Breaking The Experience: Effects of Questionnaires in VR User Studies

被引:73
作者
Putze, Susanne [1 ]
Alexandrovsky, Dmitry [1 ]
Putze, Felix [2 ]
Hoeffner, Sebastian [1 ]
Smeddinck, Jan David [3 ]
Malaka, Rainer [1 ]
机构
[1] Univ Bremen, Digital Media Lab, Bremen, Germany
[2] Univ Bremen, Cognit Syst Lab, Bremen, Germany
[3] Newcastle Univ, Sch Comp, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England
来源
PROCEEDINGS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'20) | 2020年
基金
欧盟地平线“2020”;
关键词
Virtual reality; VR; user studies; in-VR questionnaires; inVRQs; break in presence; surveys; biosignals; research methods; VIRTUAL ENVIRONMENTS; SENSE; REALITY; IMMERSION; RESPONSES; EQUATION; EMOTION;
D O I
10.1145/3313831.3376144
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from virtual worlds to the physical world to respond to VR experience questionnaires can potentially lead to systematic biases. Administering questionnaires in VR (INVRQs) is becoming more common in contemporary research. This is based on the intuitive notion that INVRQs may ease participation, reduce the Break in Presence (BIP) and avoid biases. In this paper, we perform a systematic investigation into the effects of interrupting the VR experience through questionnaires using physiological data as a continuous and objective measure of presence. In a user study (n=50), we evaluated question-asking procedures using a VR shooter with two different levels of immersion. The users rated their player experience with a questionnaire either inside or outside of VR. Our results indicate a reduced BIP for the employed INVRQ without affecting the self-reported player experience.
引用
收藏
页数:15
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