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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

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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..