SlideShare a Scribd company logo
1 of 52
Download to read offline
MOVING BEYOND
QUESTIONARIES TO EVALUATE
MIXED REALITY EXPERIENCES
Mark Billinghurst
mark.billinghurst@unisa.edu.au
July 19th 2021
British HCI 2021
First Published Experiment (1995)
• Explore if sketch maps can be used to measure
cognitive maps of Virtual Environments
• Hypothesis: people better oriented in VE will
produce more accurate sketch maps
Billinghurst, M., & Weghorst, S. (1995, March). The use of sketch maps
to measure cognitive maps of virtual environments. In Proceedings
Virtual Reality Annual International Symposium'95 (pp. 40-47). IEEE.
Experiment Design
• VR Experience
• Three small simple virtual worlds
• SGI Graphic + VPL HMD Hardware
• Between subject’s design
• Each person experiences only one world
• 24 – 35 subjects in each world
• Experiment Process
1. Training in sample world
2. Complete 24 question survey
3. 10 minutes in test world
4. Produce sketch map
5. Complete 24 question survey
Measures
• Objective Measure
• Map analysis
• Map goodness
• Object classes present
• Relative object positioning
• Subjective Measures
• 24 question survey
• navigation, orientation,
• interaction, presence
• interface questions
• 10 point Likert scale
• Subject comments
Sample Map
• ZC
“produce a map of the world that someone unfamiliar with
the world could use to navigate around the world”
Cloudlands
Results
• Within world correlation
• Goodness and Class No. correlated with virtual world
orientation and knowledge (2 worlds)
• Between world differences
• Sign. Diff. in understanding where everything was
• Sign. Diff. in placement of significant objects
• Sign. Diff. in sense of dizziness in worlds
Lessons Learned
• Positive Lessons
• Use mixture of subjective and objective measures
• Adopt existing measures from other relevant domains
• Can create own experimental measures
• So many mistakes
• Missing data
• No spatial ability task
• Unbalanced Likert scale
• Simple experiment measures
• Poor statistical analysis of data
• No subject demographics reporting
Shared Space (1998)
• Collaborative AR/VR experience
• See through AR displays
• Exploring the role of seeing a partner’s
body in a shared task
• Hypothesis: Seeing body will improve
performance, AR better than VR
Billinghurst, M., Weghorst, S., & Furness, T. (1998). Shared space: An augmented reality
approach for computer supported collaborative work. Virtual Reality, 3(1), 25-36.
Experiment Design
• Collaborative Task
• Spotting, picking and moving objects
• Simulated speech recognition
• Role division: Spotter or Picker
• Two Factor design
• Body/no body, AR/VR
• Conditions
• RW+RB: AR - Real World + Real Body
• RW: AR - Real World/No Body
• VE: Virtual Environment - No Body
• VE+VB: Virtual Environment + Virtual Body
• VE+VB+NW: Virtual Environment + Virtual Body + No walls
Virtual Body
Virtual Targets
Measures
• Within subject’s study
• 18 pairs, aged 19-45
• No prior experience
• 4 trials/condition = 20 trials
• Performance Time
• How long to complete selection tasks
• Subjective Surveys
• 5 Likert scale questions
• Ranking of conditions
Results
• Performance
• No significant difference overall
• Sig. Diff. bet RW+RB, VE+VB
• Learning effect
• Subjective
• Thought played better when body present
• Ranked RW + RB best for performance
• Ranked VE + VB best for enjoyment
Lessons Learned
• Positive Lessons
• Combine Qualitative and Quantitative measures
• Performance time can be a poor measure in collaborative tasks
• Many factors affect performance
• Use multiple subjective measures
• Ranking + Likert questions
• Still mistakes
• No user interviews
• No experimenter observations
• Didn’t consider learning effects in design
• Poor statistical analysis (no post-hoc analysis)
Collocated Communication Behaviours
• Is there a difference between AR-based & screen-based FtF collaboration?
• Hypothesis: FtF AR produces similar behaviours to FtF non-AR
Billinghurst, M., Belcher, D., Gupta, A., & Kiyokawa, K. (2003). Communication behaviors in colocated
collaborative AR interfaces. International Journal of Human-Computer Interaction, 16(3), 395-423.
Experiment Design
• Building arranging task
• Both people have half the requirements
• Conditions
• Face to Face – FtF with real buildings
• Projection – FtF with screen projection
• Augmented Reality – FtF with AR buildings
Face to Face Projection Augmented Reality
Measures
• Quantitative
• Performance time
• Communication Process Measures
• The number and type of gestures made
• The number of deictic phrases spoken
• The average number of words per phrase
• The number of speaker turns
• Qualitative
• Subjective survey
• User comments
• Post experiment interview
Results
• Performance time
• Sig. diff. between conditions – AR slowest
• Communication measures
