Corey Carbonara | Baylor University (original) (raw)
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Papers by Corey Carbonara
Sid's Digest Of Technical Papers, Jun 1, 2022
SMPTE Motion Imaging Journal, 2020
SMPTE Journal, 1996
This paper reports on a study conducted by the New Video Technologies Project at Baylor Universit... more This paper reports on a study conducted by the New Video Technologies Project at Baylor University, which examines the effects of different editing machines on the editing process and answers the question, When compared to linear editing machines, to what extent do nonlinear editing machines affect the final product ? The experimental findings show that the nonlinear editing system projects received higher scores and contained fewer mistakes. Additional observations include : (1) a difference between education and industry expectations in learning editing techniques ; (2) students spent more time on the nonlinear system ; and (3) these students' approach to editing was more sophisticated using the nonlinear system.
SMPTE 2015 Annual Technical Conference and Exhibition, 2015
Honorary Membership in the Society recognizes individuals who have performed eminent service in t... more Honorary Membership in the Society recognizes individuals who have performed eminent service in the advancement of engineering in motion pictures, television, or in the allied arts and sciences. Such contributions shall represent substantially a lifetime’s work inasmuch as Honorary Membership shall be the supreme accolade of the Society.
International Journal of Virtual Reality
This study compares watching a film in a traditional theater setting to watching the same film in... more This study compares watching a film in a traditional theater setting to watching the same film in a virtual theater using a virtual reality (VR) head-mounted display (HMD). The study seeks to determine whether watching a film in a virtual theater is a comfortable experience that viewers can tolerate; and whether watching in VR produces similar feelings of identification, transportation, and enjoyment for the films as watching in a traditional theater. Using the Oculus Rift DK2 HMD and the Riftmax virtual theater software, participants watched either Signs or Ferris Bueller's Day Off in a virtual theater. Other participants watched the same films in a traditional theater setting, and independent comparisons were made. Results indicate that over 90% of the VR participants were able to watch the entire movie in the virtual theater, and feelings of identification, transportation, and enjoyment were quite similar between conditions. Differences found were attributable to the films...
Global Perspectives on Technology Transfer and Commercialization, 2011
2007 IEEE International Symposium on Consumer Electronics, 2007
... Corey P. Carbonara, Ph.D. Baylor University One Bear Place, 97368, Waco, TX 76798-7368 ... Th... more ... Corey P. Carbonara, Ph.D. Baylor University One Bear Place, 97368, Waco, TX 76798-7368 ... The 1980s introduced Mattel's Intellivision, Nintendo (Donkey Kong and Super Mario Bros.) and the rise of PC gaming, beginning with the use of the Apple II platform. ...
Games for Health Journal, 2015
This study investigated the processes leading to enjoyment of casual videogames on both mobile de... more This study investigated the processes leading to enjoyment of casual videogames on both mobile devices and console systems. Building upon a foundation in mental models theory and the psychology of play, the study focuses on how performance and experience-based variables impact enjoyment of casual videogames played on mobile devices and console devices. The grounding assumption of this research is that playing videogames produces enjoyment that contributes to mental health in the form of a brief distraction from the stress of daily life, social connections with family and friends through casual gameplay, and, in some cases, a compelling reason to engage in physical activity. A student sample of players (n=363) played a variety of casual games on mobile (iPad(®) or iPod(®) Touch(®) [Apple, Cupertino, CA]) or console (Wii™ [Nintendo, Japan], Xbox(®) 360 Kinect(®) [Microsoft, Redmond, WA], or PS3™ Move [Sony, Tokyo, Japan]) platforms. They then answered a questionnaire assessing their evaluations of the game's interactivity level, their sense of spatial presence in the game, their perception of the game's realism, and, most importantly, their enjoyment. Path analysis demonstrated the interrelationships among these variables. The results show that spatial presence is a powerful predictor of videogame enjoyment for both console- and mobile-based casual games. Patterns of prediction for games on each platform, as demonstrated using path analysis, were similar and aligned with predictions based on mental models and the psychology of play. The psychological theory of play and the mental models perspective offer firm theoretical grounds for understanding how enjoyment is wrought in the process of playing casual games. The relationships among interactivity, spatial presence, perceived reality, and enjoyment hold for games played on handheld or console devices. Furthermore, this study is one of the first to demonstrate these relationships and test them simultaneously, breaking new ground in research on game enjoyment.
