Papers by Daniel Pietschmann

Identifying the Cognitive Mechanism Behind Breaks in Presence using Measures of Attention
Presence is the perceptual illusion of non-mediation in virtual environments with breaks in prese... more Presence is the perceptual illusion of non-mediation in virtual environments with breaks in presence (BIPs) marking events where the user’s attention is shifted away from the virtual to the physical environment. Using the concept of BIP allows to investigate specific episodes during virtual encounters, where the state of presence is interrupted. Orienting responses have been identified as a promising cognitive mechanism behind BIPs. However, the differences of orienting to narrative stimuli versus BIPs remains to be investigated. In the current study, we combined established psychophysiological measures of orienting (ECG, GSR) with psychophysiological (pupil dilation) and behavioral measures (STRT) of attention. BIPs are considered to elicit stronger orienting responses and require more cognitive resources. In an experiment, participants navigated through a virtual environment while having to react to narrative and external (BIPs) stimuli. While the data collection has been completed, results from the analysis will be discussed at the conference
Construct Validity of Measures for Aggression
This project investigates the validity of some of the established measures for aggression, which ... more This project investigates the validity of some of the established measures for aggression, which are typically employed for research on the effects of violent video games.

Visualizing hierarchical structures is of great importance in many economic and scientific applic... more Visualizing hierarchical structures is of great importance in many economic and scientific applications. Many different approaches have been developed and enhanced in the last decades. Each of them claims specific advantages over competing methods, usually referring to visual or structural properties. Although several user studies investigated the usefulness of specific approaches, for practitioners it often remains unclear what the practical advantages of the approaches are and in which contexts they are useful. In our user study, we systematically investigated the value of three frequently used visualization types for the intuitive understanding of hierarchical data: treemap, icicle plot, and nodelink. We measured user performance in terms of correctness and time and tracked eye movements for each participant. The results regarding the user performance revealed that nodelink and icicle plot yield expected and comparable results, whereas treemap is only exceeding chance level for o...

A Modified Secondary Task Reaction Time Paradigm for Research on Breaks in Presence
Breaks in presence are considered a promising approach to investigate events where users are pull... more Breaks in presence are considered a promising approach to investigate events where users are pulled out of their virtual experiences. In this paper, we argue that this methodology may also provide insights into the cognitive processes behind the presence experience. To this end, we combined breaks in presence with a modified version of the secondary task reaction times paradigm and psychophysiological measures to tap into the attentional processes behind presence experiences. 69 participants played a modified video game, during which they had to react to sounds that were either part of the story or unrelated (breaks in presence) as a secondary task. We measured their reaction times to both sound types, skin conductance responses and heart rate variability. Participants reacted equally fast to virtual and BIP-eliciting stimuli. Both types of stimuli elicit orienting responses with our virtual stimulus leading to stronger responses and habitualization. Avenues for future research are discussed
International Journal of Human-Computer Studies, 2019
Player-avatar interactions (PAX) are central to videogaming experiences and effects. A PAX me... more Player-avatar interactions (PAX) are central to videogaming experiences and effects. A PAX metric valid across languages would facilitate cross-cultural comparisons. A common solution is developed for English, traditional Chinese, German languages. One dimension is validated: anthropomorphic autonomy. Three dimensions are refined: relational closeness, critical concern, sense of control.

Die vorliegende Arbeit untersucht die Auswirkung von reichhaltigen, natürlichen Eingabe- und Ausg... more Die vorliegende Arbeit untersucht die Auswirkung von reichhaltigen, natürlichen Eingabe- und Ausgabeinformationen in virtuellen Umgebungen in Form von Natural Mapping und Stereoskopie. Dabei steht insbesondere die Kombination der Ein- und Ausgabemodalitäten mit dem damit verbundenen Interaktionsgegenstand im Fokus. Auf Basis von mentalen Modellen werden Transferprozesse von Wissen und Fertigkeiten bezüglich realer Handlungen auf virtuelle Handlungen angenommen. Diese resultieren in einer potenziell höheren User Experience und Performance bei der Interaktion. Spatial Mapping wird als Konzept der räumlichen Übereinstimmung von Wahrnehmungsräumen der Ein- und Ausgabeinformationen eingeführt und damit als holistische Erweiterung von Natural Mapping verstanden. Spatial Mapping bezeichnet in der vorliegenden Arbeit den Grad der Verknüpfung der physikalischen und virtuellen Umgebung, sodass Nutzer im Idealfall eine isomorphe Abbildung der beiden Wahrnehmungsräume erfahren und notwendige Tr...
Proceedings of the Media Psychology Division. 11th Conference of the Media Psychology Division 2019, German Psychological Society
The conference proceedings contain all accepted submissions from the 11th Conference of the Media... more The conference proceedings contain all accepted submissions from the 11th Conference of the Media Psychology Division 2019.Im Konferenzband werden sämtliche angenommenen Beiträge der 11ten Konferenz der Fachgruppe für Medienpsychologie 2019 veröffentlicht
The MMORPG Designer’s Journey
New Perspectives on the Social Aspects of Digital Gaming, 2017
Transmedia storytelling involves unfolding narratives across multiple media platforms, with each ... more Transmedia storytelling involves unfolding narratives across multiple media platforms, with each text making a distinctive and valuable contribution to the whole. Transmedia narratives for children have several limitations, as they require advanced media-literacy skills and appropriate cognitive, emotional, and moral development. Transmedia consumers are more involved in the story than single-medium consumers, resulting in more engagement, intrinsic motivation, and media enjoyment. Many modern entertainment franchises have been created for cross-generational appeal, with media extensions specifically targeting child audiences. This article discusses children's cognitive limitations and their relevance for transmedia narratives. These limitations are illustrated using an analysis of Disney's Cars transmedia franchise.
Affecting Explicit and Implicit Body Image with Thin-Idealized Avatars in Virtual Reality: The Role of Sense of Embodiment
Cyberpsychology, Behavior, and Social Networking

