Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
The human-computer interaction handbook
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using a low-cost electroencephalograph for task classification in HCI research
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Multimedia Tools and Applications
Future Play '07 Proceedings of the 2007 conference on Future Play
Feasibility and pragmatics of classifying working memory load with an electroencephalograph
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Brain-computer interfaces for hci and games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
COVER STORY: Designing games: why and how
interactions - Designing games: why and how
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Fundamentals of physiological computing
Interacting with Computers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enhancing universal access: EEG based learnability assessment
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Measuring the impact of game controllers on player experience in FPS games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Assessing user preference of video game controller button settings
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Psychophysiological methods provide covert and reliable affective measurements of user experience (UX). The nature of affective UX in interactive entertainment is currently not well understood. With the dawn of new gaming consoles, scientific methodologies for studying user interaction in immersive entertainment (e.g., digital gaming) are needed. This paper reports a study on the influence of interaction modes (Playstation 2 game controller vs. Wii remote and Nunchuk) on subjective experience and brain activity measured with electroencephalography (EEG). Results indicate that EEG alpha and delta power correlate with negative affect and tension when using regular game controller input. EEG beta and gamma power seem to be related to the feeling of possible actions in spatial presence with a PS2 game controller. Delta as well as theta power correlate with self-location using a Wii remote and Nunchuk.