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Author

Mark Grimshaw

Other affiliations: University of Bolton
Bio: Mark Grimshaw is an academic researcher from Aalborg University. The author has contributed to research in topics: Uncanny valley & Uncanny. The author has an hindex of 17, co-authored 49 publications receiving 1213 citations. Previous affiliations of Mark Grimshaw include University of Bolton.

Papers
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Journal ArticleDOI
TL;DR: In this article, the authors report the results of a correlation between Game Experience Questionnaire (GEQ) dimensions and EMG/EDA activity and conclude subjective measures could advance our understanding of sonic UX in digital games.

228 citations

Journal ArticleDOI
TL;DR: The results indicate that even fully and expertly animated characters are rated as more uncanny than humans and that, in virtual characters, a lack of facial expression in the upper parts of the face during speech exaggerates the uncanny by inhibiting effective communication of the perceived emotion.

205 citations

Journal Article
TL;DR: Grimshaw and Schott as mentioned in this paper examined the role of sound in enabling player immersion and argued that, even in'realism' FPS games, it may be achieved sonically through a focus on caricature rather than realism.
Abstract: One of the aims of modern First-Person Shooter (FPS) design is to provide an immersive experience to the player. This paper examines the role of sound in enabling such immersion and argues that, even in 'realism' FPS games, it may be achieved sonically through a focus on caricature rather than realism. The paper utilizes and develops previous work in which both a conceptual framework for the design and analysis of run and gun FPS sound is developed and the notion of the relationship between player and FPS soundscape as an acoustic ecology is put forward (Grimshaw and Schott 2007a; Grimshaw and Schott 2007b). Some problems of sound practice and sound reproduction in the game are highlighted and a conceptual solution is proposed.

113 citations

Book
30 Sep 2010
TL;DR: In this article, the authors treat computer game playing as an affective activity, largely guided by the audio-visual aesthetics of game content and the pleasure of gameplay, and they discuss the results of some experiments that investigate game sound and music effects and, finally, they close with a speculative assessment of the future of player-game interaction through affective sound.
Abstract: This chapter treats computer game playing as an affective activity, largely guided by the audio-visual aesthetics of game content (of which, here, we concentrate on the role of sound) and the pleasure of gameplay. To understand the aesthetic impact of game sound on player experience, definitions of emotions are briefly discussed and framed in the game context. This leads to an introduction of empirical methods for assessing physiological and psychological effects of play, such as the affective impact of sonic player-game interaction. The psychological methodology presented is largely based on subjective interpretation of experience, while psychophysiological methodology is based on measurable bodily changes, such as context-dependent, physiological experience. As a means to illustrate both the potential and the difficulties inherent in such methodology we discuss the results of some experiments that investigate game sound and music effects and, finally, we close with a discussion of possible research directions based on a speculative assessment of the future of player-game interaction through affective sound.

94 citations

BookDOI
01 Feb 2014

67 citations


Cited by
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Journal ArticleDOI
TL;DR: The authors consider specifically the neuropathological substrate on which are based the defective memory, ocular motor signs, the ataxia, the global confusional state and the occasional disturbance of olfactory and gustatory function and discuss the relationship between Wernicke's disease and Korsakoff's psychosis.
Abstract: problems in addition to the signs of the Wernicke-Korsakoff syndrome. Many of the patients were closely examined over long periods and the authors make the point that repeated examinations for as long as ten years in some instances allowed them to describe the natural history of the syndrome. and this they do in their third chapter. Again the description of the pathological findings is precise and comprehensive and the authors stress the periventricular distribution of the lesions and their bilateral symmetry. The authors consider specifically the neuropathological substrate on which are based the defective memory, ocular motor signs, the ataxia, the global confusional state and the occasional disturbance of olfactory and gustatory function. They argue a unity between Wernicke's disease and Korsakoff's psychosis and discuss the relationship between these two and alcoholic cerebellar degeneration, central pontine myelinolysis and other myelinolytic syndromes and interestingly discuss the problem of \"alcoholic dementia\" concluding that the nosological status ofalcoholic dementia is by

1,500 citations

01 Jan 2016
TL;DR: The mental representations a dual coding approach is universally compatible with any devices to read, and is available in the digital library an online access to it is set as public so you can download it instantly.
Abstract: mental representations a dual coding approach is available in our digital library an online access to it is set as public so you can download it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Kindly say, the mental representations a dual coding approach is universally compatible with any devices to read.

963 citations

Journal ArticleDOI
TL;DR: In this paper, a conceptual approach that is rooted in the service, robotics and AI literature is used to explore the potential role service robots will play in the future and to advance a research agenda for service researchers.
Abstract: Purpose The service sector is at an inflection point with regard to productivity gains and service industrialization similar to the industrial revolution in manufacturing that started in the eighteenth century. Robotics in combination with rapidly improving technologies like artificial intelligence (AI), mobile, cloud, big data and biometrics will bring opportunities for a wide range of innovations that have the potential to dramatically change service industries. The purpose of this paper is to explore the potential role service robots will play in the future and to advance a research agenda for service researchers. Design/methodology/approach This paper uses a conceptual approach that is rooted in the service, robotics and AI literature. Findings The contribution of this paper is threefold. First, it provides a definition of service robots, describes their key attributes, contrasts their features and capabilities with those of frontline employees, and provides an understanding for which types of service tasks robots will dominate and where humans will dominate. Second, this paper examines consumer perceptions, beliefs and behaviors as related to service robots, and advances the service robot acceptance model. Third, it provides an overview of the ethical questions surrounding robot-delivered services at the individual, market and societal level. Practical implications This paper helps service organizations and their management, service robot innovators, programmers and developers, and policymakers better understand the implications of a ubiquitous deployment of service robots. Originality/value This is the first conceptual paper that systematically examines key dimensions of robot-delivered frontline service and explores how these will differ in the future.

871 citations