Presence: Teleoperators and Virtual Environments, 2014
ABSTRACT In three experiments with U.S. undergraduates, effects of three levels of naturally mapp... more ABSTRACT In three experiments with U.S. undergraduates, effects of three levels of naturally mapped control interfaces were compared on a player's sense of presence, interactivity, realism, and enjoyment in video games. The three levels of naturally mapped control interfaces were: kinesic natural mapping (using the player's body as a game controller), incomplete tangible mapping (using a controller in a way similar to a real object), and realistic tangible mapping (using a controller or an object that directly relates to the real-life activity the game simulates). The results show that levels of interactivity, realism, spatial presence, and enjoyment were consistent across all conditions. However, when performing activities such as table tennis or lightsaber dueling with objects in-hand (incomplete tangible or realistic tangible conditions), perceived reality was a more important predictor of spatial presence. When performing the same activities with empty hands, interactivity emerged as the more important direct predictor of spatial presence. Control interface, therefore, matters greatly to the route by which cognitive processing of games takes place and how enjoyment is produced.
Presence: Teleoperators and Virtual Environments, 2011
This study investigated the impact of new motion-based video game control systems on spatial pres... more This study investigated the impact of new motion-based video game control systems on spatial presence, perceived reality, and enjoyment of video games. In two experiments, university students played video games on either new motion-based (Sony's Move, Microsoft's Kinect, and Nintendo's Wii), or standard video game systems (PS3 and XBOX 360 with gamepads). The results indicate that, in the context of
Sid's Digest Of Technical Papers, Jun 1, 2022
SMPTE Motion Imaging Journal, 2020
SMPTE Journal, 1996
This paper reports on a study conducted by the New Video Technologies Project at Baylor Universit... more This paper reports on a study conducted by the New Video Technologies Project at Baylor University, which examines the effects of different editing machines on the editing process and answers the question, When compared to linear editing machines, to what extent do nonlinear editing machines affect the final product ? The experimental findings show that the nonlinear editing system projects received higher scores and contained fewer mistakes. Additional observations include : (1) a difference between education and industry expectations in learning editing techniques ; (2) students spent more time on the nonlinear system ; and (3) these students' approach to editing was more sophisticated using the nonlinear system.
SMPTE 2015 Annual Technical Conference and Exhibition, 2015
Honorary Membership in the Society recognizes individuals who have performed eminent service in t... more Honorary Membership in the Society recognizes individuals who have performed eminent service in the advancement of engineering in motion pictures, television, or in the allied arts and sciences. Such contributions shall represent substantially a lifetime’s work inasmuch as Honorary Membership shall be the supreme accolade of the Society.
International Journal of Virtual Reality
This study compares watching a film in a traditional theater setting to watching the same film in... more This study compares watching a film in a traditional theater setting to watching the same film in a virtual theater using a virtual reality (VR) head-mounted display (HMD). The study seeks to determine whether watching a film in a virtual theater is a comfortable experience that viewers can tolerate; and whether watching in VR produces similar feelings of identification, transportation, and enjoyment for the films as watching in a traditional theater. Using the Oculus Rift DK2 HMD and the Riftmax virtual theater software, participants watched either Signs or Ferris Bueller's Day Off in a virtual theater. Other participants watched the same films in a traditional theater setting, and independent comparisons were made. Results indicate that over 90% of the VR participants were able to watch the entire movie in the virtual theater, and feelings of identification, transportation, and enjoyment were quite similar between conditions. Differences found were attributable to the films...
