How to behave as Alice in Wonderland–about boredom and curiosity

Joran van Aart, Christoph Bartneck, Jun Hu, Matthias Rauterberg, Ben Salem Bernard

    Research output: Contribution to journalArticle

    21 Citations (Scopus)

    Abstract

    In the context of cultural computing, we created a mixed reality environment that influences user affect and evokes predefined user behaviour. The theoretical challenge is applying persuasive design to virtual and augmented reality. Based on begin of the story ‘Alice’s in adventures in Wonderland’ users play the role of the character Alice in a park scene (the first stage out of a total of six). The mixed reality environment ALICE is designed for users to experience the same sequence of emotional and behavioural states as Alice did in her quest through surreal locations and events. This particular study addresses the sequential arousal and interdependencies of two drives: boredom and curiosity. Based on literature, we introduce general design guidelines for arousing boredom and explain how boredom can result in curiosity. We report on the design and redesign of the park environment with the entrance to the rabbit hole. In an experiment effectively arousing boredom can be demonstrated. Based on the experimental results we redesigned the park environment. In a second experiment effectively arousing curiosity was shown so that the particular sequence of events (e.g. appearance of the ‘White rabbit’ robot) had a significant positive influence on the arousal of curiosity and on triggering and guiding intended user behaviour.
    Original languageEnglish
    Pages (from-to)125-137
    JournalEntertainment Computing
    Volume1
    Issue number3-4
    DOIs
    Publication statusPublished - Dec 2010

    Keywords

    • Affective computing
    • boredom
    • cultural computing
    • curiosity
    • emotion
    • exploration
    • mixed reality
    • persuasion
    • un-consciousness
    • user experience

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