The Experts below are selected from a list of 1944 Experts worldwide ranked by ideXlab platform

Domenic Reuschel - One of the best experts on this subject based on the ideXlab platform.

  • investigating the relationship of Mental Immersion and physiological measures during cloud gaming
    Quality of Multimedia Experience, 2020
    Co-Authors: Steven Schmidt, Stefan Uhrig, Domenic Reuschel
    Abstract:

    The ultimate goal of designing game applications is to evoke a state of Mental Immersion in human users. Recently, advancing and very promising cloud gaming services catch high interest of the research community and industry. Cloud gaming services reduce computational costs of a client by outsourcing the game logic and rendering to a remote server. Consequently, the degree to which a game runs smoothly and enables uninterrupted interaction depends on impairments of the network connection between client and server. Furthermore, the visibility of such impairments may be constrained by properties of the visual display at the client-side. The present paper investigates the impact of common network impairments (bit rate, delay, packet loss) and screen size (small, medium, large) on Mental Immersion. In addition to traditional subjective assessment using the Immersive Experience Questionnaire (IEQ), also less intrusive, continuous physiological methods are employed (electrocardiography, ECG; electro-dermal activity, EDA). Participants engaged in playing an action platform computer game under different combinations of network impairments and screen sizes. Results revealed a small main effect of screen size on gaming Quality of Experience and real-world dissociation ratings between the small and medium screen size. Effects of network impairments on all IEQ scales were significant and also manifested as increased heart rate variability for packet loss. Besides, positive correlations were found between IEQ scales and heart rate variability. These findings suggest that network impairments influencing gameplay interaction might be of higher importance for immersive experience than varying screen size. Heart rate variability shows promise as a useful ECG measure in future studies on gaming Immersion.

Steven Schmidt - One of the best experts on this subject based on the ideXlab platform.

  • investigating the relationship of Mental Immersion and physiological measures during cloud gaming
    Quality of Multimedia Experience, 2020
    Co-Authors: Steven Schmidt, Stefan Uhrig, Domenic Reuschel
    Abstract:

    The ultimate goal of designing game applications is to evoke a state of Mental Immersion in human users. Recently, advancing and very promising cloud gaming services catch high interest of the research community and industry. Cloud gaming services reduce computational costs of a client by outsourcing the game logic and rendering to a remote server. Consequently, the degree to which a game runs smoothly and enables uninterrupted interaction depends on impairments of the network connection between client and server. Furthermore, the visibility of such impairments may be constrained by properties of the visual display at the client-side. The present paper investigates the impact of common network impairments (bit rate, delay, packet loss) and screen size (small, medium, large) on Mental Immersion. In addition to traditional subjective assessment using the Immersive Experience Questionnaire (IEQ), also less intrusive, continuous physiological methods are employed (electrocardiography, ECG; electro-dermal activity, EDA). Participants engaged in playing an action platform computer game under different combinations of network impairments and screen sizes. Results revealed a small main effect of screen size on gaming Quality of Experience and real-world dissociation ratings between the small and medium screen size. Effects of network impairments on all IEQ scales were significant and also manifested as increased heart rate variability for packet loss. Besides, positive correlations were found between IEQ scales and heart rate variability. These findings suggest that network impairments influencing gameplay interaction might be of higher importance for immersive experience than varying screen size. Heart rate variability shows promise as a useful ECG measure in future studies on gaming Immersion.

Sathiya Prakash Ramdoss - One of the best experts on this subject based on the ideXlab platform.

  • Mental Immersion in virtual reality avatar mivra social communication rehabilitation assistive tool for autism children
    International Conference on Innovations in Information and Communication Technologies, 2020
    Co-Authors: Tamil Selvi, Sai Naveena Sri, Bhavani Devi, Manju Thomas, Sathiya Prakash Ramdoss
    Abstract:

