scholarly journals Synesthesia: A Study on Immersive Features of Electronic Games

2018 ◽  
Vol 9 (2) ◽  
pp. 1
Author(s):  
Arthur Silva Bastos ◽  
Renata Faria Gomes ◽  
Clemilson Costa dos Santos ◽  
José Gilvan Rodrigues Maia

Immersion is a quality that turns user experiences more appealing, despite the definition of immersion itself still being a source of controversy. Modern electronic games became a well-established immersive media which already has a number of consumer-level virtual reality hardware and software available. Endowing a game with immersion requires not only theoretical background found in literature but more practical guidelines for assisting developers to glimpse possibilities and make design decisions. In this paper, we investigate specific features that bestow immersion to an electronic game. So, we first analyzed game titles the audience, the critics and developers themselves consider immersive in order to enumerate potentially immersive features found in these games. We then developed a potentially immersive game prototype based on these features. Results of a comparative evaluation of our prototype and the selected titles under different settings suggest that six features were able to provide an immersive experience.

2021 ◽  
Vol 23 (8) ◽  
pp. 2167-2188
Author(s):  
Maxwell Foxman ◽  
David M Markowitz ◽  
Donna Z Davis

While a consumer revolution in virtual reality (VR) has piqued the interest of many fields, industries, and professions, it is unclear when, how, and to what degree the technology can elicit empathy. To better understand how the relationship between VR and empathy is communicated and defined, we performed qualitative and quantitative thematic analyses on popular ( N = 640) and academic articles ( N = 53) that included both terms. Findings revealed empathy is an aspirational term for journalists and researchers to showcase the potential of immersive media for prosocial change. Writers in both corpora suggested that empathetic experiences could lead to prosocial action through VR, but do not consistently define or measure empathy, given the inherent complexities surrounding the term. Drawing on seminal research in the field, we conclude with a definition of empathy related to immersive media.


PEDIATRICS ◽  
1993 ◽  
Vol 92 (2) ◽  
pp. 290-291
Author(s):  

Major societal changes affecting the provision of child health care have occurred over the last few decades. In the area of emergency services, consent for medical treatment is an important issue. The purpose of this statement is to outline major considerations involving consent and provide the physician with practical guidelines concerning this issue. Today fewer than one third of children live in two-parent families in which only the father works outside the home.1,2 Because of foster care placement, or temporary or permanent arrangements with relatives or friends, parents may not be available to give consent for treatment of their children.3-6 Unaccompanied minors may seek medical attention in any one of a number of locations. Some go to the emergency department, 14% of which have no policy regarding consent for the care of these patients.7 Unaccompanied minors younger than 18 years of age account for 3.4% of all emergency department visits.7 Twenty-two states and the District of Columbia now have laws concerning the "mture minor." Most other states have provisions in which competent minors may arrange for care involving contraceptives, pregnancy, abortion, sexually transmitted diseases, drug and alcohol abuse, and psychiatric disorders.8 The dilemma for emergency physicians and practicing pediatricians alike is whether to follow a strict interpretation of the law or to adopt a more practical approach. Clearly, consent is not required in life- or limb-threatening emergencies,8,9 although the definition of emergency varies from state to state. However, in most instances, only routine care, not emergency care, is needed. As a result, many physicians fear charges of battery or litigation should their judgement regarding treatment be questioned.8


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


10.2196/17807 ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e17807 ◽  
Author(s):  
Philip Lindner ◽  
Alexander Rozental ◽  
Alice Jurell ◽  
Lena Reuterskiöld ◽  
Gerhard Andersson ◽  
...  

Background Virtual reality exposure therapy is an efficacious treatment of anxiety disorders, and recent research suggests that such treatments can be automated, relying on gamification elements instead of a real-life therapist directing treatment. Such automated, gamified treatments could be disseminated without restrictions, helping to close the treatment gap for anxiety disorders. Despite initial findings suggesting high efficacy, very is little is known about how users experience this type of intervention. Objective The aim of this study was to examine user experiences of automated, gamified virtual reality exposure therapy using in-depth qualitative methods. Methods Seven participants were recruited from a parallel clinical trial comparing automated, gamified virtual reality exposure therapy for spider phobia against an in vivo exposure equivalent. Participants received the same virtual reality treatment as in the trial and completed a semistructured interview afterward. The transcribed material was analyzed using thematic analysis. Results Many of the uncovered themes pertained directly or indirectly to a sense of presence in the virtual environment, both positive and negative. The automated format was perceived as natural and the gamification elements appear to have been successful in framing the experience not as psychotherapy devoid of a therapist but rather as a serious game with a psychotherapeutic goal. Conclusions Automated, gamified virtual reality exposure therapy appears to be an appealing treatment modality and to work by the intended mechanisms. Findings from the current study may guide the next generation of interventions and inform dissemination efforts and future qualitative research into user experiences.


Author(s):  
Surendra Prasad Mishra ◽  
Dinkar Kulshreshtha ◽  
Anoop Kumar Srivastava ◽  
Ajeet Kumar Gandhi ◽  
Madhup Rastogi

The evolution of gaming in healthcare promotion evolved concurrently with the ascendance of computing technology, smart phones, facilitated by video-based 3D technology and virtual reality in the mid-eighties and nineties. Health and wellness in the twenty-first century is interlinked with the wealth of the nation and individuals and its traditional definition of physical, psychological, spiritual, social, and financial optima has seen new paradigms. The gaming technology has found groundbreaking applications in many diagnostic and therapeutic modalities to modulate the behavioral changes, simulation of virtual reality, and passage to recovery through neurologically engaging the cognitive functions with the stimuli produced. Physiological symptoms and life-threatening disorders which may caused be faced by viral inflictions (HIV, Hepatitis C, etc.) and type 2 diabetes could today be significantly managed by gaming technologies for psychosomatic management.


2020 ◽  
Vol 39 (4) ◽  
pp. 565-571
Author(s):  
Matej Hopp ◽  
Sandra Pfiel ◽  
René Mario Schuster ◽  
Florian Tiefenbacher ◽  
Michael Reiner

BACKGROUND: As the COVID-pandemic has shown, the need for innovative (digitalized) solutions is in high demand across almost every field of interest. The implementation of advanced technologies in higher education provides an intriguing opportunity to expand its scope by reaching new audiences as well as ensuring a high quality of learning outcome. OBJECTIVE: In this article we tried to examine if virtual reality can be a suitable option by placing lectures into a virtual setup. METHODS: First, we explored the theoretical background if and how virtual reality has been adapted for usage in higher education. We then asked five lecturers from the IMC University of Applied Sciences Krems to test a virtual environment (Mozilla Hubs) and evaluate the platform for their teaching purposes. RESULTS: Among one of the results was, that 80 percent would recommend using the platform for lectures to their colleagues. Due to the small sample size the findings need to be further evaluated. CONCLUSIONS: In the foreseeable future virtual reality will become a valuable teaching assistance in higher education. Findings show that the response rate when training with virtual reality applications is much higher than to common studying methods.


Author(s):  
Ludovic Liétard ◽  
Daniel Rocacher

This chapter is devoted to the evaluation of quantified statements which can be found in many applications as decision making, expert systems, or flexible querying of relational databases using fuzzy set theory. Its contribution is to introduce the main techniques to evaluate such statements and to propose a new theoretical background for the evaluation of quantified statements of type “Q X are A” and “Q B X are A.” In this context, quantified statements are interpreted using an arithmetic on gradual numbers from Nf, Zf, and Qf. It is shown that the context of fuzzy numbers provides a framework to unify previous approaches and can be the base for the definition of new approaches.


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