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Immersive stories for health are 360-degree videos that intend to alter viewer perceptions about behaviors detrimental to health. They have potential to inform public health at scale, however, immersive story design is still in early stages…
As digital worlds become ubiquitous via video games, simulations, virtual and augmented reality, people with disabilities who cannot access those worlds are becoming increasingly disenfranchised. More often than not the design of these…
Part of what makes the web successful is that anyone can publish content and browsers maintain certain safety guarantees. For example, it's safe to travel between links and make other trust decisions on the web because users can always…
Educational games enhance learning experiences by integrating touchscreens, making interactions more engaging and intuitive for learners. However, the cognitive impacts of educational gameplay input modalities, such as the hand and stylus…
Capture the Flag games represent a popular method of cybersecurity training. Providing meaningful insight into the training progress is essential for increasing learning impact and supporting participants' motivation, especially in advanced…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the…
Ideas about how to increase the unconscious participation in interaction between 'a human' and 'a computer' are developed in this paper. Evidence of impact of the unconscious functioning is presented. The unconscious is characterised as…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception…
With the recent increase in the quantity of high fidelity games appearing on mobile devices and the recent trend of gaming focused mobile devices, there is a new requirement for a clear and comprehensive measure of the quality of gaming…
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at…
Technological advances in recent years have promoted the development of virtual reality systems that have a wide variety of hardware and software characteristics, providing varying degrees of immersion. Immersion is an objective property of…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
The metaverse has awakened users' expectations of an immersive interaction that fuses the virtual digital world and the physical world across space and time. However, the metaverse is still in its infancy, typically expanding multi-player…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Our sense of touch is essential and permeates in interactions involving natural explorations and affective communications. For instance, we routinely judge the ripeness of fruit at the grocery store, caress the arm of a spouse to offer…