Abstract

Inferring users’ perceptions of Virtual Environments (VEs) is essential for Virtual Reality (VR) research. Traditionally, this is achieved through assessing users’ affective states before and after being exposed to a VE, based on standardized, self-assessment questionnaires. The main disadvantage of questionnaires is their sequential administration, i.e., a user’s affective state is measured asynchronously to its generation within the VE. A synchronous measurement of users’ affective states would be highly favorable, e.g., in the context of adaptive systems. Drawing from nonverbal behavior research, we argue that behavioral measures could be a powerful approach to assess users’ affective states in VR. In this paper, we contribute by providing methods and measures evaluated in a user study involving 42 participants to assess a users’ affective states by measuring head movements during VR exposure. We show that head yaw significantly correlates with presence, mental and physical demand, perceived performance, and system usability. We also exploit the identified relationships for two practical tasks that are based on head yaw: (1) predicting a user’s affective state, and (2) detecting manipulated questionnaire answers, i.e., answers that are possibly non-truthful. We found that affective states can be predicted significantly better than a naive estimate for mental demand, physical demand, perceived performance, and usability. Further, manipulated or non-truthful answers can also be estimated significantly better than by a naive approach. These findings mark an initial step in the development of novel methods to assess user perception of VEs.

Highlights

  • Virtual Reality (VR) is a technology that has been heavily researched since the 1980s, but only recently became affordable and accessible (Slater 2018)

  • The elevated standard deviation (SD) for mental demand could be explained by the fact that each user was perceiving the Virtual Environments (VEs) differently, which is due to a combination of individual traits (Jensen and Konradsen 2017)

  • As the participants proceeded through the VE in a seated setup and only interacted with the VE by pushing the trackpad on the HTC Vive’s controller, they were limited to mainly head movements

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Summary

Introduction

Virtual Reality (VR) is a technology that has been heavily researched since the 1980s, but only recently became affordable and accessible (Slater 2018). This sparked the development of applications in diverse contexts such as entertainment, marketing, and training. Given the example of a Virtual Training Environment (VTE), it is essential to assess users’ mental demand. Each user perceives the same Virtual Environment (VE) differently, due to a combination of individual traits, such as prior VR exposure or context-specific vocational experience (Hirt et al 2019). A one-fits-all approach regarding the design of a VE will not be expedient and

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