• No difference in number of words/turns
• Sig. Diff. in deictic phrases (FtF same as AR)
• Sig. Diff. in pick gestures (FtF same as AR)
• Subjective measures
• FtF manipulation same as AR
• FtF to work with than AR/FtF
Percentage Breakdown of Gestures
Subject Survey Results
Lessons Learned
• Positive Lessons
• Communication process measures valuable
• Gesture, speech analysis
• Collect user feedback/interviews
• Stronger statistical analysis
• Make observations
• Fewer mistakes
• Surveys could be stronger
• Validated surveys
• Better interview analysis
• Thematic analysis
“AR’s biggest limit was lack of peripheral
vision. The interaction physically (trading
buildings back and forth) as well as spatial
movement was natural, it was just a little
difficult to see.
By contrast in the Projection condition you
could see everything beautifully but
interaction was tough because the interface
didn’t feel instinctive.”
“working solo together”.
Meta-Review
Review of 10 years of AR user studies
Dey, A., Billinghurst, M., Lindeman, R. W.,
& Swan, J. (2018). A systematic review of
10 years of augmented reality usability
studies: 2005 to 2014. Frontiers in
Robotics and AI, 5, 37.
Paper Analysis
Breakdown by Application Area
Breakdown by Application Area
Summary
• Few AR papers have a formal experiment (~10%)
• Most papers use within-subjects design (73%)
• Most experiments in controlled environments (76%)
• Lack of experimentation in real world conditions, heuristic, pilot studies
• Half of paper collect Qualitative and Quantitative measures (48%)
• Performance measures (76%), surveys (50%)
• Most papers focus on visual senses (96%)
• Young participants dominate (University students) (62%)
• Females in minority (36%)
• Most use HMD (35%) or handheld displays (34%)
• Handheld/mobile AR studies becoming more common
• Most studies are in interaction (23%), very few collaborative studies (4%)
Opportunities
• Need for increased user studies in collaboration
• More use of field studies, natural user
• Need a wider range of evaluation methods
• Use a more diverse selection of participants
• Increase number of participants
• More user studies conducted outdoors are needed
• Report participant demographics, study design, or experimental task
• Using AR/VR to share communication cues
• Gaze, gesture, head pose, body position
• Sharing same environment
• Virtual copy of real world
• Collaboration between AR/VR
• VR user appears in AR user’s space
Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues
in collaborative mixed reality. Frontiers in Robotics and AI, 6, 5.
Sharing: Virtual Communication Cues (2019)
Sharing Virtual Communication Cues
• AR/VR displays
• Gesture input (Leap Motion)
• Room scale tracking
• Conditions
• Baseline, FoV, Head-gaze, Eye-gaze
Measures
• Performance Metrics
• Rate of mutual gaze (objects identified/minute)
• Task completion time(seconds)
• Observed Behaviours
• Number of hand gestures
• Physical movement (meters)
• Distance between collaborators (meters)
• Subjective Surveys
• Usability
• Social presence
• Semi-structured interview
Motion Data
• Map user x,y
position over time
Results
• Predictions
• Eye/Head pointing better than no cues
• Eye/head pointing could reduce need for pointing
• Results
• No difference in task completion time
• Head-gaze/eye-gaze great mutual gaze rate
• Using head-gaze greater ease of use than baseline
• All cues provide higher co-presence than baseline
• Pointing gestures reduced in cue conditions
• But
• No difference between head-gaze and eye-gaze
Understanding: Trust and Agents
• Many Agents require trust
• Guidance, collaboration, etc
• Would you trust an agent?
• How can you measure trust?
• Subjective/Objective measures
According to AAA, 71% of surveyed
Americans are afraid to ride in a fully
self-driving vehicle.
Measuring Trust
• How to reliably measure trust?
• Using physiological sensors (EEG, GSR, HRV)
• Subjective measures (STS, SMEQ, NASA-TLX)
• Relationship between cognitive load (CL) and trust?
• Novelty:
• Use EEG, GSR, HRV to evaluate trust at different CL
• Implemented custom VR environment with virtual agent
• Compare physiological, behavioral, subjective measures
Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., & Billinghurst, M. (2020, March).
Measuring human trust in a virtual assistant using physiological sensing in virtual reality.
In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 756-765). IEEE.
Experimental Task
• Target selection + N back memory task
• Agent voice guidance
Experiment Design
• Two factors
• Cognitive Load (Low, High)
• Low = N-Back with N = 1
• High = N-Back with N = 2
• Agent Accuracy (No, Low, High)
• No = No agent
• Low = 50% accurate
• High = 100% accurate
• Within Subject Design
• 24 subjects (12 Male), 23-35 years old
• All experienced with virtual assistant