    Proposed Mental Immersion in virtual reality avatar provides interaction with autism children to improve their social communication that includes visual object recognition, speaking—speech gestures, and aural—responding to avatar. Autism children need to understand the basic activities for their day-to-day life. Using the 3D modeling tool such as Blender creates an animated 3D models avatar and interact with autism children to improve their social communication. Autism children with above social communication issues will be reduced and interaction of avatar will make the children to connect emotionally and reduce their unusual or repetitive gestures while interact with virtual reality-based avatar in the continuous rehabilitation process. Five children with mild level and two children with medium level of autism are considered for observation and the interaction with avatar improves the social communication of the children with autism. Simple objects the children used in their day to day were modeled (referred from special school curriculum book). Avatar interacts with the children about the objects. While interacting with avatar, children eye contact, gesture, and expressions will be promising compared to the traditional therapy with physical objects. Avatar walks in the virtual environment and does the interaction. Two children with medium autism find difficulty in using head-mount device (HMD). We replace the HMD with leap motion device, so that hand and head-free movement makes them to see and interact with virtual environment. Day-to-day objects they are seeing in the rehabilitation were modeled in realistic way, so they can connect their minds with the objects easily. We have created virtual classroom with avatar for the next level, so that avatar interacts with children such as rhymes and music. It stimulates the autism children Mental state to connect to music in the virtual world which enhances their social world communication too.

Stefan Uhrig - One of the best experts on this subject based on the ideXlab platform.

  • investigating the relationship of Mental Immersion and physiological measures during cloud gaming
    Quality of Multimedia Experience, 2020
    Co-Authors: Steven Schmidt, Stefan Uhrig, Domenic Reuschel
    Abstract:

    The ultimate goal of designing game applications is to evoke a state of Mental Immersion in human users. Recently, advancing and very promising cloud gaming services catch high interest of the research community and industry. Cloud gaming services reduce computational costs of a client by outsourcing the game logic and rendering to a remote server. Consequently, the degree to which a game runs smoothly and enables uninterrupted interaction depends on impairments of the network connection between client and server. Furthermore, the visibility of such impairments may be constrained by properties of the visual display at the client-side. The present paper investigates the impact of common network impairments (bit rate, delay, packet loss) and screen size (small, medium, large) on Mental Immersion. In addition to traditional subjective assessment using the Immersive Experience Questionnaire (IEQ), also less intrusive, continuous physiological methods are employed (electrocardiography, ECG; electro-dermal activity, EDA). Participants engaged in playing an action platform computer game under different combinations of network impairments and screen sizes. Results revealed a small main effect of screen size on gaming Quality of Experience and real-world dissociation ratings between the small and medium screen size. Effects of network impairments on all IEQ scales were significant and also manifested as increased heart rate variability for packet loss. Besides, positive correlations were found between IEQ scales and heart rate variability. These findings suggest that network impairments influencing gameplay interaction might be of higher importance for immersive experience than varying screen size. Heart rate variability shows promise as a useful ECG measure in future studies on gaming Immersion.

Tamil Selvi - One of the best experts on this subject based on the ideXlab platform.

  • Mental Immersion in virtual reality avatar mivra social communication rehabilitation assistive tool for autism children
    International Conference on Innovations in Information and Communication Technologies, 2020
    Co-Authors: Tamil Selvi, Sai Naveena Sri, Bhavani Devi, Manju Thomas, Sathiya Prakash Ramdoss
    Abstract:

    Proposed Mental Immersion in virtual reality avatar provides interaction with autism children to improve their social communication that includes visual object recognition, speaking—speech gestures, and aural—responding to avatar. Autism children need to understand the basic activities for their day-to-day life. Using the 3D modeling tool such as Blender creates an animated 3D models avatar and interact with autism children to improve their social communication. Autism children with above social communication issues will be reduced and interaction of avatar will make the children to connect emotionally and reduce their unusual or repetitive gestures while interact with virtual reality-based avatar in the continuous rehabilitation process. Five children with mild level and two children with medium level of autism are considered for observation and the interaction with avatar improves the social communication of the children with autism. Simple objects the children used in their day to day were modeled (referred from special school curriculum book). Avatar interacts with the children about the objects. While interacting with avatar, children eye contact, gesture, and expressions will be promising compared to the traditional therapy with physical objects. Avatar walks in the virtual environment and does the interaction. Two children with medium autism find difficulty in using head-mount device (HMD). We replace the HMD with leap motion device, so that hand and head-free movement makes them to see and interact with virtual environment. Day-to-day objects they are seeing in the rehabilitation were modeled in realistic way, so they can connect their minds with the objects easily. We have created virtual classroom with avatar for the next level, so that avatar interacts with children such as rhymes and music. It stimulates the autism children Mental state to connect to music in the virtual world which enhances their social world communication too.