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dc.contributor.authorPassmore, Peter J.en_US
dc.contributor.authorTennent, Paulen_US
dc.contributor.authorWalker, Brendanen_US
dc.contributor.authorPhilpot, Adamen_US
dc.contributor.authorLe, Haen_US
dc.contributor.authorMarkowski, Marianneen_US
dc.contributor.authorKaramanoglu, Mehmeten_US
dc.contributor.editorRobert W. Lindeman and Gerd Bruder and Daisuke Iwaien_US
dc.date.accessioned2017-11-21T15:42:55Z
dc.date.available2017-11-21T15:42:55Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-038-3
dc.identifier.issn1727-530X
dc.identifier.urihttp://dx.doi.org/10.2312/egve.20171349
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20171349
dc.description.abstractTechnology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more 'entertainment-oriented' approach to developing experiences aimed at older users. We describe here the design, development and a user study of the V-Armchair, a virtual reality and motion platform based roller coaster experience. The V-Armchair constitutes a blueprint for the digital archiving of physical ride experiences through the simultaneous capture of 360 video, sound and motion. It gives access to thrill experiences to those who may not be able to go on real thrill rides, such as older riders, and it can be considered as a class of technology that could help to support 'active aging' as defined by the World Health Organisation. We discuss strategies for capturing and then 'toning down' motion experiences to make them accessible for older users. We present a study which explores the user experience of the V-Armchair with an older group (median age 63) using a DK2 headset, and a younger group (median age 25) using a CV1 headset, via thematic analysis of semi-structured interviews and a modified version of the Game Experience Questionnaire, and discuss emergent themes such as the role of the presenter, reminiscence, presence and immersion.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.subjectInformation systems
dc.subjectMultimedia content creation
dc.titleArchives of Thrill: The V-Armchair Experienceen_US
dc.description.seriesinformationICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.description.sectionheadersGaming
dc.identifier.doi10.2312/egve.20171349
dc.identifier.pages125-132


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