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Virtual Worlds, Volume 3, Issue 2 (June 2024) – 5 articles

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26 pages, 9958 KiB  
Article
Exploring Dynamic Difficulty Adjustment Methods for Video Games
by Nicholas Fisher and Arun K. Kulshreshth
Virtual Worlds 2024, 3(2), 230-255; https://doi.org/10.3390/virtualworlds3020012 - 7 Jun 2024
Viewed by 2314
Abstract
Maintaining player engagement is pivotal for video game success, yet achieving the optimal difficulty level that adapts to diverse player skills remains a significant challenge. Initial difficulty settings in games often fail to accommodate the evolving abilities of players, necessitating adaptive difficulty mechanisms [...] Read more.
Maintaining player engagement is pivotal for video game success, yet achieving the optimal difficulty level that adapts to diverse player skills remains a significant challenge. Initial difficulty settings in games often fail to accommodate the evolving abilities of players, necessitating adaptive difficulty mechanisms to keep the gaming experience engaging. This study introduces a custom first-person-shooter (FPS) game to explore Dynamic Difficulty Adjustment (DDA) techniques, leveraging both performance metrics and emotional responses gathered from physiological sensors. Through a within-subjects experiment involving casual and experienced gamers, we scrutinized the effects of various DDA methods on player performance and self-reported game perceptions. Contrary to expectations, our research did not identify a singular, most effective DDA strategy. Instead, findings suggest a complex landscape where no one approach—be it performance-based, emotion-based, or a hybrid—demonstrably surpasses static difficulty settings in enhancing player engagement or game experience. Noteworthy is the data’s alignment with Flow Theory, suggesting potential for the Emotion DDA technique to foster engagement by matching challenges to player skill levels. However, the overall modest impact of DDA on performance metrics and emotional responses highlights the intricate challenge of designing adaptive difficulty that resonates with both the mechanical and emotional facets of gameplay. Our investigation contributes to the broader dialogue on adaptive game design, emphasizing the need for further research to refine DDA approaches. By advancing our understanding and methodologies, especially in emotion recognition, we aim to develop more sophisticated DDA strategies. These strategies aspire to dynamically align game challenges with individual player states, making games more accessible, engaging, and enjoyable for a wider audience. Full article
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22 pages, 12926 KiB  
Article
An Augmented Reality Application for Wound Management: Enhancing Nurses’ Autonomy, Competence and Connectedness
by Carina Albrecht-Gansohr, Lara Timm, Sabrina C. Eimler and Stefan Geisler
Virtual Worlds 2024, 3(2), 208-229; https://doi.org/10.3390/virtualworlds3020011 - 3 Jun 2024
Viewed by 960
Abstract
The use of Augmented Reality glasses opens up many possibilities in hospital care, as they facilitate treatments and their documentation. In this paper, we present a prototype for the HoloLens 2 supporting wound care and documentation. It was developed in a participatory process [...] Read more.
The use of Augmented Reality glasses opens up many possibilities in hospital care, as they facilitate treatments and their documentation. In this paper, we present a prototype for the HoloLens 2 supporting wound care and documentation. It was developed in a participatory process with nurses using the positive computing paradigm, with a focus on the improvement of the working conditions of nursing staff. In a qualitative study with 14 participants, the factors of autonomy, competence and connectedness were examined in particular. It was shown that good individual adaptability and flexibility of the system with respect to the work task and personal preferences lead to a high degree of autonomy. The availability of the right information at the right time strengthens the feeling of competence. On the one hand, the connection to patients is increased by the additional information in the glasses, but on the other hand, it is hindered by the unusual appearance of the device and the lack of eye contact. In summary, the potential of Augmented Reality glasses in care was confirmed, and approaches for a well-being-centered system design were identified but, at the same time, a number of future research questions, including the effects on patients, were also identified. Full article
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24 pages, 3197 KiB  
Article
Tactile Speech Communication: Reception of Words and Two-Way Messages through a Phoneme-Based Display
by Jaehong Jung, Charlotte M. Reed, Juan S. Martinez and Hong Z. Tan
Virtual Worlds 2024, 3(2), 184-207; https://doi.org/10.3390/virtualworlds3020010 - 7 May 2024
Cited by 1 | Viewed by 1122
Abstract
The long-term goal of this research is the development of a stand-alone tactile device for the communication of speech for persons with profound sensory deficits as well as for applications for persons with intact hearing and vision. Studies were conducted with a phoneme-based [...] Read more.
