惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

Microsoft Azure Blog
Microsoft Azure Blog
WordPress大学
WordPress大学
小众软件
小众软件
OSCHINA 社区最新新闻
OSCHINA 社区最新新闻
V
V2EX
Hugging Face - Blog
Hugging Face - Blog
美团技术团队
博客园 - 三生石上(FineUI控件)
Last Week in AI
Last Week in AI
酷 壳 – CoolShell
酷 壳 – CoolShell
博客园 - Franky
Microsoft Security Blog
Microsoft Security Blog
Y
Y Combinator Blog
A
About on SuperTechFans
The GitHub Blog
The GitHub Blog
U
Unit 42
H
Hackread – Cybersecurity News, Data Breaches, AI and More
云风的 BLOG
云风的 BLOG
IT之家
IT之家
MyScale Blog
MyScale Blog
V
Visual Studio Blog
Cyber Security Advisories - MS-ISAC
Cyber Security Advisories - MS-ISAC
I
InfoQ
博客园 - 司徒正美

cs.HC updates on arXiv.org

Quantitative Movement Testing: Measuring Patient Movements from a Single Smartphone Video Vision-Language Models Suppress Female Representations Under Ambiguous Input The New Social Image: How AI Competency and AI Proactivity Influence Self- and Peer-Perceptions in the Workplace TUX: Measuring Human--AI Tacit Understanding LLUMI: Improving LLM Writing Assistance for Mental Health Support with Online Community Feedback VideoFDB: Evaluating Full-Duplex Vision-Speech Capabilities in Conversational Agents Label Over Logic? How Source Cues Bias Human Fallacy Judgments More Than LLMs Inform, Coach, Relate, Listen: Auditing LLM Caregiving Support Roles How Coding Agents Fail Their Users: A Large-Scale Analysis of Developer-Agent Misalignment in 20,574 Real-World Sessions MetaRanker: Human-in-the-loop Active Ranking for Metalens Image Quality Analyzing Persona Effects in Generated Explanations from Multimodal LLM Agents in Urban Perception First head-to-head comparison of agentic AI applied to the analysis of simulated data of the Einstein Telescope Granuscore: A Reference-Free Measure of Granularity for Text Analysis and Question Answering The Timing Dependencies of Trust: Speed, Accuracy, and cBCI Neuro-Decoupling in Human-AI Teams Bayesian Distributional Models of Executive Functioning Visual Matters: Connecting Aesthetic Appeal and Production Quality of Photos, Infographics and Data Visualizations to Credibility of Social Media Posts Data-driven Head Motion Generation through Natural Gaze-Head Coordination Agreement Metrics for LLM-as-Judge Evaluation: What to Report and Why Perceptually Lossless Tactile Texture Synthesis with Compact Spectral Envelope Models MambaGaze: Bidirectional Mamba with Explicit Missing Data Modeling for Cognitive Load Assessment from Eye-Gaze Tracking Data CogAdapt: Transferring Clinical ECG Foundation Models to Wearable Cognitive Load Assessment via Lead Adaptation Augmented Analytics and Decision Quality: The Role of Trust among Non-Technical BI Users Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build PaintCopilot: Modeling Painting as Autonomous Artistic Continuation Personality Engineering with AI Agents: A New Methodology for Negotiation Research PULSE: Agentic Investigation with Passive Sensing for Proactive Intervention in Cancer Survivorship Access Timing as Scaffolding: A Reinforcement Learning Approach to GenAI in Education Conversations in Space: Structuring Non-Linear LLM Interactions on a Canvas MAPLE: Self-Supervised Learning-Enhanced Nonlinear Dimensionality Reduction for Visual Analysis nASR: An End-to-End Trainable Neural Layer for Channel-Level EEG Artifact Subspace Reconstruction in Real-Time BCI
Effects of VR Gaming and Game Genre on Player Experience
Michael Carroll, Ethan Osborne, Caglar Yildirim · 2021-05-23 · via cs.HC updates on arXiv.org

With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how it might affect the player experience (PX) during the gameplay are scarce. Accordingly, the current study investigated the effects of VR gaming and game genre on PX. We compared PX metrics for two game genres, strategy (more interactive) and racing (less interactive), across two gaming platforms, VR and traditional desktop gaming. Participants were randomly assigned to one of the gaming platforms, played both a strategy and racing game on their corresponding platform, and provided PX ratings. Results revealed that, regardless of the game genre, participants in the VR gaming condition experienced a greater level of sense of presence than did those in the desktop gaming condition. That said, results showed that the two gaming platforms did not significantly differ from one another in PX ratings. As for the effect of game genre, participants provided greater PX ratings for the strategy game than for the racing game, regardless of whether the game was played on a VR headset or desktop computer. Collectively, these results indicate that although VR gaming affords a greater sense of presence in the game environment, this increase in presence does not seem to translate into a more satisfactory PX when playing either a strategy or racing game.