A survey of challenges and methods for Quality of Experience assessment of interactive VR applications

S Vlahovic, M Suznjevic, L Skorin-Kapov - Journal on Multimodal User …, 2022 - Springer
User acceptance of virtual reality (VR) applications is dependent on multiple aspects, such
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …

[HTML][HTML] A Moving Metaverse: QoE challenges and standards requirements for immersive media consumption in autonomous vehicles

MS Anwar, A Choi, S Ahmad, K Aurangzeb… - Applied Soft …, 2024 - Elsevier
Abstract The evolution of Autonomous Vehicles (AVs) has blurred the distinction between
drivers and passengers, resulting in increased demand for in-car entertainment …

MEEGA+, systematic model to evaluate educational games

G Petri, C Gresse von Wangenheim… - Encyclopedia of computer …, 2024 - Springer
There are multiple ways in which some or all of the research at the intersection of machine
learning and computer games can be surveyed. One can survey the applications of one …

[BUKU][B] The Gamer's Brain: How neuroscience and UX can impact video game design

C Hodent - 2017 - taylorfrancis.com
Making a successful video game is hard. Even games that are well-received at launch may
fail to engage players in the long term due to issues with the user experience (UX) that they …

[HTML][HTML] Theories, methodologies, and effects of affect-adaptive games: A systematic review

M Croissant, G Schofield, C McCall - Entertainment Computing, 2023 - Elsevier
Affect-adaptive games gained in popularity over the last years in human computer
interactions studies, promising potential benefits for player experience, performance, and …

Narrative and gaming experience interact to affect presence and cybersickness in virtual reality

S Weech, S Kenny, M Lenizky… - International Journal of …, 2020 - Elsevier
Research has established a link between presence and cybersickness in virtual
environments, but there is significant disagreement regarding the directionality of the …

AMELIO: Evaluating the team-building potential of a mixed reality escape room game

H Warmelink, I Mayer, J Weber, B Heijligers… - … abstracts publication of …, 2017 - dl.acm.org
The authors investigate the potential of Mixed Reality (MR) games for team building and
assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a …

Exploring interaction fidelity in virtual reality: Object manipulation and whole-body movements

K Rogers, J Funke, J Frommel, S Stamm… - Proceedings of the 2019 …, 2019 - dl.acm.org
High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user
experience and immersion, but there is also evidence of low IF providing comparable …

Juicy game design: Understanding the impact of visual embellishments on player experience

K Hicks, K Gerling, P Dickinson… - Proceedings of the …, 2019 - dl.acm.org
Visual embellishments (VEs) are design elements that support information already
conveyed by other means. In games, this concept is known as juiciness, and refers to the …

Jumpvr: Jump-based locomotion augmentation for virtual reality

D Wolf, K Rogers, C Kunder, E Rukzio - … of the 2020 CHI Conference on …, 2020 - dl.acm.org
One of the great benefits of virtual reality (VR) is the implementation of features that go
beyond realism. Common" unrealistic" locomotion techniques (like teleportation) can avoid …