Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Designing the user interface (videotape)
Designing the user interface (videotape)
Placeholder: landscape and narrative in virtual environments
ACM SIGGRAPH Computer Graphics - Special issue on interactive entertainment design, implementation and adrenaline
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Activity theory and human-computer interaction
Context and consciousness
Design issues for virtual reality systems
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The invisible computer
Remediation: understanding new media
Remediation: understanding new media
Proceedings of the third international conference on Collaborative virtual environments
Computers as Theatre
Through the Interface: A Human Activity Approach to User Interface Design
Through the Interface: A Human Activity Approach to User Interface Design
Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Designing social presence of social actors in human computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Virtual Airplane for Fear of Flying Therapy
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Virtual Environments for Shipboard Firefighting Training
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
MediSim: A Prototype VR System for Training Medical First Responders
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
The enchantments of technology
Funology
Presence: Teleoperators and Virtual Environments
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Albert in Africa: online role-playing and lessons from improvisational theatre
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Game development for experience through staying there
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Group play: determining factors on the gaming experience in multiplayer role-playing games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Film informing design for contemplative gameplay
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Experience in serious games: between positive and serious experience
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
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Experience and the activities that provide it are associated with the virtual places where they were encountered, and this may instill in our imagination an illusion of an environment other than where an interactive mediated environment (a virtual environment, virtual reality, or computer game) resides (home, work, or on the move). Appropriate and/or stimulating experience may encourage users to continue, or become engaged in, pursing activities in a mediated environment. The term staying there is used to describe this situation of engagement. Conversely, if experience from use does not match up or deliver on expectations or purpose, or it is dull, boring, or uninteresting, then it may not hold user's attention and can potentially shift attention from the mediated to the real world. This paper describes the background work towards the development of a framework of experience with the aim of informing analysis and design of interactive mediated environments (IMEs) to induce/evoke stimulating experience in users and to encourage them in "staying there." informed from filmmaking, three levels of experience are explored: voyeuristic ("joy of seeing the new and the wonderful"), visceral (thrill of spectacle and attractions), and vicarious (transfer of emotion through another person, being, or object). With varying degrees of emphasis, story is experienced by spectators through one or a combination of these three to provide meaning. Drawing a parallel between developments in film and IMEs, situations, circumstances, features, and elements of IME design are identified that can induce/evoke these experiences in users. As well as informing analysis and design of experience of IMEs, this may provide an alternative way to reason about engagement and presence.