Bringing User Experience empirical data to gesture-control and somatic interaction in virtual reality videogames: an Exploratory Study with a multimodal interaction prototype
With the emergence of new low-cost gestural interaction devices various studies have been developed on multimodal
human-computer interaction to improve user experience. We present an exploratory study which analysed
the user experience with a multimodal interaction game prototype. As a result, we propose a set of preliminary
recommendations for combined use of such devices and present implications for advancing the multimodal field
in human-computer interaction
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Bringing User Experience empirical data to gesture-control and somatic interaction in virtual reality videogames: an Exploratory Study with a multimodal interaction prototype
1. Bringing User Experience empirical data
to gesture-control and somatic interaction
in virtual reality videogames: an Exploratory
Study with a multimodal interaction prototype
Luís Fernandes et al.
INESC TEC & UTAD - PORTUGAL
7. Case Study 1 – Sicó School
Participants and Organization
72 students (aged 14-17)
Physical space limitations
Structure and Data Collection
36 tests (10min each)
Direct observation
Audio-visual recordings
8. Case Study 2 – S. Pedro School
Participants and Organization
36 students (aged 14-17)
Physical space limitations
Structure and Data Collection
25 tests (7min each)
Direct observation (based on a grid)
Audio-visual recordings
Researcher as mediator
11. Final thoughts – Results are preliminary, but positive
Technical concerns
Calibrate devices according to each user
Environment enhancements
Videogame mechanics
Research concerns
Evaluation of UX with new interaction devices
The proposal herein was developed in the context of a corporate-funded innovation project, called InMERSE.
Problema e contributo
Muitos dispositivos
Falta de dados empíricos em relação à UX com os novos dispositivos de interação multimodal
Algo que ajude no planeamento e desenvolvimento de um videojogo que utilize estas novas formas de interação
According to several authors, UX is dynamic and related to emotions, beliefs, preferences, physical and psychological responses, behaviours, and achievements of users that occur before, during, and after the use of the product.
Multimodal Human-Computer Interaction
Human interaction with the world is inherently multimodal
Falar da evolução
, de modo a melhorar a experiência do utilizador; o caminho para uma interação mais natural – algo criticado pelo Donald Norman
Isto devido aos vários dispositivos low-cost que têm vindo a surgir.
Breve descrição com base no paper anterior (2 jogadores, dispositivos utilizados, possibilidades de interação)
Focar no que é utilizado no protótipo destes casos de estudo: oculus rift e Kinect 2
Método e Desenho.
Protótipo muito inicial. Avaliar o uso deste protótipo de uma forma exploratória; sem grande estrutura no que toca à sua utilização
Two case studies were designed to assess the user experience with the early versions of the prototype, through testing sessions with groups of students from different educational backgrounds (potential end-users). The objectives of the case study were to characterize the user experience of the players: helmsman and Adamastor.
In both studies we adopted the user experience collection procedure known as co-discovery or constructive interaction
This is a qualitative method, based on exploration and simultaneous discussion of the prototype by two users, which may or may not be mediated by the researcher
No nosso caso existe um mediador para dar pequenas ajudas na utilização dos dispositivos.
Summary
Two friends explore a product/concept together and discuss about it (with or without a moderator). Videorecording is used especially when no moderator is present.
Description
Two participants (typically friends who know each other) explore the product together, freely discussing about it. Video is recorded and/or a moderator is present to guide the discussion. Sharing experience with a friend triggers typically more experiential comments than when discussing with a moderator.
Strengths
May trigger more authentic experiential data than a normal face-to-face interview. The discussion might reveal interesting experiential aspects. Most suitable for investigating the initial responses to products.
Weaknesses
Hard to control the direction of the discussion.
Participantes e organização do espaço físico.
Estrutura do teste:
The study was conducted for 6 hours, distributed over a day, during which a total of 36 users tests were conducted, of approximately 10 minutes each
The data collection was made through the registration of direct observation and audio-visual recordings.
Observation Grid
Participantes e organização do espaço físico.
Estrutura do teste:
The case study lasted 3 hours, during which a total of 25 tests were conducted, of approximately 7 minutes each
Thus, the session was interrupted for space reorganization
For data collection, an observation grid was used (developed after reflection about the first case study) to support the recording of direct observation. Audio-visual recordings were also made.
Lack of feedback, leading to confusion, disinterest, and a high dropout rate in the first study.
A more active mediator role contributed in the 2nd study.. Encouraging/motivating interaction