Fear As a Biofeedback Game Mechanic in Virtual Reality: Effects on Engagement and Perceived Usability
Communication avec acte
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a mean of interaction in VR, to add a biofeedback mechanic. We hypothesized that the use of a biofeedback loop in a VR experience can enhance user engagement. We created a physiologically enhanced horror game coupled with a heart rate monitor smart wristband. We evaluated the Players' engagement with and without biofeedback. We observed a high interest of the participants for biofeedback and highlighted higher engagement when the biofeedback mechanic was fully integrated in the experience.
Files in this item
Showing items related by title, author, creator and subject.
From Robot to Virtual Doppelganger: Impact of Avatar Visual Fidelity and Self-esteem on Perceived Attractiveness Communication avec acteGORISSE, Geoffrey; CHRISTMANN, Olivier; HOUZANGBE, Samory; RICHIR, Simon (2018)This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). ...
From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments Article dans une revue avec comité de lectureGORISSE, Geoffrey; CHRISTMANN, Olivier; HOUZANGBE, Samory; RICHIR, Simon (Frontiers Media S.A, 2019)This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns ...
Article dans une revue avec comité de lectureHOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (Springer Verlag, 2020)It has been demonstrated that virtual reality (VR) exposure can afect the subjective experience of diferent situations, cognitive capabilities or behavior. It is known that there is a link between a person’s physiological ...
Communication avec acteHOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (IEEE, 2019)The usage of biofeedback in Virtual Reality (VR) is becoming more and more important in providing fully immersive experiences. With the rapid evolution of physiological monitoring technologies it is important to study how ...
Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review Communication avec acteHOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (ACM, New York, NY, USA, 2018)Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low ...