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Clémentine Helfenstein-Didier

dblp:344/3659 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-3197-601XORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
VR experience
0.812024
Influence of Scenarios and Player Traits on Flow in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Games and playful interaction › game design
game mechanics
0.212024
Influence of Scenarios and Player Traits on Flow in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Games and playful interaction
player experience
0.212024
Influence of Scenarios and Player Traits on Flow in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024

Methods — techniques the papers use, named apart from their topics

user study · 1.5flow measurement · 1.5
YearPublicationVenuePosition
2024 Influence of Scenarios and Player Traits on Flow in Virtual Reality
abstract
Many studies have investigated how interpersonal differences between users influence their experience in Virtual Reality (VR) and it is now well recognized that user's subjective experiences and responses to the same VR environment can vary widely. In this study, we focus on player traits, which correspond to users' preferences for game mechanics, arguing that players react differently when experiencing VR scenarios. We developed three scenarios in the same VR environment that rely on different game mechanics, and evaluate the influence of the scenarios, the player traits and the time of practice of the VR environment on users' perceived flow. Our results show that 1) the type of scenario has an impact on specific dimensions of flow; 2) the scenarios have different effects on flow depending on the order they are performed, the flow preconditions being stronger when performed at last; 3) almost all dimensions of flow are influenced by the player traits, these influences depending on the scenario, 4) the Aesthetic trait has the most influences in the three scenarios. We finally discuss the findings and limitations of the present study that we believe have strong implications for the design of scenarios in VR experiences.
Élise Lavoué, Sophie Villenave, Audrey Serna, Clémentine Helfenstein-Didier, Patrick Baert, Guillaume Lavoué
IEEE Trans. Vis. Comput. Graph.4