Effects of the Uncertainty of Interpersonal Communications on Behavioral Responses of the Participants in an Immersive Virtual Reality Experience: A Usability Study
<p>The stages of the experimental design.</p> "> Figure 2
<p>Screenshots showing some steps of the familiarization phase, from left to right: (<b>a</b>) selecting the “I am ready” button by the user; (<b>b</b>) teleporting to a destination; (<b>c</b>) reading instructions of the task from the panel on the user’s left hand; (<b>d</b>) removing an interactive object; (<b>e</b>) submitting the current task; (<b>f</b>) selecting the “Move to the office” button to move there.</p> "> Figure 3
<p>Screenshots showing two views of the office: (<b>a</b>) the view of the office from the perspective of the user at the beginning; (<b>b</b>) Another view of the office.</p> "> Figure 4
<p>Screenshots showing five sources of information for the user during the experience: (<b>a</b>) Arrow 1 points to a small blackboard that displays the name of the current task. Arrow 2 points to a big blackboard that communicates the current status of the tasks during the experience; (<b>b</b>) Arrow 3 points to a small blackboard attached to the panel that is a closeup of the big one; (<b>c</b>) Arrow 4 points to a phone that blinks and rings when the boss calls; (<b>d</b>) Arrow 5 points to a task board that shows the instructions for each task.</p> "> Figure 5
<p>Screenshots showing different parts of the panel for interactions: (<b>a</b>,<b>d</b>) selecting the “I am ready” and “Answering the phone” buttons by the user; (<b>b</b>,<b>e</b>) visualization of the task tab; (<b>c</b>,<b>f</b>) visualization of the item tab.</p> "> Figure 6
<p>Screenshots showing the participant when: (<b>a</b>) removing interactive objects; (<b>b</b>) using the teleportation to move in the environment.</p> "> Figure 7
<p>Screenshots from seven different areas for the placements of objects characterized by the color of their associated rugs.</p> "> Figure 8
<p>The steps that the participant experiences.</p> "> Figure 9
<p>A comparison between the means of ratings obtained from the participants for their perceived uncertainty of Task 1 (M = 1.88, SD = 1.11) and Task 2 (M = 3.41, SD = 1.00); Range of answers = 1–5.</p> "> Figure 10
<p>A comparison between the response time of the user to the source of information (the phone call) during Task 1 and Task 2, measured in [s].</p> "> Figure 11
<p>A comparison between the task time completion of the user for Task 1 and Task 2, measured in [s]. In these data, two completion time values identified as outliers which are shown in white circles in the figure.</p> "> Figure 12
<p>A visualization of participants’ change of position in Task 1; the 8 task targets are shown in blue.</p> "> Figure 13
<p>A visualization of participants’ change of position in Task 2; the task targets related to before the change of the task are shown in red; the task targets related to after the change of the task are shown in green.</p> "> Figure 14
<p>A comparison between the scores obtained from the participants from the System Usability Scale (SUS) questionnaire (M = 76.32, SD = 9.89).</p> "> Figure 15
<p>Percentages of ratings for each category from the System Usability Scale (SUS) questionnaire, categories from left to right are: best imaginable (score > 84.1); excellent (72.6 < score < 84.0); good (62.7 < score < 72.5); ok (51.7 < score < 62.6); poor (26 < score < 51.6); worst imaginable (score < 25).</p> "> Figure 16
<p>A comparison between the scores obtained from the participants from the Immersive Experience questionnaire (IEQ) (M = 65.84 (%), SD = 7.13 (%)).</p> "> Figure 17
<p>Range of (1: Not at all; 5: A lot) for a comparison between the means of scores for the components of the Immersive Experience questionnaire (IEQ) scale, from left to right: overall IEQ score (M = 3.17); challenge (M = 2.59); cognitive involvement (M = 4.06); control (M = 2.95); emotional involvement (M = 3.20); and real-world dissociation (M = 3.059).</p> "> Figure 18
<p>A comparison between the scores obtained from the participants from the Slater–Usoh–Steed presence (SUS) questionnaire (M = 64.37 (%), SD = 14.50 (%)).</p> "> Figure 19
<p>A comparison between the scores obtained from the participants from the Motion Sickness questionnaire (MASQ) (M = 22.18 (%), SD=12.84 (%)).</p> "> Figure 20
<p>A comparison between the scores obtained from the participants from the Intolerance of Uncertainty Scale (IUS) (M = 59.48 (%), SD=11.63 (%)).</p> ">
Abstract
:1. Introduction
- RQ1: How do the participants rate their experience with different tasks in terms of perceived uncertainty?
