Magnus Moar | Middlesex University (original) (raw)
Papers by Magnus Moar
Public trial of Translocational (GPS enabled) audio drama created as part of the Locating Drama r... more Public trial of Translocational (GPS enabled) audio drama created as part of the Locating Drama research project in collaboration with the BBC at the BBC Radio 3 Free Thinking Festival of Arts and Ideas in Liverpool
Magnus Moar, Dec 10, 2020
This is an annotated version of the original Fellow Creatures 360 VR video. It introduces the mai... more This is an annotated version of the original Fellow Creatures 360 VR video. It introduces the main video and includes annotations which identify key moments in the play regarding, mise en scene, immersion, voyeurism and technical issues
Fellow Creature 360° VR video (Moar and Charlton 2017) is a virtual reality (VR) video based on a... more Fellow Creature 360° VR video (Moar and Charlton 2017) is a virtual reality (VR) video based on an original stage play by Charlton (2009)
’Ere Be Dragons is a game which integrates a scientific exploration within a playful experience, ... more ’Ere Be Dragons is a game which integrates a scientific exploration within a playful experience, combining artistic, scientific and technological methodologies. It offers a creative experience, encouraging members of the public to take part in physical activity, engaging in a journey involving walking around their environment. We explore here the route from intention to implementation,
We describe and evaluate five different level design independent modes of handling camera behavio... more We describe and evaluate five different level design independent modes of handling camera behavior in the 3rd person game LizzE – And the Light of Dreams in Virtual Reality. The behavior of the different modes will each be illustrated in detail. To evaluate the modes A: Fast circling, B: Lazy Circling, C: No Circling, D: Blink circling and E: Buffered pulling, an experimental study with 33 subjects was conducted. An analysis of the resulting data will show why Buffered pulling seems to be the most promising of the examined modes. We elaborate on the quantitative and qualitative hybrid experiment design and methodology. Eventually the advantages and disadvantages of the five tested modes are discussed in terms of supporting the gameplay, player enjoyment, in game performance and the tendency to induce nausea.
A 3D online / web app, designed and programmed by Ben Wheele with the assistance of Dr Magnus Moa... more A 3D online / web app, designed and programmed by Ben Wheele with the assistance of Dr Magnus Moar. Project commissioned by the artist Silas Inoue for the exhibition ‘Animo Acids’, 2017. The exhibition received funding from the Danish Arts Foundation, Grosser L. F. Foghts Fond, and Ragnvald og Ida Blix' Fond. The project was created using Unity 3D and published in html5. The animation is driven live on the web using real-time statistics from the UN and the Population Reference Bureau of the increasing world population.
In this paper, we describe an experiment outline on investigating design and user experience rela... more In this paper, we describe an experiment outline on investigating design and user experience related aspects of several virtual reality locomotion and virtual object interaction mechanics. These mechanics will be based on consumer hardware like a common game controllers, an infrared hand and finger tracking device, VR hand controllers and an omnidirectional treadmill. Corresponding related work will contextualize and motivate this research. The projected experimental study will be based on user test sessions with a specifically developed 1st person VR puzzle horror game, called Gooze. A hybrid approach of self-assessment, in-game parameter tracking and session observations will be proposed for the investigation. Statistical analysis methods will be suggested to evaluate results. Furthermore, this paper will give an overview of the game and elaborate on design, gameplay and user experience related insights of already conducted informal pre-studies with it.
Computers possess a unique range of properties to assist the learning of Mathematics and Science.... more Computers possess a unique range of properties to assist the learning of Mathematics and Science. Of particular importance is their interactivity, exemplified by supporting Direct Manipulation, Memory Augmentation, Qualitative Reasoning, Conflict Resolution and the presentation of Counter-Factual examples. This paper describes two ways in which these properties have been explored. Firstly, in the design of an 'alternate realities' simulation for exploring horizontal motion. Secondly, by focusing on the importance of internal and self-generated external visual representations in problem solving, the design of a combined animation / modelling system is suggested.
