Immersion in virtual worlds - but not Second Life!
dc.contributor.author | Kanamgotov, Aslan | en_GB |
dc.contributor.author | Christopoulos, Athanasios | en_GB |
dc.contributor.author | Conrad, Marc | en_GB |
dc.contributor.author | Prakoonwit, Simant | en_GB |
dc.date.accessioned | 2013-04-08T21:09:18Z | |
dc.date.available | 2013-04-08T21:09:18Z | |
dc.date.issued | 2012 | |
dc.identifier.citation | Kanamgotov, A.; Christopoulos, A.; Conrad, M.; Prakoonwit, S., (2012) 'Immersion in Virtual Worlds - But not Second Life!,' Cyberworlds (CW), International Conference on, pp. 107-113 | en_GB |
dc.identifier.isbn | 9781467327367 | |
dc.identifier.doi | 10.1109/CW.2012.22 | |
dc.identifier.uri | http://hdl.handle.net/10547/279412 | |
dc.description.abstract | Previous attempts to quantify immersion have been pursued within the context of game virtual worlds where there is a clear outline of a goal. This paper seeks to investigate the problem of immersion measurement in an online based virtual world (ReactionGrid) where there is no distinct in-world goal and environmental context is less immersive as in a game environment. The experiment investigates participants' feelings towards their immersion experience while being in a virtual world. Our findings suggest that immersion mostly depends on co-presence and communication of users. | |
dc.language.iso | en | en |
dc.publisher | IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC | en_GB |
dc.relation.url | http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6337407 | en_GB |
dc.subject | immersion | en_GB |
dc.subject | avatars | en_GB |
dc.subject | virtual worlds | en |
dc.subject | Second Life | en_GB |
dc.title | Immersion in virtual worlds - but not Second Life! | en |
dc.type | Conference papers, meetings and proceedings | en |
html.description.abstract | Previous attempts to quantify immersion have been pursued within the context of game virtual worlds where there is a clear outline of a goal. This paper seeks to investigate the problem of immersion measurement in an online based virtual world (ReactionGrid) where there is no distinct in-world goal and environmental context is less immersive as in a game environment. The experiment investigates participants' feelings towards their immersion experience while being in a virtual world. Our findings suggest that immersion mostly depends on co-presence and communication of users. |