Fear As a Biofeedback Game Mechanic in Virtual Reality: Effects on Engagement and Perceived Usability
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | HOUZANGBE, Samory | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | CHRISTMANN, Olivier | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | GORISSE, Geoffrey | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | RICHIR, Simon | |
dc.date.accessioned | 2021-05-14T09:39:27Z | |
dc.date.available | 2021-05-14T09:39:27Z | |
dc.date.issued | 2018-08-07 | |
dc.date.conference | 2018-08-07 | |
dc.identifier.uri | https://oskar-bordeaux.fr/handle/20.500.12278/76495 | |
dc.description.abstractEn | Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a mean of interaction in VR, to add a biofeedback mechanic. We hypothesized that the use of a biofeedback loop in a VR experience can enhance user engagement. We created a physiologically enhanced horror game coupled with a heart rate monitor smart wristband. We evaluated the Players' engagement with and without biofeedback. We observed a high interest of the participants for biofeedback and highlighted higher engagement when the biofeedback mechanic was fully integrated in the experience. | |
dc.language.iso | en | |
dc.publisher | ACM, New York, NY, USA | |
dc.source.title | Proceedings of the 13th International Conference on the Foundations of Digital Games | |
dc.title.en | Fear As a Biofeedback Game Mechanic in Virtual Reality: Effects on Engagement and Perceived Usability | |
dc.type | Communication dans un congrès avec actes | |
dc.subject.hal | Informatique [cs]/Interface homme-machine [cs.HC] | |
dc.subject.hal | Informatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR] | |
bordeaux.page | 12:1-12:6 | |
bordeaux.hal.laboratories | Institut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295 | * |
bordeaux.institution | Université de Bordeaux | |
bordeaux.institution | Bordeaux INP | |
bordeaux.institution | CNRS | |
bordeaux.institution | INRAE | |
bordeaux.institution | Arts et Métiers | |
bordeaux.country | SE | |
bordeaux.title.proceeding | 13th International Conference on the Foundations of Digital Games | |
bordeaux.conference.city | Malmö | |
bordeaux.peerReviewed | oui | |
hal.identifier | hal-02367582 | |
hal.version | 1 | |
hal.origin.link | https://hal.archives-ouvertes.fr//hal-02367582v1 | |
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