Handbook of Research on Information Technology Management and Clinical Data Administration in Healthcare
The chapter describes the development of a prototype digital game which was designed to make play... more The chapter describes the development of a prototype digital game which was designed to make players more aware of the health consequences of their behaviours. The emphasis was on enabling players to become more aware of the performance of their heart–but without setting them targets, prescribing fitness programmes, or in any other way making them feel that they were doing ‘work’ or ‘exercise’. A prototype developed principally by artists and designers rather than by health professionals, the game has so far only been evaluated informally, and no longitudinal studies have been undertaken. Nevertheless, some interesting issues have been raised. These include the use of digital gameplay as a potential means to modify attitudes and behaviours; the possible benefits of live feedback during use as distinct from retrospective review of performance; and the success of this project in terms of multidisciplinary collaboration. Since few projects have been based on live heart-rate, the chapte...
Persuasive Technology, 2012
Computers & Education, 2012
Computers & Education, 2012
Studies with computer-experienced children in the UK and less experienced in Ukraine explored the... more Studies with computer-experienced children in the UK and less experienced in Ukraine explored the potential for VEs in teaching historical chronology to middle-school children aged 1012 years old. Active fly-through VEs had been previously used successfully with primary ...
This short invited chapter, illustrated, considers changes in our experience of the city brought ... more This short invited chapter, illustrated, considers changes in our experience of the city brought about by the use of personal, portable, location-sensitive media devices. The project to which this relates is 'Ere be Dragons, a locative media technology project concerned with the ...
… -A Reader for …, 2007
Commuting is dull, especially if it involves a long walk which is the same every day: the boring ... more Commuting is dull, especially if it involves a long walk which is the same every day: the boring shops, the dreary pavement, which even listening to an MP3 player cannot make enjoyable. How much more tempting to go by car or other transport. Could this preference be ...
The paper argues that the experience of viewing 360° historical scenes, either within the "r... more The paper argues that the experience of viewing 360° historical scenes, either within the "real" environment of the panorama or contemporary "virtual" environments, arises in part from the attraction of the affecting experience. Tracing a line from ancient Greece and Rome through to contemporary technological innovations in Virtual Reality, we explore an idea that what links all of these experiences is not solely a response to social, political or historical streams but a manifestation of a pan-historical human desire for the Dionysiac. Using texts by theorists as diverse as Nietzsche, Baudrillard, Rheingold, Gibson and Shaviro, we suggest that the impetus for viewing historical scenes within 360° environments is at least partly involved in wanting to go beyond spectatorship and intellectual curiousity, towards presence and intoxication. Attempts to tease out the ideological content of an immersive experience must be done in the context of the craving of audience...
Proceedings of Game-On’2017 the 18th International Conference on intelligent Games and Simulation, 2017
In this paper, we describe an experiment outline on investigating design and user experience rela... more In this paper, we describe an experiment outline on investigating design and user experience related aspects of several virtual reality locomotion and virtual object interaction mechanics. These mechanics will be based on consumer hardware like a common game controllers, an infrared hand and finger tracking device, VR hand controllers and an omni-directional treadmill. Corresponding related work will contextualize and motivate this research. The projected experimental study will be based on user test sessions with a specifically developed 1 st person VR puzzle horror game, called Gooze. A hybrid approach of self-assessment, in-game parameter tracking and session observations will be proposed for the investigation. Statistical analysis methods will be suggested to evaluate results. Furthermore, this paper will give an overview of the game and elaborate on design, gameplay and user experience related insights of already conducted informal pre-studies with it.
In the following, we discuss the process of applying virtual reality to digital games. We named t... more In the following, we discuss the process of applying virtual reality to digital games. We named this process “VRification” and will elaborate on some of its opportunities and issues. Based on a literature survey and professional practice, this work covers several examples of VR games, which were intended as such from the beginning (Job Simulator and Lucky’s Tale) and others, which were ported to VR after their initial release (DOOM VR and LizzE). We conclude that, for VR games, it is essential to be optimized for the full potential of targeted interface technologies. Furthermore, porting former-non-VR games to VR can create successful user experiences, when aiming for the same high standard of optimization, especially regarding simulator sickness.
