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Designing Games for All: Exploring
Output and Immersion.

Investigating the impact of modality perception
on immersion in digital games
The Senses

Five Primary Sensory Modalities
• Vision
• Auditory
• Somatosensory (Touch and Proprioception)
• Olfactory (Sense of Smell)
• Gustatory (Sense of Taste)
Multimodal Interaction

•

•

Human Interaction and Communication is inherently
multimodal
– An everyday conversation includes more than just
auditory cues…
– A touch can convey a whole idea…
Human Computer Interaction remains limited
– Multimodal Input is common.
• Voice, Touch, Gaze, Motion, Gesture, BMI, etc.
– Output tends to be limited
• Visual, Auditory and occasionally haptic (vibration)
Immersion

•
•
•

Subjective by nature
Difficult to achieve and easy to destroy
Engagement is a vital ingredient
– Mental engagement is intensely subjective but promotes
immersion very effectively.
– Physical engagement is easier to achieve and directly
promotes immersion.
The importance of immersion

•
•
•

Immersion is an acknowledged ingredient of human crafted
experiences
– Books, Films, Theatre, Games…
The majority of these constructs are limited by their medium
with regards to their form and function
Even when technology comes into play, the extents are
often limited
– 3D Films, Force Feedback
The Project

Investigates the role of two sensory modalities, specifically
visual and auditory perception, in achieving effective
immersion and presence.
• Establishing an experimental design to provide balanced and
comparable sets of modal cues.
Do so with natural interfaces for low physical engagement
barriers.
• Performing a user study that would evaluate the modalities
both in isolation and in combination in order to study the
impact of each modality.
The Experiment

What did we do?
• We made participants dodge cars.
• Sometimes while blindfolded.
The Setup

•

•

•

Simulated a collision avoidance scenario
– Virtual Cars on a highway
– Mental Engagement
Multimodal Input
– Motion sensing technology (Kinect)
– High Physical Engagement
Multimodal Output
– Visual and Auditory Feedback
The Specifics

•
•

The Participants where asked to dodge the incoming cars for
as long as possible.
Nine measured sessions in total
– 3 With both visual and auditory feedback
– 3 With only visual feedback
– 3 With only auditory feedback
Data Collection and Evaluation

Primary desired data element:
• Qualitative Immersion Measures
– Method: IMEX questionnaire
Secondary data element
• Quantitative performance data
– Participant survival time per session
Quantitative Results - Immersion

Mean IMX score on 0-100 scale

90

The analysis showed that the modal output had a
significant impact on immersion.

80
70
60
50

Both Modalities

40

Audio Only

30

Visual Only

20
10
0

General
Immersion

Action Visceral Mental Visceral
Quantitative Results Performance and Preference

•

•

Performance was measured by the survival time of each
participant in each play through
– Insignificant difference between Audio-Visual and Visualonly sessions
– Significant difference between Audio-Visual and Audioonly sessions – as was expected
With regards to preference
– 75% preferred the Audio-Visual version
– 25% preferred the Audio-only version
– Noce preferred the visual only version
Qualitative Results & User Feedback

Overall, feedback from the users shows promising results:
• Positive reactions to the experience
• High levels of Immersion
• Interesting responses regarding value of audio
– A/V is optimal
– Visual only is “muted” and “disconnected”
– Audio only is “intense” and “thrilling”
Qualitative Results & User Feedback

Three themes surfaced:
• Rapid Immersion
– Physical and Mental engagement equals rapid immersion
– “Damn this is intense!”
• The importance of sound
– Removing a “secondary” modality has an impact
– “Something was missing, I was waiting for the crunch.”
• Engaging audio experience
– Removing a “primary” modality has a severe impact
– “That was absolutely terrifying! I was all there!”
Conclusions

•

The Starting point
– The objective: Design and implement a highly immersive
digital experience
– The hypothesis: Unimodal and multimodal experiences
create different levels of immersive response.

•

The findings
– Achieving Immersion: Relatable scenarios and natural
input greatly promote immersion
– Unimodal Output: Removing primary senses leads to
intense experiences
Potential Application

•
•

•

Enhanced Entertainment Experiences
Games Designed for All
– Vision Impairment
• AudioGames.net
– Dexterity/Mobility Impairment
• OneSwitch.org.uk
Games Designed for All vs. Accessible Games

http://www.gameaccessibilityguidelines.com
The next step

•
•
•
•

Contextual modality suppression
– Scenario based sensory deprivation
Further immersion enablers
– Oculus rift
Introduce additional output modalities
– Haptic feedback
Investigate immersive scenarios
Thanks for listening!

