Inhalt des Dokuments
Biography
Tanja Kojić received her M.Sc. degree in Information and Communication Technology at the Faculty of Electrical Engineering and Computing, University of Zagreb. Additionally, she has done supplement studies for Graphic Product Design at the Faculty of Graphic Arts, University of Zagreb and focused on topic of User Experience design. Since November 2017 she is employed as a research assistant at the Quality and Usability Lab where she is working towards a PhD in the field of Virtual Reality.
Address
Quality and Usability Lab
Technische Universität Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin, Germany
Publications
Zitatschlüssel | Kojic2018 |
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Autor | Kojic, Tanja and Voigt-Antons, Jan-Niklas and Schmidt, Steven and Tetzlaff, Lukas and Kortowski, Bruno and Sirotina, Uliana and Möller, Sebastian |
Buchtitel | 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) |
Seiten | 1–3 |
Jahr | 2018 |
ISSN | 2472-7814 |
DOI | 10.1109/QoMEX.2018.8463370 |
Ort | Cagliari, Italy |
Adresse | Piscataway, NJ, USA |
Monat | may |
Notiz | Electronic |
Verlag | IEEE |
Serie | QoMEX |
Wie herausgegeben | Full |
Zusammenfassung | Virtual Reality (VR) multiplayer games are currently developed more frequently, while in parallel VR is becoming more accessible to the broader public. Also exergames, which refer to computer games combined with a physical activity, are getting widely available, driven by developments in sensor technologies. In this paper, we present results of a multiplayer exergame experiment where two players race against each other four times on two rowing ergometers. Experimental conditions were type of environment (with VR vs. without VR) and the possibility of conversation with the opponent (conversation enabled vs. conversation disabled). To measure subjective experience, participants rated perceived flow, sense of presence and social presence on standardized questionnaires. Results show that the type of environment has a significant influence on the perceived presence, as participants rated the presence higher in VR. The possibility of conversation resulted in a perception of a significantly higher social presence. This illustrates that the usage of virtual environments as well as the possibility of conversations between users are highly valuable to increase the Quality of Experience during exergames. In our future research, we plan to further investigate means to improve the user experience by applying gamification, different representations of opponents, and to assess the impact of network impairments during multiplayer scenarios. |