Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp

  • Authors:
  • Astrid M. Von Der PüTten;Jennifer Klatt;Simon Ten Broeke;Roderick Mccall;Nicole C. KräMer;Richard Wetzel;Lisa Blum;Leif Oppermann;Johannes Klatt

  • Affiliations:
  • University of Duisburg-Essen, Forsthausweg 2, 47057 Duisburg, Germany;University of Duisburg-Essen, Forsthausweg 2, 47057 Duisburg, Germany;University of Duisburg-Essen, Forsthausweg 2, 47057 Duisburg, Germany;SnT, University of Luxembourg, 6 rue Richard Coundenhove-Kalergi, L-1359 Luxembourg-Kirchberg, Luxembourg;University of Duisburg-Essen, Forsthausweg 2, 47057 Duisburg, Germany;Fraunhofer FIT, Schloss Birlinghoven, 53754 Sankt Augustin, Germany;Fraunhofer FIT, Schloss Birlinghoven, 53754 Sankt Augustin, Germany;Fraunhofer FIT, Schloss Birlinghoven, 53754 Sankt Augustin, Germany;University of Duisburg-Essen, Forsthausweg 2, 47057 Duisburg, Germany and Fraunhofer FIT, Schloss Birlinghoven, 53754 Sankt Augustin, Germany

  • Venue:
  • Interacting with Computers
  • Year:
  • 2012

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Abstract

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.