2 x 3 Expt Design
Results
• Physiological Measures
• EEG sign. diff. in alpha band power level with CL
• GSR/HRV – sign. diff. in FFT mean/peak frequency
• Performance
• Better with more accurate agent, no effect of CL
• Subjective Measures
• Sign. diff. in STS scores with accuracy, and CL
• SMEQ had a significant effect of CL
• NASA-TLX significant effect of CL and accuracy
• Overall
• Trust for virtual agents can be measured using combo
of physiological, performance, and subjective measures
”I don’t trust you anymore!!”
Neurophysiological Measures of Presence
• Measuring Presence using multiple
neurophysiological measures
• Combining physiological and neurological signals
Dey, A., Phoon, J., Saha, S., Dobbins, C., & Billinghurst, M. (2020, November). A
Neurophysiological Approach for Measuring Presence in Immersive Virtual
Environments. In 2020 IEEE International Symposium on Mixed and Augmented
Reality (ISMAR) (pp. 474-485). IEEE.
Experiment Design
• Independent Variable
• Presence level of VE; High (HP), Low (LP)
• High quality
• Better visual, interaction, realistic hand
• Low quality
• Reduced visual, no interaction, cartoon hand
• Between subject’s design
• Reduce variability
Measures
• Physiological Measures
• raw electrocardiogram (ECG) (Shimmer)
• heartrate
• galvanic skin response (GSR) (Shimmer)
• phasic and tonic electrodermal activity (EDA)
• electroencephalogram (EEG) (Emotiv)
• brain activity
• Subjective Measures (Presence Surveys)
• SUS survey
• Witmer & Singer survey
• Subjects
• 24 subjects, aged 20-30, 2 groups of 12
HTC Vive + Emotiv
Hypotheses
• H1. The two target environments will provide significantly different levels
of presence when measured using both subjective questionnaires.
• H2. EDA to be higher in the HP environment.
• H3. As the HP environment provides more opportunities to interact, it
will cause heart rate to increase in the HP environment than LP
• H4. The LP environment will cause different brain activity than the HP.
Less engagement in LP environment than HP environment.
• Significant difference in Presence
scores in SUS and Witmer & Singer
Witmer & Singer
SUS
Results – Subjective Surveys
Results – EEG Analysis
• 14 channels of EEG data
• Processing Alpha, Theta, Beta bands
• Multiple methods – Chirplet Transform, Power Spectral Density, Power Load Index
Using multiple measures found significant differences in brain activity
between LP and HP environment; overall cognitive engagement is
significantly higher in the HP environment than the LP environment.
Other Physiological Cues
• Significant difference in ECG
• No difference in EDA results
Hypotheses
• H1. The two target environments will provide significantly different levels
of presence when measured using both subjective questionnaires. [YES]
• H2. EDA to be higher in the HP environment. [NO]
• H3. As the HP environment provides more opportunities to interact, it will
cause heart rate to increase in the HP environment than LP. [YES]
• H4. The LP environment will cause different brain activity than the HP.
Less engagement in LP environment than HP environment. [YES]
Lessons Learned
• Key Findings
• Higher presence in calm virtual environments can be characterised by
increased heart rate, elevated beta and theta, alpha activities in the brain.
• Approaching a neurophysiological measure of presence
• Limitations
• Simple Virtual Environment
• Consumer grade EEG
• Participants seated/limited movement
Moving Beyond Questionnaires
• Move data capture from post experiment to during experiment
• Move from performance measures to process measures
• Richer types of data captured
• Physiological Cues
• EEG, GSR, EMG, Heart rate, etc.
• Richer Behavioural Cues
• Body motion, user positioning, etc.
• Higher level understanding
• Map data to Emotion recognition, Cognitive load, etc.
• Use better analysis tools
• Video analysis, conversation analysis, multi-modal analysis, etc.
New Tools
• New types of sensors
• EEG, ECG, GSR, etc
• Sensors integrated into AR/VR systems
• Integrated into HMDs
• Data processing and capture tools
• iMotions, etc
• AR/VR Analytics tools
• Cognitive3D, etc
HP Reverb G2 Omnicept
• Wide FOV, high resolution, best in class VR display
• Eye tracking, heart rate, pupillometry, and face camera
Looxid Link
Cognitive3D
• Data capture and analytics for VR
• Multiple sensory input (eye tracking, HR, EEG, body movement, etc)
• https://cognitive3d.com/
Conclusions
• Most AR user studies are limited
• Lab based, simple qualitative/quantitative measures
• New opportunities for data collection
• Move from post-experiment to during experiment
• New sensors, analytics software
• Many Directions for Future Research
• Data analytics
• Analysis methods
• Sensors
• Etc..
www.empathiccomputing.org
@marknb00
mark.billinghurst@auckland.ac.nz

