Motorway Jive: A game for investigating the implications of unimodal output in the design of...
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Transcript of Motorway Jive: A game for investigating the implications of unimodal output in the design of...
Designing Games for All: Exploring Output and Immersion.
Investigating the impact of modality perception on immersion in digital games
Five Primary Sensory Modalities • Vision • Auditory • Somatosensory (Touch and Proprioception) • Olfactory (Sense of Smell) • Gustatory (Sense of Taste)
The Senses
• 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
• 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
• 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
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
What did we do? • We made participants dodge cars. • Sometimes while blindfolded.
The Experiment
• 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
• 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
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
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
• 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
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
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
• 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
• 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
• Contextual modality suppression – Scenario based sensory deprivation
• Further immersion enablers – Oculus rift
• Introduce additional output modalities – Haptic feedback
• Investigate immersive scenarios
The next step
Thanks for listening!