Taking space literally: reconceptualizing the effects of stereoscopic representation on user experience
ABSTRACT Recently, entertainment media has undergone a rapid evolution towards stereoscopic repre... more ABSTRACT Recently, entertainment media has undergone a rapid evolution towards stereoscopic representation with industry claims of enriched user experiences (UX). These developments resulted in increased research on stereoscopic representation and its effects on UX. However, studies reported mostly negative and little to no beneficial effects of stereoscopic technology. In this paper, we argue that previous research on games primarily concentrated on direct effects of stereoscopic representation without considering interaction processes between input and output modalities. For stereoscopy to positively affect UX, the additional information this technology provides, i.e. binocular spatial depth cues, has to be relevant to the gaming experience and link the input and the output spaces the player interacts in. Based on the concept of mental models, we present a theory of interaction models that assumes a meaningful spatial mapping of game content, input, and output information channels.
Novelty and Learning Effects in the Enjoyment of Naturally Mapped Video Game Controllers (supplementary material)
Spatial Mapping in virtuellen Umgebungen: Relevanz räumlicher Informationen für die User Experience und Aufgabenleistung
Towards a New Research Paradigm for Presence: A Pilot Study of Deriving the State of Presence From a Wide Range of Continuous Data
One Theory Fits All Media? Re-Examining the Factor Structure of the Two-Step Spatial Presence Model Using CFA and SEM
Persuasive Kommunikation in Computerspielen
Seit Menschen miteinander kommunizieren gibt es Persuasion, also das Bestreben, den Kommunikation... more Seit Menschen miteinander kommunizieren gibt es Persuasion, also das Bestreben, den Kommunikationspartner zu beeinflussen. Bereits in der Antike wurde dieses Handwerk in Form der klassischen Rhetorik systematisiert und gezielt eingesetzt. In den vergangenen ...
This briefing paper is aimed at policy makers, senior managers and practitioners who are interest... more This briefing paper is aimed at policy makers, senior managers and practitioners who are interested in an overview of gamebased learning and how it may be used to support effective learning and teaching practice. The paper provides an overview of game-based learning, including the background, policy perspective and benefits and challenges. In addition, the paper provides a section outlining the work that is currently being funded by JISC in support of this area of activity. The aim of the report is to inform readers about game-based learning and to assist those interested in finding out more about the area.
Interdisziplinäre Impulse für den Begriff "Interaktion
Die benutzergerechte Gestaltung interaktiver Systeme ist einer der lebendigsten Schwerpunkte der ... more Die benutzergerechte Gestaltung interaktiver Systeme ist einer der lebendigsten Schwerpunkte der Informationswissenschaft. Die größte Herausforderung für interdisziplinäre Arbeitsfelder wie die Mensch-Computer-Interaktion besteht darin, unterschiedliche Forschungslogiken und Begriffsgebäude produktiv zu vereinen. Besonders deutlich wird das anhand des für die HCI zentralen Begriffs „Interaktion“: Seine häufige Verwendung (auch als „Interaktivität“) steht einer inhaltlichen Unterbestimmtheit gegenüber. Im Hinblick auf dieses Problem präsentieren wir in unserem Beitrag einen Ansatz zur Integration disziplinärer Theoriebestände zur Arbeit am Interaktionsbegriff.
We are slowly getting there: Towards Continuous Assessment of Presence in Virtual Environments
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Papers by Daniel Pietschmann