TY - GEN
T1 - Invisible walls
T2 - 4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017
AU - Lankes, Michael
AU - Hagler, Jürgen
AU - Kostov, Georgi Yordanov
AU - Diephuis, Jeremiah
N1 - Publisher Copyright:
© ACM.
PY - 2017/10/15
Y1 - 2017/10/15
N2 - This paper investigates the effects of the virtual players' (VR) representation and verbal communication regarding copresence in a co-located and playful augmented virtuality (AV) installation for multiple participants. We examine if the incorporation/exclusion of the visualization of the VR players' hands and the absence/presence of verbal communication influences the perceived co-presence. To find answers to our research question, we created an experimental setting called Invisible Walls. Within the installation, players and spectators have various means of interaction at their disposal. Our study findings show a positive impact of the VR player's representation on the perceived co-presence. However, due to the experimental setup, verbal communication did not have the anticipated effect. With these findings we endeavor to reduce the gap between the VR player and the spectators and provide insights for game designers and researchers regarding the inclusion of nonverbal and verbal communication in co-located AV settings.
AB - This paper investigates the effects of the virtual players' (VR) representation and verbal communication regarding copresence in a co-located and playful augmented virtuality (AV) installation for multiple participants. We examine if the incorporation/exclusion of the visualization of the VR players' hands and the absence/presence of verbal communication influences the perceived co-presence. To find answers to our research question, we created an experimental setting called Invisible Walls. Within the installation, players and spectators have various means of interaction at their disposal. Our study findings show a positive impact of the VR player's representation on the perceived co-presence. However, due to the experimental setup, verbal communication did not have the anticipated effect. With these findings we endeavor to reduce the gap between the VR player and the spectators and provide insights for game designers and researchers regarding the inclusion of nonverbal and verbal communication in co-located AV settings.
KW - Augmented virtuality
KW - Co-located play
KW - Co-Presence
UR - http://www.scopus.com/inward/record.url?scp=85034650785&partnerID=8YFLogxK
U2 - 10.1145/3116595.3116609
DO - 10.1145/3116595.3116609
M3 - Conference contribution
T3 - CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
SP - 553
EP - 560
BT - CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
Y2 - 15 October 2017 through 18 October 2017
ER -