English

Level of Presence in Team-Building Activities: Gaming Component in Virtual Environments

Human-Computer Interaction 2011-05-31 v1

Abstract

Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In order to develop on effective team training activity, a high sense of presence among the participant needs to be reached. Previous research studies reported being able to reach a high level of presence even when using inexpensive technology such as laptop and headset. This study evaluates the level of presence of ten subjects who have to perform a team-building activity in a multi-user virtual environment using a laptop computer and a headset. The authors are interested in determining which user characterizes, such as gender, age and knowledge of computers, have a strong correlation with the level of sense of presence. The results of this study showed that female participants were more likely to engage in the activity and perceived fewer negative effects. Participants who reported less negative effects such as feeling tired, dizzy, or experiencing eye strain during the team-building activity reached a higher level of sense of presence.

Keywords

Cite

@article{arxiv.1105.6020,
  title  = {Level of Presence in Team-Building Activities: Gaming Component in Virtual Environments},
  author = {Gianluca De Leo and Koren S. Goodman and Elena Radici and Scott R. Secrhist and Thomas W. Mastaglio},
  journal= {arXiv preprint arXiv:1105.6020},
  year   = {2011}
}

Comments

10 pages, 1 figure, 5 tables; The International Journal of Multimedia & Its Applications (IJMA) Vol.3, No.2, May 2011