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts, 2017
International Journal of Performance Arts and Digital Media
Public trial of Translocational (GPS enabled) audio drama created as part of the Locating Drama r... more Public trial of Translocational (GPS enabled) audio drama created as part of the Locating Drama research project in collaboration with the BBC at the BBC Radio 3 Free Thinking Festival of Arts and Ideas in Liverpool
Magnus Moar, Dec 10, 2020
This is an annotated version of the original Fellow Creatures 360 VR video. It introduces the mai... more This is an annotated version of the original Fellow Creatures 360 VR video. It introduces the main video and includes annotations which identify key moments in the play regarding, mise en scene, immersion, voyeurism and technical issues
Fellow Creature 360° VR video (Moar and Charlton 2017) is a virtual reality (VR) video based on a... more Fellow Creature 360° VR video (Moar and Charlton 2017) is a virtual reality (VR) video based on an original stage play by Charlton (2009)
’Ere Be Dragons is a game which integrates a scientific exploration within a playful experience, ... more ’Ere Be Dragons is a game which integrates a scientific exploration within a playful experience, combining artistic, scientific and technological methodologies. It offers a creative experience, encouraging members of the public to take part in physical activity, engaging in a journey involving walking around their environment. We explore here the route from intention to implementation,
We describe and evaluate five different level design independent modes of handling camera behavio... more We describe and evaluate five different level design independent modes of handling camera behavior in the 3rd person game LizzE – And the Light of Dreams in Virtual Reality. The behavior of the different modes will each be illustrated in detail. To evaluate the modes A: Fast circling, B: Lazy Circling, C: No Circling, D: Blink circling and E: Buffered pulling, an experimental study with 33 subjects was conducted. An analysis of the resulting data will show why Buffered pulling seems to be the most promising of the examined modes. We elaborate on the quantitative and qualitative hybrid experiment design and methodology. Eventually the advantages and disadvantages of the five tested modes are discussed in terms of supporting the gameplay, player enjoyment, in game performance and the tendency to induce nausea.
A 3D online / web app, designed and programmed by Ben Wheele with the assistance of Dr Magnus Moa... more A 3D online / web app, designed and programmed by Ben Wheele with the assistance of Dr Magnus Moar. Project commissioned by the artist Silas Inoue for the exhibition ‘Animo Acids’, 2017. The exhibition received funding from the Danish Arts Foundation, Grosser L. F. Foghts Fond, and Ragnvald og Ida Blix' Fond. The project was created using Unity 3D and published in html5. The animation is driven live on the web using real-time statistics from the UN and the Population Reference Bureau of the increasing world population.
In this paper, we describe an experiment outline on investigating design and user experience rela... more In this paper, we describe an experiment outline on investigating design and user experience related aspects of several virtual reality locomotion and virtual object interaction mechanics. These mechanics will be based on consumer hardware like a common game controllers, an infrared hand and finger tracking device, VR hand controllers and an omnidirectional treadmill. Corresponding related work will contextualize and motivate this research. The projected experimental study will be based on user test sessions with a specifically developed 1st person VR puzzle horror game, called Gooze. A hybrid approach of self-assessment, in-game parameter tracking and session observations will be proposed for the investigation. Statistical analysis methods will be suggested to evaluate results. Furthermore, this paper will give an overview of the game and elaborate on design, gameplay and user experience related insights of already conducted informal pre-studies with it.
Computers possess a unique range of properties to assist the learning of Mathematics and Science.... more Computers possess a unique range of properties to assist the learning of Mathematics and Science. Of particular importance is their interactivity, exemplified by supporting Direct Manipulation, Memory Augmentation, Qualitative Reasoning, Conflict Resolution and the presentation of Counter-Factual examples. This paper describes two ways in which these properties have been explored. Firstly, in the design of an 'alternate realities' simulation for exploring horizontal motion. Secondly, by focusing on the importance of internal and self-generated external visual representations in problem solving, the design of a combined animation / modelling system is suggested.
