The untapped world of video games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Evaluating the effects of real world distraction on user performance in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
Analysis of physiological responses to a social situation in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence Accompanying Induced Hearing Loss: Implications for Immersive Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Immersive virtual video game play and presence: Influences on aggressive feelings and behavior
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Visual Realism Enhances Realistic Response in an Immersive Virtual Environment
IEEE Computer Graphics and Applications
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A human-factors experiment has examined the effects of different sorts of technical anomalies, or breaks in presence(BIP), on user experience. Four different types of anomaly were investigated in an order-balanced experiment over two game types (violent versus non-violent game). A population of 36 volunteer participants was divided into two groups according to which game type they played first. After each game, participants were asked to rate the impact of the anomalies on their feelings of presence in the game experience and also of their effect on the recovery time by a video-cued slider rating method. There is evidence that participants feel different levels of impact and recovery from different sorts of technical anomalies. Most of all, the impact of BIP significantly depends on game mode; however there was no significant difference of recovery between the two groups. The additional results also indicate that BIP events occurred during the VR experience apart from those induced as part of the experimental design.