Global Perspectives on Technology Transfer and Commercialization, 2011
2007 IEEE International Symposium on Consumer Electronics, 2007
... Corey P. Carbonara, Ph.D. Baylor University One Bear Place, 97368, Waco, TX 76798-7368 ... Th... more ... Corey P. Carbonara, Ph.D. Baylor University One Bear Place, 97368, Waco, TX 76798-7368 ... The 1980s introduced Mattel's Intellivision, Nintendo (Donkey Kong and Super Mario Bros.) and the rise of PC gaming, beginning with the use of the Apple II platform. ...
Games for Health Journal, 2015
This study investigated the processes leading to enjoyment of casual videogames on both mobile de... more This study investigated the processes leading to enjoyment of casual videogames on both mobile devices and console systems. Building upon a foundation in mental models theory and the psychology of play, the study focuses on how performance and experience-based variables impact enjoyment of casual videogames played on mobile devices and console devices. The grounding assumption of this research is that playing videogames produces enjoyment that contributes to mental health in the form of a brief distraction from the stress of daily life, social connections with family and friends through casual gameplay, and, in some cases, a compelling reason to engage in physical activity. A student sample of players (n=363) played a variety of casual games on mobile (iPad(®) or iPod(®) Touch(®) [Apple, Cupertino, CA]) or console (Wii™ [Nintendo, Japan], Xbox(®) 360 Kinect(®) [Microsoft, Redmond, WA], or PS3™ Move [Sony, Tokyo, Japan]) platforms. They then answered a questionnaire assessing their evaluations of the game's interactivity level, their sense of spatial presence in the game, their perception of the game's realism, and, most importantly, their enjoyment. Path analysis demonstrated the interrelationships among these variables. The results show that spatial presence is a powerful predictor of videogame enjoyment for both console- and mobile-based casual games. Patterns of prediction for games on each platform, as demonstrated using path analysis, were similar and aligned with predictions based on mental models and the psychology of play. The psychological theory of play and the mental models perspective offer firm theoretical grounds for understanding how enjoyment is wrought in the process of playing casual games. The relationships among interactivity, spatial presence, perceived reality, and enjoyment hold for games played on handheld or console devices. Furthermore, this study is one of the first to demonstrate these relationships and test them simultaneously, breaking new ground in research on game enjoyment.
Presence: Teleoperators and Virtual Environments, 2014
ABSTRACT In three experiments with U.S. undergraduates, effects of three levels of naturally mapp... more ABSTRACT In three experiments with U.S. undergraduates, effects of three levels of naturally mapped control interfaces were compared on a player's sense of presence, interactivity, realism, and enjoyment in video games. The three levels of naturally mapped control interfaces were: kinesic natural mapping (using the player's body as a game controller), incomplete tangible mapping (using a controller in a way similar to a real object), and realistic tangible mapping (using a controller or an object that directly relates to the real-life activity the game simulates). The results show that levels of interactivity, realism, spatial presence, and enjoyment were consistent across all conditions. However, when performing activities such as table tennis or lightsaber dueling with objects in-hand (incomplete tangible or realistic tangible conditions), perceived reality was a more important predictor of spatial presence. When performing the same activities with empty hands, interactivity emerged as the more important direct predictor of spatial presence. Control interface, therefore, matters greatly to the route by which cognitive processing of games takes place and how enjoyment is produced.
Presence: Teleoperators and Virtual Environments, 2011
This study investigated the impact of new motion-based video game control systems on spatial pres... more This study investigated the impact of new motion-based video game control systems on spatial presence, perceived reality, and enjoyment of video games. In two experiments, university students played video games on either new motion-based (Sony's Move, Microsoft's Kinect, and Nintendo's Wii), or standard video game systems (PS3 and XBOX 360 with gamepads). The results indicate that, in the context of