More Related Content

What's hot

COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityCOMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityMark Billinghurst
 
Empathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to GamingEmpathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to GamingMark Billinghurst
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityMark Billinghurst
 
KAIST UVR Lab 2013
KAIST UVR Lab 2013KAIST UVR Lab 2013
KAIST UVR Lab 2013Woontack Woo
 
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsCOMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsMark Billinghurst
 
Lecture7 Example VR Applications
Lecture7 Example VR ApplicationsLecture7 Example VR Applications
Lecture7 Example VR ApplicationsMark Billinghurst
 
COMP 4010: Lecture2 VR Technology
COMP 4010: Lecture2 VR TechnologyCOMP 4010: Lecture2 VR Technology
COMP 4010: Lecture2 VR TechnologyMark Billinghurst
 
COMP 4010 Lecture9 AR Interaction
COMP 4010 Lecture9 AR InteractionCOMP 4010 Lecture9 AR Interaction
COMP 4010 Lecture9 AR InteractionMark Billinghurst
 
COMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
COMP 4010 - Lecture4 VR Technology - Visual and Haptic DisplaysCOMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
COMP 4010 - Lecture4 VR Technology - Visual and Haptic DisplaysMark Billinghurst
 
COMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionCOMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionMark Billinghurst
 
MHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction DesignMHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction DesignMark Billinghurst
 
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityCOMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
 
Lecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRLecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRMark Billinghurst
 
COMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionCOMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionMark Billinghurst
 
Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsMark Billinghurst
 
COMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesCOMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesMark Billinghurst
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
Rapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented RealityRapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented RealityMark Billinghurst
 

What's hot (20)

COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityCOMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
 
Empathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to GamingEmpathic Computing: New Approaches to Gaming
Empathic Computing: New Approaches to Gaming
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
 
KAIST UVR Lab 2013
KAIST UVR Lab 2013KAIST UVR Lab 2013
KAIST UVR Lab 2013
 
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsCOMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR Applications
 
Lecture7 Example VR Applications
Lecture7 Example VR ApplicationsLecture7 Example VR Applications
Lecture7 Example VR Applications
 
COMP 4010: Lecture2 VR Technology
COMP 4010: Lecture2 VR TechnologyCOMP 4010: Lecture2 VR Technology
COMP 4010: Lecture2 VR Technology
 
COMP 4010 Lecture9 AR Interaction
COMP 4010 Lecture9 AR InteractionCOMP 4010 Lecture9 AR Interaction
COMP 4010 Lecture9 AR Interaction
 
COMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
COMP 4010 - Lecture4 VR Technology - Visual and Haptic DisplaysCOMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
COMP 4010 - Lecture4 VR Technology - Visual and Haptic Displays
 
COMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionCOMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR Interaction
 
MHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction DesignMHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction Design
 
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityCOMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
 
Lecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRLecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VR
 
Augmented TelePortation
Augmented TelePortationAugmented TelePortation
Augmented TelePortation
 
COMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionCOMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR Interaction
 
Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR Systems
 
COMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesCOMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User Interfaces
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
Rapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented RealityRapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented Reality
 

Similar to Moving Beyond Questionnaires to Evaluate MR Experiences

Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesMark Billinghurst
 
Studying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and ResidentsStudying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and ResidentsLynn Connaway
 
Studying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and ResidentsStudying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and ResidentsOCLC
 
COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARMark Billinghurst
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
 
Collaborative Immersive Analytics
Collaborative Immersive AnalyticsCollaborative Immersive Analytics
Collaborative Immersive AnalyticsMark Billinghurst
 
Mobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface DesignMobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface DesignMark Billinghurst
 
2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3Mark Billinghurst
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR SystemsMark Billinghurst
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
 
Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...
Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...
Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...Valeria Herskovic
 
Geographic Information Systems and Social Learning in Participatory Spatial P...
Geographic Information Systems and Social Learning in Participatory Spatial P...Geographic Information Systems and Social Learning in Participatory Spatial P...
Geographic Information Systems and Social Learning in Participatory Spatial P...Robert Goodspeed
 
Best Practices From 10 Years of Remote Research
Best Practices From 10 Years of Remote ResearchBest Practices From 10 Years of Remote Research
Best Practices From 10 Years of Remote Researchuxpin
 
COMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRCOMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
 
[0417] seunghyeong choe
[0417] seunghyeong choe[0417] seunghyeong choe
[0417] seunghyeong choeivaderivader
 
Liberact conference 2013 Gnome Surfer & Moclo Planner
Liberact conference 2013 Gnome Surfer & Moclo PlannerLiberact conference 2013 Gnome Surfer & Moclo Planner
Liberact conference 2013 Gnome Surfer & Moclo PlannerConsuelo Valdes
 
Advanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR StudiesAdvanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
 
Dr. David Gibson: Challenge-Based Learning
Dr. David Gibson: Challenge-Based LearningDr. David Gibson: Challenge-Based Learning
Dr. David Gibson: Challenge-Based LearningCITE
 

Similar to Moving Beyond Questionnaires to Evaluate MR Experiences (20)

Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Studying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and ResidentsStudying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and Residents
 
Studying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and ResidentsStudying information behavior: The Many Faces of Digital Visitors and Residents
Studying information behavior: The Many Faces of Digital Visitors and Residents
 
COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in AR
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
Collaborative Immersive Analytics
Collaborative Immersive AnalyticsCollaborative Immersive Analytics
Collaborative Immersive Analytics
 
Mobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface DesignMobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface Design
 
2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
 
Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...
Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...
Awareness Checklist: Reviewing the Quality of Awareness Support in Collaborat...
 
Geographic Information Systems and Social Learning in Participatory Spatial P...
Geographic Information Systems and Social Learning in Participatory Spatial P...Geographic Information Systems and Social Learning in Participatory Spatial P...
Geographic Information Systems and Social Learning in Participatory Spatial P...
 
Best Practices From 10 Years of Remote Research
Best Practices From 10 Years of Remote ResearchBest Practices From 10 Years of Remote Research
Best Practices From 10 Years of Remote Research
 
COMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRCOMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VR
 
[0417] seunghyeong choe
[0417] seunghyeong choe[0417] seunghyeong choe
[0417] seunghyeong choe
 
Liberact conference 2013 Gnome Surfer & Moclo Planner
Liberact conference 2013 Gnome Surfer & Moclo PlannerLiberact conference 2013 Gnome Surfer & Moclo Planner
Liberact conference 2013 Gnome Surfer & Moclo Planner
 
Advanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR StudiesAdvanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR Studies
 
Process protocol for virtual team effectiveness
Process protocol for virtual team effectivenessProcess protocol for virtual team effectiveness
Process protocol for virtual team effectiveness
 
Dr. David Gibson: Challenge-Based Learning
Dr. David Gibson: Challenge-Based LearningDr. David Gibson: Challenge-Based Learning
Dr. David Gibson: Challenge-Based Learning
 

More from Mark Billinghurst

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark Billinghurst
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented RealityMark Billinghurst
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VRMark Billinghurst
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR SystemsMark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR InteractionMark Billinghurst
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR TechnologyMark Billinghurst
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark Billinghurst
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XRMark Billinghurst
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional InterfacesMark Billinghurst
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsMark Billinghurst
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Mark Billinghurst
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignMark Billinghurst
 
Comp4010 Lecture9 VR Input and Systems
Comp4010 Lecture9 VR Input and SystemsComp4010 Lecture9 VR Input and Systems
Comp4010 Lecture9 VR Input and SystemsMark Billinghurst
 

More from Mark Billinghurst (20)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
ISS2022 Keynote
ISS2022 KeynoteISS2022 Keynote
ISS2022 Keynote
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional Interfaces
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface Design
 
Comp4010 Lecture9 VR Input and Systems
Comp4010 Lecture9 VR Input and SystemsComp4010 Lecture9 VR Input and Systems
Comp4010 Lecture9 VR Input and Systems
 

Recently uploaded

Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherRemote DBA Services
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slidevu2urc
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsEnterprise Knowledge
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdflior mazor
 
What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?Antenna Manufacturer Coco
 
Tech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfTech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfhans926745
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024Rafal Los
 
Evaluating the top large language models.pdf
Evaluating the top large language models.pdfEvaluating the top large language models.pdf
Evaluating the top large language models.pdfChristopherTHyatt
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonAnna Loughnan Colquhoun
 
Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024The Digital Insurer
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProduct Anonymous
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...Neo4j
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationMichael W. Hawkins
 
Automating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps ScriptAutomating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps Scriptwesley chun
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...apidays
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsMaria Levchenko
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEarley Information Science
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Drew Madelung
 

Recently uploaded (20)

Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdf
 
What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?
 
