Presence is usually assessed via a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures. Behavior as coded from video recordings of one scene of the game and self-reports about feelings of presence were compared. Our findings indicate that pointing behavior and verbal responses to the virtual content are correlated negatively to sense of presence. We further investigated the influence of subjectively perceived interactivity on perceived presence. We found that t...
Interactivity seems to be a familiar concept, which partially explains its frequent use in discussio...
While augmented reality research has grown into a mature field over the last years, the aspects of s...
There have been decades of research on the usability and educational value of augmented reality. How...
Presence is usually assessed via a variety of subjective and objective measures. However, constraint...
Presence measurements are traditionally using a variety of subjective and objective measures. Howeve...
peer reviewedPresence measurements are traditionally using a variety of subjective and objective me...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
A large body of literature is concerned with models of presence— the sensory illusion of being part ...
Location-aware augmented reality games provide players with a rich and potentially unlimited range o...
This paper presents an overview of a study of 24 people who used an augmented reality game called Ti...
abstract: Virtual reality (VR) educational games are growing in demand, partly because of evidence f...
A behavioral observation methodology was employed in this study to examine how social behavior unfol...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
Immersive virtual environments are simulated locations that attempt to create a sense of presence, o...
While augmented reality research has grown into a mature field over the last years, the aspects of s...
Interactivity seems to be a familiar concept, which partially explains its frequent use in discussio...
While augmented reality research has grown into a mature field over the last years, the aspects of s...
There have been decades of research on the usability and educational value of augmented reality. How...
Presence is usually assessed via a variety of subjective and objective measures. However, constraint...
Presence measurements are traditionally using a variety of subjective and objective measures. Howeve...
peer reviewedPresence measurements are traditionally using a variety of subjective and objective me...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
A large body of literature is concerned with models of presence— the sensory illusion of being part ...
Location-aware augmented reality games provide players with a rich and potentially unlimited range o...
This paper presents an overview of a study of 24 people who used an augmented reality game called Ti...
abstract: Virtual reality (VR) educational games are growing in demand, partly because of evidence f...
A behavioral observation methodology was employed in this study to examine how social behavior unfol...
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence repor...
Immersive virtual environments are simulated locations that attempt to create a sense of presence, o...
While augmented reality research has grown into a mature field over the last years, the aspects of s...
Interactivity seems to be a familiar concept, which partially explains its frequent use in discussio...
While augmented reality research has grown into a mature field over the last years, the aspects of s...
There have been decades of research on the usability and educational value of augmented reality. How...