Motorway Jive: A game for investigating the implications of unimodal output in the design of...

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Designing Games for All: Exploring Output and Immersion. Investigating the impact of modality perception on immersion in digital games

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Motorway Jive: A game for investigating the implications of unimodal output in the design of immersive accessible experiences by Dimitrios Darzentas, Dr. Michael Brown and Dr. Noirin Curran

Transcript of Motorway Jive: A game for investigating the implications of unimodal output in the design of...

Page 1: Motorway Jive: A game for investigating the implications of unimodal output in the design of immersive accessible experiences

Designing Games for All: Exploring Output and Immersion.

Investigating the impact of modality perception on immersion in digital games

Presenter
Presentation Notes
Title Pages – Introductions and hello’s
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Five Primary Sensory Modalities • Vision • Auditory • Somatosensory (Touch and Proprioception) • Olfactory (Sense of Smell) • Gustatory (Sense of Taste)

The Senses

Presenter
Presentation Notes
What are modalities, set the tone
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• Human Interaction and Communication is inherently multimodal – An everyday conversation includes more than just

auditory cues… – A touch can convey a whole idea…

• Human Computer Interaction remains limited – Multimodal Input is common.

• Voice, Touch, Gaze, Motion, Gesture, BMI, etc. – Output tends to be limited

• Visual, Auditory and occasionally haptic (vibration)

Multimodal Interaction

Presenter
Presentation Notes
General preamble, talk about communication
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• Subjective by nature • Difficult to achieve and easy to destroy • Engagement is a vital ingredient

– Mental engagement is intensely subjective but promotes immersion very effectively.

– Physical engagement is easier to achieve and directly promotes immersion.

Immersion

Presenter
Presentation Notes
The key word, what we are measuring
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• Immersion is an acknowledged ingredient of human crafted experiences – Books, Films, Theatre, Games…

• The majority of these constructs are limited by their medium with regards to their form and function

• Even when technology comes into play, the extents are often limited – 3D Films, Force Feedback

The importance of immersion

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Investigates the role of two sensory modalities, specifically visual and auditory perception, in achieving effective immersion and presence. • Establishing an experimental design to provide balanced and

comparable sets of modal cues. Do so with natural interfaces for low physical engagement barriers.

• Performing a user study that would evaluate the modalities both in isolation and in combination in order to study the impact of each modality.

The Project

Presenter
Presentation Notes
What do we want to do
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What did we do? • We made participants dodge cars. • Sometimes while blindfolded.

The Experiment

Presenter
Presentation Notes
What did we do
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• Simulated a collision avoidance scenario – Virtual Cars on a highway – Mental Engagement

• Multimodal Input – Motion sensing technology (Kinect) – High Physical Engagement

• Multimodal Output – Visual and Auditory Feedback

The Setup

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• The Participants where asked to dodge the incoming cars for as long as possible.

• Nine measured sessions in total – 3 With both visual and auditory feedback – 3 With only visual feedback – 3 With only auditory feedback

The Specifics

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Primary desired data element: • Qualitative Immersion Measures

– Method: IMEX questionnaire Secondary data element • Quantitative performance data

– Participant survival time per session

Data Collection and Evaluation

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Presentation Notes
Imex Ref???????????
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The analysis showed that the modal output had a significant impact on immersion.

Quantitative Results - Immersion

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General Immersion

Action Visceral Mental Visceral

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Both Modalities Audio Only Visual Only

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• Performance was measured by the survival time of each participant in each play through – Insignificant difference between Audio-Visual and Visual-

only sessions – Significant difference between Audio-Visual and Audio-

only sessions – as was expected • With regards to preference

– 75% preferred the Audio-Visual version – 25% preferred the Audio-only version – Noce preferred the visual only version

Quantitative Results - Performance and Preference

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Overall, feedback from the users shows promising results: • Positive reactions to the experience • High levels of Immersion • Interesting responses regarding value of audio

– A/V is optimal – Visual only is “muted” and “disconnected” – Audio only is “intense” and “thrilling”

Qualitative Results & User Feedback

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Three themes surfaced: • Rapid Immersion

– Physical and Mental engagement equals rapid immersion – “Damn this is intense!”

• The importance of sound – Removing a “secondary” modality has an impact – “Something was missing, I was waiting for the crunch.”

• Engaging audio experience – Removing a “primary” modality has a severe impact – “That was absolutely terrifying! I was all there!”

Qualitative Results & User Feedback

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• The Starting point – The objective: Design and implement a highly immersive

digital experience – The hypothesis: Unimodal and multimodal experiences

create different levels of immersive response.

• The findings – Achieving Immersion: Relatable scenarios and natural

input greatly promote immersion – Unimodal Output: Removing primary senses leads to

intense experiences

Conclusions

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• Enhanced Entertainment Experiences • Games Designed for All

– Vision Impairment • AudioGames.net

– Dexterity/Mobility Impairment • OneSwitch.org.uk

• Games Designed for All vs. Accessible Games

Potential Application

http://www.gameaccessibilityguidelines.com

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• Contextual modality suppression – Scenario based sensory deprivation

• Further immersion enablers – Oculus rift

• Introduce additional output modalities – Haptic feedback

• Investigate immersive scenarios

The next step

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Thanks for listening!