Tech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfTech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdf
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
 
Evaluating the top large language models.pdf
Evaluating the top large language models.pdfEvaluating the top large language models.pdf
Evaluating the top large language models.pdf
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
Automating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps ScriptAutomating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps Script
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptxEIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 

Moving Beyond Questionnaires to Evaluate MR Experiences

  • 1. MOVING BEYOND QUESTIONARIES TO EVALUATE MIXED REALITY EXPERIENCES Mark Billinghurst mark.billinghurst@unisa.edu.au July 19th 2021 British HCI 2021
  • 2. First Published Experiment (1995) • Explore if sketch maps can be used to measure cognitive maps of Virtual Environments • Hypothesis: people better oriented in VE will produce more accurate sketch maps Billinghurst, M., & Weghorst, S. (1995, March). The use of sketch maps to measure cognitive maps of virtual environments. In Proceedings Virtual Reality Annual International Symposium'95 (pp. 40-47). IEEE.
  • 3. Experiment Design • VR Experience • Three small simple virtual worlds • SGI Graphic + VPL HMD Hardware • Between subject’s design • Each person experiences only one world • 24 – 35 subjects in each world • Experiment Process 1. Training in sample world 2. Complete 24 question survey 3. 10 minutes in test world 4. Produce sketch map 5. Complete 24 question survey
  • 4. Measures • Objective Measure • Map analysis • Map goodness • Object classes present • Relative object positioning • Subjective Measures • 24 question survey • navigation, orientation, • interaction, presence • interface questions • 10 point Likert scale • Subject comments
  • 5. Sample Map • ZC “produce a map of the world that someone unfamiliar with the world could use to navigate around the world” Cloudlands
  • 6. Results • Within world correlation • Goodness and Class No. correlated with virtual world orientation and knowledge (2 worlds) • Between world differences • Sign. Diff. in understanding where everything was • Sign. Diff. in placement of significant objects • Sign. Diff. in sense of dizziness in worlds
  • 7. Lessons Learned • Positive Lessons • Use mixture of subjective and objective measures • Adopt existing measures from other relevant domains • Can create own experimental measures • So many mistakes • Missing data • No spatial ability task • Unbalanced Likert scale • Simple experiment measures • Poor statistical analysis of data • No subject demographics reporting
  • 8. Shared Space (1998) • Collaborative AR/VR experience • See through AR displays • Exploring the role of seeing a partner’s body in a shared task • Hypothesis: Seeing body will improve performance, AR better than VR Billinghurst, M., Weghorst, S., & Furness, T. (1998). Shared space: An augmented reality approach for computer supported collaborative work. Virtual Reality, 3(1), 25-36.
  • 9. Experiment Design • Collaborative Task • Spotting, picking and moving objects • Simulated speech recognition • Role division: Spotter or Picker • Two Factor design • Body/no body, AR/VR • Conditions • RW+RB: AR - Real World + Real Body • RW: AR - Real World/No Body • VE: Virtual Environment - No Body • VE+VB: Virtual Environment + Virtual Body • VE+VB+NW: Virtual Environment + Virtual Body + No walls Virtual Body Virtual Targets
  • 10. Measures • Within subject’s study • 18 pairs, aged 19-45 • No prior experience • 4 trials/condition = 20 trials • Performance Time • How long to complete selection tasks • Subjective Surveys • 5 Likert scale questions • Ranking of conditions
  • 11. Results • Performance • No significant difference overall • Sig. Diff. bet RW+RB, VE+VB • Learning effect • Subjective • Thought played better when body present • Ranked RW + RB best for performance • Ranked VE + VB best for enjoyment
  • 12. Lessons Learned • Positive Lessons • Combine Qualitative and Quantitative measures • Performance time can be a poor measure in collaborative tasks • Many factors affect performance • Use multiple subjective measures • Ranking + Likert questions • Still mistakes • No user interviews • No experimenter observations • Didn’t consider learning effects in design • Poor statistical analysis (no post-hoc analysis)
  • 13. Collocated Communication Behaviours • Is there a difference between AR-based & screen-based FtF collaboration? • Hypothesis: FtF AR produces similar behaviours to FtF non-AR Billinghurst, M., Belcher, D., Gupta, A., & Kiyokawa, K. (2003). Communication behaviors in colocated collaborative AR interfaces. International Journal of Human-Computer Interaction, 16(3), 395-423.
  • 14. Experiment Design • Building arranging task • Both people have half the requirements • Conditions • Face to Face – FtF with real buildings • Projection – FtF with screen projection • Augmented Reality – FtF with AR buildings Face to Face Projection Augmented Reality
