LogMe: An Application for Generating Logs in Immersive Interactions for UX Evaluation (original) (raw)
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We describe a continuous and unobtrusive approach to capture data amassed from user-player interactions with virtual or game environments. Central to this is a tool called ISIS (Immersidata analySIS) to query and identify data of interest and to index events within video recordings of game sessions. Analysis of the associated data and video clips help us to understand user-players’ behaviour and experience to assess and inform the design and development of games. ISIS supports six queries to identify: actions and activities, breaks in interaction caused by reflection or ineffective and problematic design, navigation problems caused by user disorientation, and events or tasks that are the most difficult to perform in a game. In the development of an educational serious game, we illustrate how our approach can help inform redesign.
Understanding of User Behavior in Immersive Environments
Touch in Virtual Environments: Haptics and the Design of Interactive Systems, 2001
Immersive evironments can facilitate the virtual interaction between people, objects, places, and databases. Immersion has several varied practical applications. It can serve as an aid to engineering applications. Immersion can also be used to understand and aid the disabled. These environments result in the production of large amounts of data for transmission and storage. Data types such as images, audio, video, and text are an integral part of immersive environments and many researchers in the past have addressed their management. ...
Continuous archival and analysis of user data in virtual and immersive game environments
ACM CARPE, 2005
We present a continuous and unobtrusive approach to analyze and reason about users' personal experiences of interacting with virtual and game environments. Focusing on an immersive educational game environment that we are developing, this is achieved through the capture and storage of user's movements and events that occur as a result of interactions with and within immersive environments. Termed immersidata, we then query and analyze immersidata to make sense of user behavior. Two example approaches are described. The first describes an application ISIS (Immersidata analySIS) that provides a tool for analysis of user behavior/experience through the indexing of immersidata with video clips of students' gaming sessions. This approach is described by way of an example to identify the causes of interruptions or breaks in interactions/focus of attention to facilitate the identification of problematic design. In our second example we describe our work towards classifying students' performance through immersidata. To this aim, we describe one example of transforming immersidata into multivariate time series and then by applying feature subset selection techniques we identify the features that differentiate students. We describe the application of this approach to identify novice and expert players with 90% accuracy. One proposal is to use this to customize the game environment appropriate to the students' ability. Finally, we present future directions for the continuation of the work presented herein and also, the application of the immersidata system to capture, store and analyze personal behavior/experiences and provide appropriate feedback in our work and home environments.
Quality and User Experience
Virtual reality (VR) applications, especially those where the user is untethered to a computer, are becoming more prevalent as new hardware is developed, computational power and artificial intelligence algorithms are available, and wireless communication networks are becoming more reliable, fast, and providing higher reliability. In fact, recent projections show that by 2022 the number of VR users will double, suggesting the sector was not negatively affected by the worldwide COVID-19 pandemic. The success of any immersive communication system is heavily dependent on the user experience it delivers, thus now more than ever has it become crucial to develop reliable models of immersive media experience (IMEx). In this paper, we survey the literature for existing methods and tools to assess human influential factors (HIFs) related to IMEx. In particular, subjective, behavioural, and psycho-physiological methods are covered. We describe tools available to monitor these HIFs, including the user's sense of presence and immersion, cybersickness, and mental/affective states, as well as their role in overall experience. Special focus is placed on psycho-physiological methods, as it was found that such in-depth evaluation was lacking from the existing literature. We conclude by touching on emerging applications involving multiple-sensorial immersive media and provide suggestions for future research directions to fill existing gaps. It is hoped that this survey will be useful for researchers interested in building new immersive (adaptive) applications that maximize user experience.
2021
Digital Immersive Entertainment attracts thousands of people worldwide and can awaken new feelings and sensations in those who experience it. However, there is no standardized way of evaluating User eXperience (UX) and which UX measures should be considered in this context to determine whether the immersive experience was enjoyable and engaging for the audience. After considering how to evaluate the user experience in the context of immersive entertainment, we developed the Immersive UX, a UX evaluation framework considering important UX measures related to the evaluation of the immersive experience. In this sense, we based our framework on evaluating the following UX measures: flow, presence, and engagement. We carried out a study to investigate our framework’s feasibility by using it in a UX evaluation. This study examines how users felt when participating in a simulated cinema experience where they interacted with other people using different systems to support the immersive expe...
It's all in the Face: Studies on Monitoring Users' Experience
We propose to observe users' spontaneous facial expressions as a method to identify adverse-event occurrences at the user interface level. We discuss an experiment designed to investigate the association between incidents during a word processing task and users' facial expressions monitored using electromyogram sensor devices. The results suggest that an increase of task difficulty is related to an increase in specific facial muscle activity. A second study is presented where an application offers assistance based on the users' facial expressions. This study evaluates a social agent that reacts to the users' spontaneous display of emotions, in an attempt to reduce the frustration caused by usability problems. The results indicate that for highly frustrated users the agent often increased their frustration, while those experiencing a moderate level of frustration stated that it somewhat reduced their frustrations.
HAL (Le Centre pour la Communication Scientifique Directe), 2020
Immersive virtual environments can support the co-design process during the early innovation stages. For these technologies to be used as a support tool researchers and designers need to better understand users' behaviors and experiences in these environments. While most of the existing literature proposes to assess immersive experiences using self-reported assessments such as questionnaires, some alternatives propose the use of physiological data. In this sense, biometric and physiological measures can be useful indicators to study human behavior and performance in immersive virtual environments in order to highlight what physiological data monitoring can bring to the understanding of user experience. Based on an analysis of 1850 papers retrieved from the main bibliographical databases, our paper is aiming to propose a systematic review of the scientific literature interested in the use of biometric evaluation of human behavior interaction in an immersive environment. Through this review, the different uses of the technologies and their perspectives as tools for the assessment of user experience in immersive environments are presented and discussed.
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009
Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move around it is difficult to observe them, while at the same time many of the central game activities cannot be monitored simply through logs of device interaction. In our project, we develop tools that allow players to record their subjective experiences during an ongoing game. We report on the design considerations for such tools, and our first experiences of using them in a game session.
Portable Presence: Can Mobile Games Be Immersive Games?
2012
Mobile games -in particular, games played on smartphones and tablet computers -are becoming increasingly popular. Yet, there has been little research into whether players can experience immersion while playing mobile games. As the potential for immersive mobile games would be of interest to game developers, researchers and players, it is proposed to measure mobile immersion by comparing Osmos, a multi-platform ambient video game, on three differentsized devices -a smart phone, a tablet and a desktop computer.
Open the microphone, please! Conversational UX Evaluation in Virtual Reality
2021
This paper proposes the use of conversational interactions for gathering feedback from users in Virtual Reality (VR) evaluation studies. A conversational interaction allows the user to communicate with the system using natural language in the form of text, voice or both. This interaction is facilitated by what are known as conversational agents (CA), which engage in a conversation with the user. In contrast to gathering user feedback once the experience has finished, these agents, either embodied or not, are in charge of administering the user post-tasks and post-study questionnaires, which are carried out inside the VR environment. In this paper we conceptualise conversational agents in the context of UXE (User eXperience Evaluation) in VR, and analyse key design elements to be taken into consideration when designing them. We hope our discussion encourages others to study in-world evaluation in VR.