DOI QR코드

DOI QR Code

Proposal on Immersion Assessment of Interactive Art

인터랙티브 아트에서의 몰입측정 방법 제안

  • Lee, MyounJae (Division of Information & Communication, BaekSeok University) ;
  • Kim, Kyoung-Nam (Division of Liberal Art and Teaching, Sungkyul University)
  • 이면재 (백석대학교 정보통신학부) ;
  • 김경남 (성결대학교 교양교직부)
  • Received : 2014.06.27
  • Accepted : 2014.09.20
  • Published : 2014.09.28

Abstract

Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.

Keywords

Interactive Art;Immersion;Immersion Assessment;Immersion Assesment Model;Interactivity

References

  1. Murray, J. Hamleton the Holodeck: The Future of Narrative in Cyberspace. The MIT Press, pp.98-99, 1997.
  2. Nacke, L. et. al. Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience, accepted for Future Play - The International Conference on the Future of Game Design and Technology, Toronto, Canada, November, pp.3-5, 2008.
  3. Jinsil Seo, Engagement and Immersion Research in Interactive Art, Proceedings of ENACTIVE/07 4th International Conference on Enactive Interfaces Grenoble, November, 2007.
  4. Sander Huiberts, THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES, Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU)Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November, 2010.
  5. Hyeog-In Kwon, Hyun-Jung Rhee, Jin-Wan Park, Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game, Journal of Kora Contents Society, No.1, pp.157-164, 2011.1
  6. Tang Jun, Cho, Dong-Min, Hong, Jung-Pyo, Cho, Kwang-Soo, A Study on the User Interest of Basic Emotional Image in Character Design, Journal of Korean Society of Design Science, Vol.24, No.1, 2010.
  7. Yong-Chul Shin, Hyung-Won Jung, Baik-Soon Seong, A Research on the Commitment Factors of Educational Games, Journal of KCGS, Volume.25, No.4, December 2012.
  8. NaMin Shin, Kyoung-Suk Kim, Ki-young Kim, An empirical study on the cyber-class flow model, Korea Education Society, Vol.43, No.5, 2005.
  9. Jun Ho Seo, Hee Kyoung Lee, The Relation Between Game Flow and Game Addiction: Moderating Effect of Basic Psychological Needs, Korean Journal of Youth Studies, Vol.19, No.11, 2012.
  10. Kim Ki-Hong, A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation, Journal of Korean Society of Cartoon and Animation Studies, No.17, 2009.
  11. Ma Si, Bum Soo Chon, Determinants of User Immersion for Korean Drama and Entertainment Genre Programs among Chinese Students in Korea, Journal of KCS, Vol.12, No.6, pp.111-119, 2012.6. https://doi.org/10.5392/JKCA.2012.12.06.111
  12. Nacke, Directions in Physiological Game Evaluation and Interaction, CHI BBI 2011, Workshop, May 7-12, 2011.
  13. Nacke, L., & Lindley, C. A, Flow and immersion in first-person shooters: measuring the player's game play experience, In Proceedings of the 2008 conference on Future Play:Research Play Share, pp.81-88, 2008.
  14. KIVIKANGAS, J. Matias, et al, Review on psycho physiological methods in game research, Proc. of 1st NordicDiGRA, 2010.
  15. FISHER, C.& SANDERSON, P., Exploratory Data Analysis: Exploring Continuous Observational Data, Interactions 3.2, pp.25-34, 1996. https://doi.org/10.1145/227181.227185
  16. Stellmach, S., Nacke, L., & Dachselt, R., Advanced Gaze Visualizations for Three-dimensional Virtual Environments, Proc. of ETRA 2010, Austin, TX, 2010.
  17. Mandryk, Regan Lee, Evaluating affective computing environments using physiological measures, Proceedings of CHI, Portland, 2005.
  18. Mandryk, Regan L., Kori M. Inkpen, and Thomas W. Calvert. Using psycho physiological techniques to measure user experience with entertainment technologies, Behaviour & Information Technology, 25.2, pp.141-158, 2006. https://doi.org/10.1080/01449290500331156
  19. G. Bente, and J. Breuer, Making the Implicit Explicit: Embedded Measurement in Serious Games, in Serious Games and Social Change: Why They (Should) Work, Routledge, New York, NY, pp.322-343, 2009.
  20. Seongdong Kim, Myoun-Jae Lee, Young Yim Doh, A Proposal of Serious Game Assessment Model Based on Player's Feedback, Journal of Korean Society For Computer Game, Vol. 26, No. 1, March 2013.
  21. Picard, R.W, Affective Computing, MIT Press, Cambridge, MA, 1997.
  22. Meehan, M.J., Physiological reactions as an objective measure of presence in virtual environment, Unpublished doctral thesis, University of North Carolina, Chapel Hill, 2001.
  23. Mandryk, R. L., Atkins, M. S. and Inkpen, K. M., A Continuous and Objective Evaluation of Emotional Experience with Interactive Play, Environments, Proceedings of the Conference on Human Factors in Computing Systems (CHI2006), Montreal, Canada, pp.1027-1036, 2006,
  24. G.M. Wilson, Sasse, M.A., Straight from the Heart: Using Physiological Measurements in the Evaluation of Media Quality, presented at proceedings of the society for the study of artifical Intelligence and the simulation of Behavior convention 2001, Symposium on Emotion, Cognition and Affective computing, York, U.K, march 2001.