The long-term goal of this research is the development of a stand-alone tactile device for the communication of speech for persons with profound sensory deficits as well as for applications for persons with intact hearing and vision. Studies were conducted with a phoneme-based tactile display of speech consisting of a 4-by-6 array of tactors worn on the dorsal and ventral surfaces of the forearm. Unique tactile signals were assigned to the 39 English phonemes. Study I consisted of training and testing on the identification of 4-phoneme words. Performance on a trained set of 100 words averaged 87% across the three participants and generalized well to a novel set of words (77%). Study II consisted of two-way messaging between two users of TAPS (TActile Phonemic Sleeve) for 13 h over 45 days. The participants conversed with each other by inputting text that was translated into tactile phonemes sent over the device. Messages were identified with an accuracy of 73% correct in conjunction with 82% of the words. Although rates of communication were slow (roughly 1 message per minute), the results obtained with this ecologically valid procedure represent progress toward the goal of a stand-alone tactile device for speech communication. Full article
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13 pages, 2769 KiB  
Article
Story Starter: A Tool for Controlling Multiple Virtual Reality Headsets with No Active Internet Connection
by Andy T. Woods, Laryssa Whittaker, Neil Smith, Robert Ispas, Jackson Moore, Roderick D. Morgan and James Bennett
Virtual Worlds 2024, 3(2), 171-183; https://doi.org/10.3390/virtualworlds3020009 - 8 Apr 2024
Viewed by 1006
Abstract
Immersive events are becoming increasingly popular, allowing multiple people to experience a range of VR content simultaneously. Onboarders help people do VR experiences in these situations. Controlling VR headsets for others without physically having to put them on first is an important requirement [...] Read more.
Immersive events are becoming increasingly popular, allowing multiple people to experience a range of VR content simultaneously. Onboarders help people do VR experiences in these situations. Controlling VR headsets for others without physically having to put them on first is an important requirement here, as it streamlines the onboarding process and maximizes the number of viewers. Current off-the-shelf solutions require headsets to be connected to a cloud-based app via an active internet connection, which can be problematic in some locations. To address this challenge, we present Story Starter, a solution that enables the control of VR headsets without an active internet connection. Story Starter can start, stop, and install VR experiences, adjust device volume, and display information such as remaining battery life. We developed Story Starter in response to the UK-wide StoryTrails tour in the summer of 2022, which was held across 15 locations and attracted thousands of attendees who experienced a range of immersive content, including six VR experiences. Story Starter helped streamline the onboarding process by allowing onboarders to avoid putting the headset on themselves to complete routine tasks such as selecting and starting experiences, thereby minimizing COVID risks. Another benefit of not needing an active internet connection was that our headsets did not automatically update at inconvenient times, which we have found sometimes to break experiences. Converging evidence suggests that Story Starter was well-received and reliable. However, we also acknowledge some limitations of the solution and discuss several next steps we are considering. Full article
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14 pages, 267 KiB  
Article
APIs in the Metaverse—A Systematic Evaluation
by Marius Traub and Markus Weinberger
Virtual Worlds 2024, 3(2), 157-170; https://doi.org/10.3390/virtualworlds3020008 - 8 Apr 2024
Viewed by 1031
Abstract
One of the most critical challenges for the success of the Metaverse is interoperability amongst its virtual platforms and worlds. In this context, application programming interfaces (APIs) are essential. This study analyzes a sample of 15 Metaverse platforms. In the first step, the [...] Read more.
One of the most critical challenges for the success of the Metaverse is interoperability amongst its virtual platforms and worlds. In this context, application programming interfaces (APIs) are essential. This study analyzes a sample of 15 Metaverse platforms. In the first step, the availability of publicly accessible APIs was examined. For those platforms offering an API, i.e., Decentraland, Second Life, Voxels, Roblox, Axie Infinity, Upland, and VRChat, the available API contents were collected, analyzed, and presented in the paper. The results show that only a few Metaverse platforms offer APIs at all. In addition, the available APIs are very diverse and heterogeneous. Information is somewhat fragmented, requiring access to several APIs to compile a comprehensive data set. Thus, standardized APIs will enable better interoperability and foster a more seamless and immersive user experience in the Metaverse. Full article
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