相关论文: Exploring the Effects of Different Asymmetric Game…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…
With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
One of the most promising technologies inside the Extended Reality (XR) spectrum is Augmented Reality. This technology is already in people's pockets regarding Mobile Augmented Reality with their smartphones. The scientific community still…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Identification within media, whether with real or fictional characters, significantly impacts users, shaping their behavior and enriching their social and emotional experiences. Immersive media, like video games, utilize virtual entities…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a…
As virtual reality (VR) becomes more popular for intergenerational collaboration, there is still a significant gap in research regarding understanding the potential for reducing ageism. Our study aims to address this gap by analyzing ageism…
With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric…
Virtual Reality (VR) and Augmented Reality (AR) tools have been applied in all engineering fields in order to avoid the use of physical prototypes, to train in high-risk situations, and to interpret real or simulated results. In order to…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…