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dc.contributor.authorKanamgotov, Aslanen_GB
dc.contributor.authorChristopoulos, Athanasiosen_GB
dc.contributor.authorConrad, Marcen_GB
dc.contributor.authorPrakoonwit, Simanten_GB
dc.date.accessioned2013-04-08T21:09:18Z
dc.date.available2013-04-08T21:09:18Z
dc.date.issued2012
dc.identifier.citationKanamgotov, A.; Christopoulos, A.; Conrad, M.; Prakoonwit, S., (2012) 'Immersion in Virtual Worlds - But not Second Life!,' Cyberworlds (CW), International Conference on, pp. 107-113en_GB
dc.identifier.isbn9781467327367
dc.identifier.doi10.1109/CW.2012.22
dc.identifier.urihttp://hdl.handle.net/10547/279412
dc.description.abstractPrevious 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.isoenen
dc.publisherIEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INCen_GB
dc.relation.urlhttp://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6337407en_GB
dc.subjectimmersionen_GB
dc.subjectavatarsen_GB
dc.subjectvirtual worldsen
dc.subjectSecond Lifeen_GB
dc.titleImmersion in virtual worlds - but not Second Life!en
dc.typeConference papers, meetings and proceedingsen
html.description.abstractPrevious 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.


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