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Exploring How Visual and Auditory Feedback Impact Immersion

  • 1. Designing Games for All: Exploring Output and Immersion. Investigating the impact of modality perception on immersion in digital games
  • 2. The Senses Five Primary Sensory Modalities • Vision • Auditory • Somatosensory (Touch and Proprioception) • Olfactory (Sense of Smell) • Gustatory (Sense of Taste)
  • 3. Multimodal Interaction • • Human Interaction and Communication is inherently multimodal – An everyday conversation includes more than just auditory cues… – A touch can convey a whole idea… Human Computer Interaction remains limited – Multimodal Input is common. • Voice, Touch, Gaze, Motion, Gesture, BMI, etc. – Output tends to be limited • Visual, Auditory and occasionally haptic (vibration)
  • 4. Immersion • • • Subjective by nature Difficult to achieve and easy to destroy Engagement is a vital ingredient – Mental engagement is intensely subjective but promotes immersion very effectively. – Physical engagement is easier to achieve and directly promotes immersion.
  • 5. The importance of immersion • • • Immersion is an acknowledged ingredient of human crafted experiences – Books, Films, Theatre, Games… The majority of these constructs are limited by their medium with regards to their form and function Even when technology comes into play, the extents are often limited – 3D Films, Force Feedback
  • 6. The Project Investigates the role of two sensory modalities, specifically visual and auditory perception, in achieving effective immersion and presence. • Establishing an experimental design to provide balanced and comparable sets of modal cues. Do so with natural interfaces for low physical engagement barriers. • Performing a user study that would evaluate the modalities both in isolation and in combination in order to study the impact of each modality.
  • 7. The Experiment What did we do? • We made participants dodge cars. • Sometimes while blindfolded.
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  • 10. The Setup • • • Simulated a collision avoidance scenario – Virtual Cars on a highway – Mental Engagement Multimodal Input – Motion sensing technology (Kinect) – High Physical Engagement Multimodal Output – Visual and Auditory Feedback
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  • 15. The Specifics • • The Participants where asked to dodge the incoming cars for as long as possible. Nine measured sessions in total – 3 With both visual and auditory feedback – 3 With only visual feedback – 3 With only auditory feedback
  • 16. Data Collection and Evaluation Primary desired data element: • Qualitative Immersion Measures – Method: IMEX questionnaire Secondary data element • Quantitative performance data – Participant survival time per session
  • 17. Quantitative Results - Immersion Mean IMX score on 0-100 scale 90 The analysis showed that the modal output had a significant impact on immersion. 80 70 60 50 Both Modalities 40 Audio Only 30 Visual Only 20 10 0 General Immersion Action Visceral Mental Visceral
  • 18. Quantitative Results Performance and Preference • • Performance was measured by the survival time of each participant in each play through – Insignificant difference between Audio-Visual and Visualonly sessions – Significant difference between Audio-Visual and Audioonly sessions – as was expected With regards to preference – 75% preferred the Audio-Visual version – 25% preferred the Audio-only version – Noce preferred the visual only version
  • 19. Qualitative Results & User Feedback Overall, feedback from the users shows promising results: • Positive reactions to the experience • High levels of Immersion • Interesting responses regarding value of audio – A/V is optimal – Visual only is “muted” and “disconnected” – Audio only is “intense” and “thrilling”
  • 20. Qualitative Results & User Feedback Three themes surfaced: • Rapid Immersion – Physical and Mental engagement equals rapid immersion – “Damn this is intense!” • The importance of sound – Removing a “secondary” modality has an impact – “Something was missing, I was waiting for the crunch.” • Engaging audio experience – Removing a “primary” modality has a severe impact – “That was absolutely terrifying! I was all there!”
  • 21. Conclusions • The Starting point – The objective: Design and implement a highly immersive digital experience – The hypothesis: Unimodal and multimodal experiences create different levels of immersive response. • The findings – Achieving Immersion: Relatable scenarios and natural input greatly promote immersion – Unimodal Output: Removing primary senses leads to intense experiences
  • 22. Potential Application • • • Enhanced Entertainment Experiences Games Designed for All – Vision Impairment • AudioGames.net – Dexterity/Mobility Impairment • OneSwitch.org.uk Games Designed for All vs. Accessible Games http://www.gameaccessibilityguidelines.com
  • 23. The next step • • • • Contextual modality suppression – Scenario based sensory deprivation Further immersion enablers – Oculus rift Introduce additional output modalities – Haptic feedback Investigate immersive scenarios