form as a cue in the automatic recognition of non-acted affective body expressions
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
Making gamers cry: mirror neurons and embodied interaction with game sound
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Studying user-defined iPad gestures for interaction in multi-display environment
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
Personal and Ubiquitous Computing
Modeling but NOT measuring engagement in computer games
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Embodied cooperation using mobile devices: presenting and evaluating the Sync4All application
Proceedings of the International Working Conference on Advanced Visual Interfaces
Evaluating user performance in 3D stereo and motion enabled video games
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of the 11th International Conference on Interaction Design and Children
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
An investigation into immersion in games through motion control and stereo audio reproduction
Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Task-Relevant Sound and User Experience in Computer-Mediated Firefighter Training
Simulation and Gaming
TabletopCars: interaction with active tangible remote controlled cars
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring motion-based touchless games for autistic children's learning
Proceedings of the 12th International Conference on Interaction Design and Children
Customizing by doing for responsive video game characters
International Journal of Human-Computer Studies
Combining moving bodies with digital elements: design space between players and screens
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Emoções na interação humano-computador: um estudo considerando sensores
Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
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In past years, computer game designers have tried to increase player engagement by improving the believability of characters and environment. Today, the focus is shifting toward improving the game controller. This study seeks to understand engagement on the basis of the body movements of the player. Initial results from two case-studies suggest that an increase in body movement imposed, or allowed, by the game controller results in an increase in the player's engagement level. Furthermore, they lead us to hypothesize that an increased involvement of the body can afford the player a stronger affective experience. We propose that the contribution of full-body experience is three-fold: (a) it facilitates the feeling of presence in the digital environment (fantasy); (b) it enables the affective aspects of human-human interaction (communication); and (c) it unleashes the regulatory properties of emotion (affect).