IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

An Interactive Space as a Creature: Mechanisms of Agency Attribution and Autotelic Experience

An Interactive Space as a Creature: Mechanisms of Agency Attribution and Autotelic Experience
View Sample PDF
Author(s): Ulysses Bernardet (Simon Fraser University, Vancouver, Canada), Jaume Subirats Aleixandri (Universitat Pompeu Fabra, Barcelona, Spain) and Paul F.M.J. Verschure (Universitat Pompeu Fabra, Barcelona, Spain)
Copyright: 2017
Volume: 1
Issue: 1
Pages: 15
Source title: International Journal of Virtual and Augmented Reality (IJVAR)
Editor(s)-in-Chief: Cristina Portales Ricart (Universitat de Valencia, Spain) and Marcos Fernández Marin (Universidad de Valencia, Spain)
DOI: 10.4018/ijvar.2017010101

Purchase

View An Interactive Space as a Creature: Mechanisms of Agency Attribution and Autotelic Experience on the publisher's website for pricing and purchasing information.

Abstract

Interacting with an animal is a highly immersing and satisfactory experience. How can interaction with an artifact can be imbued with the quality of an interaction with a living being? The authors propose a theoretical relationship that puts the predictability of the human-artifact interaction at the center of the attribution of agency and experience of “flow.” They empirically explored three modes of interaction that differed in the level of predictability of the interactive space's behavior. The results of the authors' study give support to the notion that there is a sweet spot of predictability in the reactions of the space that leads users to perceive the space as a creature. Flow factors discriminated between the different modes of interaction and showed the expected nonlinear relationship with the predictability of the interaction. The authors' results show that predictability is a key factor to induce an attribution of agency, and they hope that their study can contribute to a more systematic approach to designing satisfactory and rich interaction between humans and machines.

Related Content

The Effect of Augmented and Virtual Reality Interfaces in the Creative Design Process
Tilanka Chandrasekera, So-Yeon Yoon. © 2018. 13 pages.
View Details View Details PDF Full Text View Sample PDF
Virtual Worlds and Well-Being: Meditating with Sanctuarium
Laura L. Downey, Maxine S. Cohen. © 2018. 18 pages.
View Details View Details PDF Full Text View Sample PDF
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions
Elisa Pedroli, Silvia Serino, Federica Pallavicini, Pietro Cipresso, Giuseppe Riva. © 2018. 16 pages.
View Details View Details PDF Full Text View Sample PDF
A Virtual-Reality Approach for the Assessment and Rehabilitation of Multitasking Deficits
Otmar Bock, Uwe Drescher, Wim van Winsum, Thomas F Kesnerus, Claudia Voelcker-Rehage. © 2018. 11 pages.
View Details View Details PDF Full Text View Sample PDF
Lessons Learned from the Design and Development of Vehicle Simulators: A Case Study with Three Different Simulators
Sergio Casas, Silvia Rueda. © 2018. 22 pages.
View Details View Details PDF Full Text View Sample PDF
An Interactive Space as a Creature: Mechanisms of Agency Attribution and Autotelic Experience
Ulysses Bernardet, Jaume Subirats Aleixandri, Paul F.M.J. Verschure. © 2017. 15 pages.
View Details View Details PDF Full Text View Sample PDF
Preparing for the Forthcoming Industrial Revolution: Beyond Virtual Worlds Technologies for Competence Development and Learning
Albena Antonova. © 2017. 13 pages.
View Details View Details PDF Full Text View Sample PDF
Body Bottom