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A. Fleming Seay

dblp:67/4280 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2007
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

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.

Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 70% Health and well-being technologies · 21% User interface design and tools · 9%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
cybersickness
0.012001
Simulator Sickness and Presence in a High FOV Virtual Environment · VR 2001
Virtual and augmented reality
presence
0.012001
Simulator Sickness and Presence in a High FOV Virtual Environment · VR 2001
Virtual and augmented reality
virtual reality
0.012001
Simulator Sickness and Presence in a High FOV Virtual Environment · VR 2001
User interface design and tools › display design
display configuration
0.012001
Simulator Sickness and Presence in a High FOV Virtual Environment · VR 2001

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

prospective analysis · 0.1longitudinal survey · 0.1user study · 0.1
YearPublicationVenuePosition
2007 Project massive: self-regulation and problematic use of online gaming
abstract
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives. Prospective analysis was used to establish causal and temporal linkages among the repeatedly measured factors. While the data provide some indication that a player's reasons for playing do influence the development of problematic usage, these effects are overshadowed by the central importance of self-regulation in managing both the timing and amount of play. An individual's level of self-regulatory activity is shown to be very important in allowing them to avoid negative outcomes like problematic use. The role of depression is also discussed. With responsible use, online gaming appears to be a healthy recreational activity that provides millions of people with hours of social entertainment and adaptive diversion. However, failure to manage play behavior can lead to feelings of dependency.
A. Fleming Seay, Robert E. Kraut
CHI1
2003 Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games
A. Fleming Seay, William J. Jerome, Kevin Sang Lee, Robert E. Kraut
DiGRA Conference1
2001 Simulator Sickness and Presence in a High FOV Virtual Environment
abstract
As part of a process to identify potential simulator sickness issues with our NAVE (Non-expensive Automatic Virtual Environment), a new virtual environment display system developed at Georgia Tech, we have conducted a study to address the experience of simulator sickness and presence under different display and user role configurations. The NAVE has three 8 feet by 6 feet screens. The two side screens are positioned at 120 degree angles to the central screen to give a three-sided display area that is sixteen feet wide and approximately seven feet deep. This allows for two different field of view configurations, a one-screen set-up that provides a 60 degree FOV, and a three-screen set-up that provides a 180 degree FOV. Users are seated in front of the center screen and navigate with a joystick. The virtual environment used in this study could be displayed in the NAVE stereo-visually or in mono, providing us with a second experimental factor, display fidelity. Lastly, we were interested in determining whether or not the user's role in the environment would affect their experience of simulator sickness and presence as suggested by Stanney and Kennedy (1997). This provided us with our third factor user role, with its two levels, driver and passenger.
A. Fleming Seay, David M. Krum, Larry F. Hodges, William Ribarsky
VR1