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  1. Computers in Entertainment (CIE)
  2. Volume 7
  3. Volume 7, Issue 1, February 2009
  4. Requirements analysis of presence
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Volume 15
Volume 14
Volume 13
Volume 12
Volume 11
Volume 10
Volume 9
Volume 8
Volume 7
Volume 7, Issue 4, December 2009
Volume 7, Issue 3, September 2009
Volume 7, Issue 2, June 2009
Volume 7, Issue 1, February 2009
A word from the editor
Interview with Kerry Shea, The Jim Henson Company
Strange ontologies in digital culture
Designing universally accessible games
Robot Arena
Meet the new boss
Announcements
Interview with Don Marinelli, Carnegie Mellon ETC
The dancing body as a screen
Requirements analysis of presence
Integrating the Wii controller with enJine
Meaningful data
Flying cake
What went wrong? A survey of problems in game development
Going places sitting down
Volume 6
Volume 5
Volume 4
Volume 3
Volume 2
Volume 1

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Requirements analysis of presence

Content Provider ACM Digital Library
Author Bostan, Barbaros
Abstract Virtual worlds are computer-based simulations intended to give its users the impression of being in another place. Presence, or the sense of “being there,” is a major design requirement for virtual environments where users inhabit an artificial reality in the form of two or three-dimensional graphical representations. Promoting this subjective experience has always been one of the major concerns of designers, but this complex and difficult task requires the awareness of other design requirements and their effects on presence. This article aims to define various psychological and technological aspects of presence based on virtual environment design requirements defined by Stuart [2001]. Previous research tried to define hypothesized factors of presence by using subjective user responses obtained from questionnaires. This study incorporates a different approach to define potential components of presence, specifying the individual design requirements for virtual worlds based on the conceptual framework designed by Stuart. This framework has not been applied to the analysis of the concept of presence before, and it defines possible factors that contribute to a sense of presence, some of which have not been included in previous work. In order to decompose presence into its components, researchers should also be aware of the design requirements delineated in this framework. Detailed analysis of design requirements will focus on a computer role-playing game (RPG), giving examples from one of the best titles in the genre. Since role-playing games are social and interactive worlds where players assume the role of a virtual character that can be subjectively defined as a second-self, they are highly relevant to presence research. Thus, selected design requirements will be discussed from a computer-gaming perspective by defining how each relevant requirement is addressed on the selected RPG, and how they should be addressed by game designers.
Starting Page 1
Ending Page 17
Page Count 17
File Format PDF
ISSN 15443574
DOI 10.1145/1486508.1486517
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 7
Issue Number 1
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2008-03-01
Publisher Place New York
Access Restriction One Nation One Subscription (ONOS)
Subject Keyword Virtual environment Design requirements Presence Role-playing games
Content Type Text
Resource Type Article
Subject Computer Science Applications
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