  • 15. Measures • Quantitative • Performance time • Communication Process Measures • The number and type of gestures made • The number of deictic phrases spoken • The average number of words per phrase • The number of speaker turns • Qualitative • Subjective survey • User comments • Post experiment interview
  • 16. Results • Performance time • Sig. diff. between conditions – AR slowest • Communication measures • No difference in number of words/turns • Sig. Diff. in deictic phrases (FtF same as AR) • Sig. Diff. in pick gestures (FtF same as AR) • Subjective measures • FtF manipulation same as AR • FtF to work with than AR/FtF Percentage Breakdown of Gestures Subject Survey Results
  • 17. Lessons Learned • Positive Lessons • Communication process measures valuable • Gesture, speech analysis • Collect user feedback/interviews • Stronger statistical analysis • Make observations • Fewer mistakes • Surveys could be stronger • Validated surveys • Better interview analysis • Thematic analysis “AR’s biggest limit was lack of peripheral vision. The interaction physically (trading buildings back and forth) as well as spatial movement was natural, it was just a little difficult to see. By contrast in the Projection condition you could see everything beautifully but interaction was tough because the interface didn’t feel instinctive.” “working solo together”.
  • 18. Meta-Review Review of 10 years of AR user studies Dey, A., Billinghurst, M., Lindeman, R. W., & Swan, J. (2018). A systematic review of 10 years of augmented reality usability studies: 2005 to 2014. Frontiers in Robotics and AI, 5, 37.
  • 20.
  • 23. Summary • Few AR papers have a formal experiment (~10%) • Most papers use within-subjects design (73%) • Most experiments in controlled environments (76%) • Lack of experimentation in real world conditions, heuristic, pilot studies • Half of paper collect Qualitative and Quantitative measures (48%) • Performance measures (76%), surveys (50%) • Most papers focus on visual senses (96%) • Young participants dominate (University students) (62%) • Females in minority (36%) • Most use HMD (35%) or handheld displays (34%) • Handheld/mobile AR studies becoming more common • Most studies are in interaction (23%), very few collaborative studies (4%)
  • 24. Opportunities • Need for increased user studies in collaboration • More use of field studies, natural user • Need a wider range of evaluation methods • Use a more diverse selection of participants • Increase number of participants • More user studies conducted outdoors are needed • Report participant demographics, study design, or experimental task
  • 25. • Using AR/VR to share communication cues • Gaze, gesture, head pose, body position • Sharing same environment • Virtual copy of real world • Collaboration between AR/VR • VR user appears in AR user’s space Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues in collaborative mixed reality. Frontiers in Robotics and AI, 6, 5. Sharing: Virtual Communication Cues (2019)
  • 26. Sharing Virtual Communication Cues • AR/VR displays • Gesture input (Leap Motion) • Room scale tracking • Conditions • Baseline, FoV, Head-gaze, Eye-gaze
  • 27. Measures • Performance Metrics • Rate of mutual gaze (objects identified/minute) • Task completion time(seconds) • Observed Behaviours • Number of hand gestures • Physical movement (meters) • Distance between collaborators (meters) • Subjective Surveys • Usability • Social presence • Semi-structured interview
  • 28.
  • 29. Motion Data • Map user x,y position over time
  • 30. Results • Predictions • Eye/Head pointing better than no cues • Eye/head pointing could reduce need for pointing • Results • No difference in task completion time • Head-gaze/eye-gaze great mutual gaze rate • Using head-gaze greater ease of use than baseline • All cues provide higher co-presence than baseline • Pointing gestures reduced in cue conditions • But • No difference between head-gaze and eye-gaze
  • 31. Understanding: Trust and Agents • Many Agents require trust • Guidance, collaboration, etc • Would you trust an agent? • How can you measure trust? • Subjective/Objective measures According to AAA, 71% of surveyed Americans are afraid to ride in a fully self-driving vehicle.
  • 32. Measuring Trust • How to reliably measure trust? • Using physiological sensors (EEG, GSR, HRV) • Subjective measures (STS, SMEQ, NASA-TLX) • Relationship between cognitive load (CL) and trust? • Novelty: • Use EEG, GSR, HRV to evaluate trust at different CL • Implemented custom VR environment with virtual agent • Compare physiological, behavioral, subjective measures Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., & Billinghurst, M. (2020, March). Measuring human trust in a virtual assistant using physiological sensing in virtual reality. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 756-765). IEEE.
  • 33. Experimental Task • Target selection + N back memory task • Agent voice guidance