Handbook of Research on Information Technology Management and Clinical Data Administration in Healthcare
The chapter describes the development of a prototype digital game which was designed to make play... more The chapter describes the development of a prototype digital game which was designed to make players more aware of the health consequences of their behaviours. The emphasis was on enabling players to become more aware of the performance of their heart–but without setting them targets, prescribing fitness programmes, or in any other way making them feel that they were doing ‘work’ or ‘exercise’. A prototype developed principally by artists and designers rather than by health professionals, the game has so far only been evaluated informally, and no longitudinal studies have been undertaken. Nevertheless, some interesting issues have been raised. These include the use of digital gameplay as a potential means to modify attitudes and behaviours; the possible benefits of live feedback during use as distinct from retrospective review of performance; and the success of this project in terms of multidisciplinary collaboration. Since few projects have been based on live heart-rate, the chapte...
Persuasive Technology, 2012
Computers & Education, 2012
Computers & Education, 2012
Studies with computer-experienced children in the UK and less experienced in Ukraine explored the... more Studies with computer-experienced children in the UK and less experienced in Ukraine explored the potential for VEs in teaching historical chronology to middle-school children aged 1012 years old. Active fly-through VEs had been previously used successfully with primary ...
This short invited chapter, illustrated, considers changes in our experience of the city brought ... more This short invited chapter, illustrated, considers changes in our experience of the city brought about by the use of personal, portable, location-sensitive media devices. The project to which this relates is 'Ere be Dragons, a locative media technology project concerned with the ...
… -A Reader for …, 2007
Commuting is dull, especially if it involves a long walk which is the same every day: the boring ... more Commuting is dull, especially if it involves a long walk which is the same every day: the boring shops, the dreary pavement, which even listening to an MP3 player cannot make enjoyable. How much more tempting to go by car or other transport. Could this preference be ...
The paper argues that the experience of viewing 360° historical scenes, either within the "r... more The paper argues that the experience of viewing 360° historical scenes, either within the "real" environment of the panorama or contemporary "virtual" environments, arises in part from the attraction of the affecting experience. Tracing a line from ancient Greece and Rome through to contemporary technological innovations in Virtual Reality, we explore an idea that what links all of these experiences is not solely a response to social, political or historical streams but a manifestation of a pan-historical human desire for the Dionysiac. Using texts by theorists as diverse as Nietzsche, Baudrillard, Rheingold, Gibson and Shaviro, we suggest that the impetus for viewing historical scenes within 360° environments is at least partly involved in wanting to go beyond spectatorship and intellectual curiousity, towards presence and intoxication. Attempts to tease out the ideological content of an immersive experience must be done in the context of the craving of audience...
Proceedings of Game-On’2017 the 18th International Conference on intelligent Games and Simulation, 2017
In this paper, we describe an experiment outline on investigating design and user experience rela... more In this paper, we describe an experiment outline on investigating design and user experience related aspects of several virtual reality locomotion and virtual object interaction mechanics. These mechanics will be based on consumer hardware like a common game controllers, an infrared hand and finger tracking device, VR hand controllers and an omni-directional treadmill. Corresponding related work will contextualize and motivate this research. The projected experimental study will be based on user test sessions with a specifically developed 1 st person VR puzzle horror game, called Gooze. A hybrid approach of self-assessment, in-game parameter tracking and session observations will be proposed for the investigation. Statistical analysis methods will be suggested to evaluate results. Furthermore, this paper will give an overview of the game and elaborate on design, gameplay and user experience related insights of already conducted informal pre-studies with it.
In the following, we discuss the process of applying virtual reality to digital games. We named t... more In the following, we discuss the process of applying virtual reality to digital games. We named this process “VRification” and will elaborate on some of its opportunities and issues. Based on a literature survey and professional practice, this work covers several examples of VR games, which were intended as such from the beginning (Job Simulator and Lucky’s Tale) and others, which were ported to VR after their initial release (DOOM VR and LizzE). We conclude that, for VR games, it is essential to be optimized for the full potential of targeted interface technologies. Furthermore, porting former-non-VR games to VR can create successful user experiences, when aiming for the same high standard of optimization, especially regarding simulator sickness.
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts, 2017
International Journal of Performance Arts and Digital Media