A study on the design of tasks and the user’s interaction with VR mobility

Authors:
(1) Raphael Covener Dos Angus;
(2) Joao Madeiras Pereira.
Links table
Abstract and 1 introduction
2 Related Work and 2.1 Virtual Avatar
2.2 The cloud depicting points
3 3.1 test design and preparation
3.2 User representations
3.3 methodology
3.4 virtual environment and 3.5 description tasks
3.6 questionnaires and 3.7 participants
4 Results and discussion, 4.1 user preferences
4.2 Task performance
4.3 Discussion
5 conclusions and references
3.3 methodology
The test was divided into eight stages: 1) Introduction to the study and application of the pre -test questionnaire; 2) Explanation about the tasks and each of the user representations 3) Modifying the device for rest; 4) Calibration; 6) Implementation of tasks; 7) Application of post -test questionnaire; 8) And a semi -organized interview.
Initially, we explained the test goals. Next, users have completed a pre -questioned questionnaire to raise the profile of participants regarding the previous experience with related technologies (HMDs, virtual deities, etc.).
Next, we showed a brief description of the tasks and representations used. Moreover, we presented the users to calibration. This procedure was carried out to calibrate the trace system between HMDS and RespeThors. Then, in order to identify the user with the procedures, users have a task in the training scenario, where they can explore the virtual environment freely and learn about the preparation and both representation.
After carrying out the training task, users reached a fixed object on the environment and users conducted the test mission. Then a questionnaire was submitted to users ’experience problems. These steps were made for each group of test conditions (perspective and representation) for a total of 12 exchange. The arrangement of the symbolic symbolism was changed in each test, after arranging a Latin box, to avoid biased results.
3.4 Virtual Environment
The selected environment depends on the scene of the concealment, which was obtained on the Unity Asset Store[1]. This scene has been modified to remove visual chaos, not to interfere in the test goals, and steal the user’s attention.
We also included the environment representing the Kinect tracking borders with a red box, where the user can walk freely.
3.5 Description missions
Because of the low size of the area (4 meters in 4 meters), we decided to divide the test in four tasks. For each of the tasks, the user needs to reach a specific point at the end of the area that has been tracked, as it needs to reach a colored ball (either in red or green) with their hands move to the next task. Tasks were chosen based on natural tasks such as walking, avoiding obstacles and arresting moving things on the basis of previous work [28].
After that, he turns his body into facing the next task, until the test ends. In the following sub -sections, we offer and explain in more detail each of the tasks.
3.5.1 The first task
In this task, after reaching the green object, the user transforms his body and needs to roam in the barrels, first with the right, then easily until it reaches the objective object reading. Figure 3A shows the first task.
3.5.2 The second task
In the second task, the user needs to avoid both the yellow tapes by raising their feet (or jumping) until the green target (Figure 3B) reaches the object.
3.5.3 The third task
The user needs to avoid the yellow tape by going under it. This tape is set according to the height of the user, which is estimated using the distance between the head and the toes when the user begins the test. The 12 cm tape is placed less than the total height of the user (Figure 3C).
3.5.4 The fourth mission
In the final task, the user needs to reach a small red box located in front of the object object. This task is a task based on the reflector, which consists in four balls thrown towards the user by a cannon (Figure 3D). To succeed in this task, they need to stop them using their bodies. All balls are thrown at the same speed, and only the point in which they are thrown vary. The first ball is thrown towards the user box, the second and the third towards the right and left user arm. The fourth ball is thrown on the right side of the user, but it needs to walk to the right to reach it.
3.6 questionnaires
To collect user profiles, pre -test preferences were made. To assess human factors such as comfort, embodiment and contentment, post -test questionnaire was conducted. The post -test questionnaire consisted of a list of 11 phrases followed by the Likert scale of 6 values, as 1 means that the user does not fully agree on the statement and 6 means that he agrees with him completely, as is a summary in Table 1. The first four questions, based on the previous work [7]It was used to estimate the user’s feeling of embodiment and each of its sub -concepts: the feeling of embodiment (Q1), the feeling of the property of the body (Q2), the feeling of self -position (Q3) as well as the control of the body (Q4). The following questions were asked to evaluate the ease of both sub -tasks and fatigue.
In addition to the questionnaire, we conducted a semi -organized interview in order to obtain the perceptions of the participants on the completed tasks, clarify their answers to the post -test questionnaire and obtain improvement suggestions.
3.7 Participants
For this test, we chose 24 participants, 5 of whom were female. Users range from 21 to 35 years old. Regarding experience, most users had previous experience in 3D applications such as games and modeling systems. Most of them with experience with previous experience with offers installed on the head.
[1] http://unity3d.com/store