- RQ2: How do different degrees of uncertainty affect users’ behavior and performance in this immersive virtual workplace scenario?
- RQ3: How are the users’ subjective responses to uncertainty related to the objective responses?
- RQ4: How does the user evaluate the quality of his/her experience?
2. Related Work
- Gone Home [54] is a first-person exploration game designed to put players in unknown situations, engaging them to stay and accomplish some tasks, such as uncovering the narration by non-linear progression through searching the space. This game puts a player in the shoes of a young woman who returns home and finds that her family is absent. As Veale et al. [55] also discussed, Gone Home is a video game that uses effective storytelling to create empathy and a sense of responsibility in users by placing them within a recent historical moment. In this way, it exposes the user to the positive and negative elements of the past and encourages him/her to stay in the game and reflect on these elements [56]. While not strong on interactivity, the game through a careful visual, spatial, and audio design of the environment leads its users to explore the house along a twisting, uncertain path and find out what happened to the woman’s family through an analysis of imperfect clues from the memorabilia, journals, and other items left around the various rooms. During the experience, there are notes, voices, and letters from or to her family that motivate and guide her in the exploration. These items of cues can be kept in the inventory and reviewed whenever desired [54]. Considering an interest in the study of navigational behaviors of users, Bonnie Ruberg [57] argues that with a deeper analysis of the interactive elements of the game, the player path is linear instead of meandering despite what it seems the game encourages players to do. The path is already set and the locked, or hidden doors prevent the user to have access to some areas unless they trigger an event or find an object that unlocks this barrier in a predefined order.
- Don’t Starve [58] is a survival game that places the user in the role of a scientist who finds himself in a strange and unfamiliar world. The goal is to collect and effectively use survival tools. An uncertain scenario amounts to the interaction with the frogs in the game, as this creates ambiguity, as it is unclear whether they are hostile. For example, they can represent food, but different outcomes may result from eating them. The game successfully engages the user to accept this ambiguity till effectively able to develop higher-level strategies to interact with them. Farah et al. [59] studied the multiplayer expansion of the game to track cooperative features and teamwork behavioral markers.
- Wenge xu et al. [60] developed a motion-based survival game, GestureFit, that involves the user in a fight with a monster. They induced uncertainty in the system through three uncertain game elements: false attacks (creating the perception that there would be a chance that the system is tricking the player to waste a defense move by defending against a false attack), misses (creating the perception that there would be a chance that the actual hit will be interpreted as a miss), and critical hits (creating the perception that there would be a chance that an attack would be a critical attack and produce more damage than a normal one). In this way, they created two different levels of uncertainty, one with inducing these uncertain elements into the game and the other without. After, they conducted a study to measure the effects of levels of uncertainty (certain and uncertain), the display type (VR and LD), and age (young adults and middle-aged adults) on the game experience, performance, and exertion level. Their results showed that for the kind of game they designed, virtual reality could improve game performance. In addition, they found that the uncertain elements that they applied in their design might not help enhance the overall game experience, but could help increase the user’s exertion.
- RelicVE [61] is a virtual reality (VR) game that gives the user a similar role to an archaeologist and engages him in an exploration process of an archaeological discovery experience. It exploits uncertainty in the design of their exploration process by placing the user in a situation where s/he does not know the shape and features of the target artifact and only can discover it by gradually and strategically using available tools and physical movements. In this way, when the user hits specific triggers, a new part of the information about the artifact will be uncovered. They also managed the complexity of the game by the complexity of the shape and volume of the artifact. They integrated VR interaction techniques in the design of their virtual system to create an experience close to the real-world experience of archaeologists and in this way increased the immersion and physical activity of the user during the experience. In addition, they used a timer and a health bar to add the element of time pressure to the experience. To evaluate the experience, the authors also conducted a usability study that found the experience to be innovative as it can improve players’ learning and motivation by adding the elements of uncertainty into the design.