  • 34. Experiment Design • Two factors • Cognitive Load (Low, High) • Low = N-Back with N = 1 • High = N-Back with N = 2 • Agent Accuracy (No, Low, High) • No = No agent • Low = 50% accurate • High = 100% accurate • Within Subject Design • 24 subjects (12 Male), 23-35 years old • All experienced with virtual assistant 2 x 3 Expt Design
  • 35. Results • Physiological Measures • EEG sign. diff. in alpha band power level with CL • GSR/HRV – sign. diff. in FFT mean/peak frequency • Performance • Better with more accurate agent, no effect of CL • Subjective Measures • Sign. diff. in STS scores with accuracy, and CL • SMEQ had a significant effect of CL • NASA-TLX significant effect of CL and accuracy • Overall • Trust for virtual agents can be measured using combo of physiological, performance, and subjective measures ”I don’t trust you anymore!!”
  • 36. Neurophysiological Measures of Presence • Measuring Presence using multiple neurophysiological measures • Combining physiological and neurological signals Dey, A., Phoon, J., Saha, S., Dobbins, C., & Billinghurst, M. (2020, November). A Neurophysiological Approach for Measuring Presence in Immersive Virtual Environments. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 474-485). IEEE.
  • 37. Experiment Design • Independent Variable • Presence level of VE; High (HP), Low (LP) • High quality • Better visual, interaction, realistic hand • Low quality • Reduced visual, no interaction, cartoon hand • Between subject’s design • Reduce variability
  • 38. Measures • Physiological Measures • raw electrocardiogram (ECG) (Shimmer) • heartrate • galvanic skin response (GSR) (Shimmer) • phasic and tonic electrodermal activity (EDA) • electroencephalogram (EEG) (Emotiv) • brain activity • Subjective Measures (Presence Surveys) • SUS survey • Witmer & Singer survey • Subjects • 24 subjects, aged 20-30, 2 groups of 12 HTC Vive + Emotiv
  • 39. Hypotheses • H1. The two target environments will provide significantly different levels of presence when measured using both subjective questionnaires. • H2. EDA to be higher in the HP environment. • H3. As the HP environment provides more opportunities to interact, it will cause heart rate to increase in the HP environment than LP • H4. The LP environment will cause different brain activity than the HP. Less engagement in LP environment than HP environment.
  • 40. • Significant difference in Presence scores in SUS and Witmer & Singer Witmer & Singer SUS Results – Subjective Surveys
  • 41. Results – EEG Analysis • 14 channels of EEG data • Processing Alpha, Theta, Beta bands • Multiple methods – Chirplet Transform, Power Spectral Density, Power Load Index
  • 42. Using multiple measures found significant differences in brain activity between LP and HP environment; overall cognitive engagement is significantly higher in the HP environment than the LP environment.
  • 43. Other Physiological Cues • Significant difference in ECG • No difference in EDA results
  • 44. Hypotheses • H1. The two target environments will provide significantly different levels of presence when measured using both subjective questionnaires. [YES] • H2. EDA to be higher in the HP environment. [NO] • H3. As the HP environment provides more opportunities to interact, it will cause heart rate to increase in the HP environment than LP. [YES] • H4. The LP environment will cause different brain activity than the HP. Less engagement in LP environment than HP environment. [YES]
  • 45. Lessons Learned • Key Findings • Higher presence in calm virtual environments can be characterised by increased heart rate, elevated beta and theta, alpha activities in the brain. • Approaching a neurophysiological measure of presence • Limitations • Simple Virtual Environment • Consumer grade EEG • Participants seated/limited movement
  • 46. Moving Beyond Questionnaires • Move data capture from post experiment to during experiment • Move from performance measures to process measures • Richer types of data captured • Physiological Cues • EEG, GSR, EMG, Heart rate, etc. • Richer Behavioural Cues • Body motion, user positioning, etc. • Higher level understanding • Map data to Emotion recognition, Cognitive load, etc. • Use better analysis tools • Video analysis, conversation analysis, multi-modal analysis, etc.
  • 47. New Tools • New types of sensors • EEG, ECG, GSR, etc • Sensors integrated into AR/VR systems • Integrated into HMDs • Data processing and capture tools • iMotions, etc • AR/VR Analytics tools • Cognitive3D, etc
  • 48. HP Reverb G2 Omnicept • Wide FOV, high resolution, best in class VR display • Eye tracking, heart rate, pupillometry, and face camera
  • 50. Cognitive3D • Data capture and analytics for VR • Multiple sensory input (eye tracking, HR, EEG, body movement, etc) • https://cognitive3d.com/
  • 51. Conclusions • Most AR user studies are limited • Lab based, simple qualitative/quantitative measures • New opportunities for data collection • Move from post-experiment to during experiment • New sensors, analytics software • Many Directions for Future Research • Data analytics • Analysis methods • Sensors • Etc..