Avaliando a presença espacial e autopresença em um jogo baseado em Realidade Virtual
Abstract
The sensation of presence is intrinsically linked to virtual reality, bringing the user's ability to have feelings with that environment. This sensation can be found in different aspects such as: self-presence and spatial presence. This work aims to evaluate the spatial presence and self-presence in a game based on virtual reality, developed to raise awareness of violence against women. Caixa de Pandora is a serious game that aims to make people aware of violence against women. The game went through a redesign process that uses virtual reality with 360° environments. With the development of the application, tests were performed in order to measure aspects of spatial presence and autopresence, comparing it to the previous version of Caixa de Pandora for mobile devices. The results highlighted that the presence aspects had better results, when compared to its mobile version.
Keywords:
virtual reality, autopresence, space presence, serious games, evaluation
References
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RIVA, Giuseppe et al. (2007) Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology & Behavior, v. 10, n. 1, p. 45-56.
S.-A. A. Jin. (2011) “I feel present. Therefore, I experience flow:” a structural equation modeling approach to flow and presence in video games”, Journal of Broadcasting & Electronic Media, vol. 55, no. 1, pp. 114-136.
Witmer, B.G.; Singer, M.J. (1998) Measuring presence in virtual environments: A presence questionnaire. Presence 7(3): 225-240.
S. Rigby and R. Ryan, (2007) The player experience of need satisfaction (PENS) model. Immersive Inc, p. 1-22.
R.M. Baños, C. Botella, A. Garcia-Palacios, H. Villa, C. Perpiña, and M. Alcañiz, (2000) Presence and reality judgment in virtual environments: A unitary construct?. CyberPsychology & Behavior. 3(3), 327–335.
Almeida, L.R.; et al. (2018) The Caixa de Pandora game: changing behaviors and attitudes towards violence against women. Computers in Entertainment 16(3).
Oliveira, J.R.; Félix, Z. Almeida, L.; Medeiros, A.; Machado, L.S. (2019) Redesign do Serious Game Caixa de Pandora para Dispositivos Móveis. Comunicações em Informática 2(2): 9. DOI: 10.22478/ufpb.2595-0622.2018v2n2.40725
RIVA, Giuseppe et al. (2007) Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology & Behavior, v. 10, n. 1, p. 45-56.
S.-A. A. Jin. (2011) “I feel present. Therefore, I experience flow:” a structural equation modeling approach to flow and presence in video games”, Journal of Broadcasting & Electronic Media, vol. 55, no. 1, pp. 114-136.
Witmer, B.G.; Singer, M.J. (1998) Measuring presence in virtual environments: A presence questionnaire. Presence 7(3): 225-240.
S. Rigby and R. Ryan, (2007) The player experience of need satisfaction (PENS) model. Immersive Inc, p. 1-22.
R.M. Baños, C. Botella, A. Garcia-Palacios, H. Villa, C. Perpiña, and M. Alcañiz, (2000) Presence and reality judgment in virtual environments: A unitary construct?. CyberPsychology & Behavior. 3(3), 327–335.
Almeida, L.R.; et al. (2018) The Caixa de Pandora game: changing behaviors and attitudes towards violence against women. Computers in Entertainment 16(3).
Oliveira, J.R.; Félix, Z. Almeida, L.; Medeiros, A.; Machado, L.S. (2019) Redesign do Serious Game Caixa de Pandora para Dispositivos Móveis. Comunicações em Informática 2(2): 9. DOI: 10.22478/ufpb.2595-0622.2018v2n2.40725
Published
2020-11-07
How to Cite
SILVA, Júlio Raphael de Oliveira; MACHADO, Liliane.
Avaliando a presença espacial e autopresença em um jogo baseado em Realidade Virtual. In: WORKSHOP OF UNDERGRADUATE WORKS - SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY (SVR), 22. , 2020, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 20-24.
DOI: https://doi.org/10.5753/svr_estendido.2020.12949.