3. Experimental Setting
3.1. Participants
3.2. Materials
3.2.1. Setup
3.2.2. Experience Design
- An absence of guidance when a user is following and executing given instructions. This design limits the access to sources of information, asking the user to focus and rely on the already provided knowledge or information that may come after from sources such as panels and phone calls;
- Specific means of communicating instructions, which may be textual with the use of panels (and sometimes verbal, e.g., through phone calls) as a result of the absence of guidance;
- Specific instruction communication patterns in the form of sequences of sentences, such as what appears in step-by-step construction manuals. At the same time, it enables an experiment designer to purposely reduce the amount of available information and change the complexity of the sentences to control the amount of ambiguity and complexity in the system;
- The possibility of applying lexical ambiguity, as another potential source of confusion;
- A friendly environment supporting understanding and empathy in interpersonal communications.
- Step 1: Go to the blue rug area. Remove the red glasses and green smartphone from the desk.
- Step 2: Go to the blue rug area. Remove the apple and orange from the tables.
- Step 3: Go to the brown rug area. Remove the blue cup from the table.
- Step 4: Go to the red rug area. Remove the green wallet and the sandwich from the table.
- Step 5: Go to the white rug area. Remove the pink book from the table.
- Step 1: Go to the brown rug area. Remove any food not positioned on a plate from the table.
- Step 2: Remove the glasses from the brown rug area.
- Step 3: If you find some mugs in the pink rug area, remove the orange one.
- Step 4: Go to the green rug area. Remove the pillows that are closest to the hat.
- Step 5: If you find calculators on the table and a bag under the table in the white rug area, remove the calculators.
- Step 1: Go to the brown rug area. Remove any food on plates on the table.
- Step 2: Remove the glasses (if you find them there) from the brown rug area.
- Step 3: If you find any books in the blue rug area, remove any pencils near them.
- Step 4: Go to the red rug area. If a bag lies under the table, do not remove the smartphone.
- Step 5: If you see any mugs on the table in the yellow rug area, remove them.
3.3. Methods
3.3.1. Procedure
3.3.2. Measures
- Objective measures
- Variables related to the time:
- −
- Time to submit Task 1;
- −
- Time to submit Task 2;
- −
- Response time to new messages in Task 1;
- −
- Response time to new messages in Task 2.
- Variables related to the position: Position of the user in each moment.
- Subjective measures
- The Demographic questionnaire: This questionnaire asked participants about their nationality, sex, age, and education level.
- Level of English proficiency questionnaire: A five-point Likert scale was used to rate the level of English proficiency of participants (See Table 4).
- Previous Experience with immersive VR: A five-point Likert scale was used to rate the previous experience with immersive VR of participants (See Table 4).
- Perceived uncertainty questionnaire: In this questionnaire, using a five-point Likert scale, participants were asked to rate their level of perceived uncertainty for each task after the experiment (See Table 4).
- System Usability Scale (SUS) questionnaire: This questionnaire [64] consists of 10 items and utilizes a scale of 1 (Strongly disagree) to 5 (Strongly agree) to provide a “quick and dirty” reliable tool for measuring usability.
- Slater–Usoh–Steed presence questionnaire (SUS): This questionnaire [65] consists of five items and utilizes a scale of one to seven to assess participants’ sense of being there in a virtual office.
- The immersive experience questionnaire (IEQ): This questionnaire [66] comprises 31 items and utilizes a scale of 1 (Not at all) to 7 (A lot) to measure the subjective experience of being immersed while playing a virtual serious game.
- Motion sickness questionnaire (MSAQ): This questionnaire [67] comprises 16 items, utilizes a scale of 1 to 9, and is a valid instrument for the assessment of motion sickness.
- Intolerance of Uncertainty Scale (IUS): This questionnaire [68] consists of 27 items and utilizes a scale of 1 (Not at all characteristic of me) to 5 (Entirely characteristic of me) that assesses emotional, cognitive, and behavioral reactions to ambiguous situations, implications of being uncertain, and attempts to control the future.
4. Results
5. Discussion
- RQ2-1: Does the response time of the user to reach the source of information (the phone call) differ in the two tasks?
- RQ2-2: Does the task completion time for the user for each task differ?
- RQ2-3: How does the change of participants’ position in Task 1 differ from Task 2?
- Response time: In particular, we were interested in the participant’s response time to new information coming from a highly influential source that was directly associated with the boss, a phone call. Our expectation was that by increasing the degree of induced uncertainty, the participant would show a different response time, but we did not find a significant difference in this comparison with the applied statistical test.
- Task completion time: In particular, we were interested in the time that the participants persist in accomplishing each task as an objective measure of the user’s tolerance to the change of uncertainty in the system. For this reason, we did not consider the correctness or wrongness of following the instructions, and the user was free to end tasks at any moment without experiencing any time pressure or encouraging or discouraging feedback. Related to this setting, by increasing the level of uncertainty of the task, our expectation was that the participant spends a different amount of time accomplishing the task. The results of the study were aligned with this expectation by reporting a significantly higher completion time for Task 2.
6. Conclusions and Future Works
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Name of the Game | Type of the Game | Type of the Experience | Applied Uncertainty Approach | Requested Task |
---|---|---|---|---|
Gone Home | Exploration game; Role-playing game | Video game | Put players in unknown situations; Encourage the user to explore scattered objects along a twisting, uncertain path | To find out what has happened to the character’s sister and family by digging through scattered documents |
Don’t Starve | Exploration game; Role-playing game | Video game | Put the user in a strange and unfamiliar world; Put the user in a situation that is uncertain about the outcome of some of his/her choices | To find through trial and error the way that can survive from the threats coming from the environment |
GestureFit | Motion-based survival game | Immersive virtual reality | Induce uncertainty in the system through three uncertain gameplay elements (false attacks, misses, and critical hits) | To stay alive and perform gestures to defeat a monster |
RelicVE | Exploration game; Role-playing game | Immersive virtual reality | Place the user in a situation where s/he does not know the shape and features of the target artifact from the beginning | To take away earth from the artifact using the available tools and physical movement without damaging it |
Sex | Number | Percentage (%) |
Female | 3 | 17.65 |
Male | 14 | 82.35 |
Age | Number | Percentage (%) |
20–30 | 17 | 100 |
30–35 | 0 | 0 |
Nationality | Number | Percentage (%) |
Italian | 17 | 100 |
Others | 0 | 0 |
Education level | Number | Percentage (%) |
High school graduate, diploma or the equivalent | 1 | 5.9 |
Bachelor’s degree | 12 | 70.59 |
Master’s degree | 3 | 17.65 |
Doctorate degree | 1 | 5.9 |
Name of the Element | Description of the Element in Amelia Bedelia Story | Description of the Element in Our platform | Reason for Use |
---|---|---|---|
Absence of guidance | The housekeeper is asked to accomplish tasks based on the given instructions while does not have access to anybody to communicate her doubts. | The same situation is true here for the user but also s/he can save in the system the type of problem which is facing (a problem with the interface and/or a problem with the instruction). | This design choice limits the access to the sources of information, asking to focus and rely on the already provided knowledge or may come after, from sources such as panels and phone calls. |
Specific means of communicating instruction | Textual on a printed paper | Both textual and verbal that comes from the panels and voice calls | Communicating instructions in both verbal and textual forms would be in favor of cognitive load and managing the attention of the user during the experience [63]. |
Specific instruction communication patterns and sources of ambiguity | Instructions are presented in sequences of sentences, as appearing in step-by-step construction manuals. These instructions include lexical ambiguity coming from each sentence. | The same is followed here. In addition, the complexity of instructions also changes with increasing the degree of interconnectivity among parts of the sentences. In addition, available tasks and information change with receiving unpredictable phone calls coming from the boss. | This design choice provides the possibility for the experiment designer to purposely reduce the amount of available information and change the complexity of the sentences to control the amount of ambiguity and complexity in the system. In addition, the possibility of applying lexical ambiguity, as another potential source of confusion is provided. |
A friendly environment supporting understanding and empathy in interpersonal communications | A nice house with friendly relationships between Amelia and the family | A nice virtual office and the friendly voice of the boss | Experiencing this environment potentially keeps the user’s interest to stay till the end of the experiment and accept the challenges. |
Measuring Item | Question | Range |
---|---|---|
Level of English proficiency | How do you rate your level of English proficiency? | (1. Poor–5. Very good) |
Previous Experience with immersive VR | Have you experienced virtual reality with a head-mounted display in the past? | (1. Never–5. Everyday) |
Rating the perceived uncertainty of Tasks 1 and 2 | From the definition of Hillen et al. [28], changes in three sources can provide uncertainty in an information system: probability, ambiguity, or/and complexity of information. You can perceive uncertainty if you can become aware of its existence. Based on this definition and your experiment with the virtual office, what score will you give to the perceived uncertainty of Task 1 (the same question for Task 2)? | 1–5 |
Questionnaire Name | Time to Answer the Call in Task 2 | Task Competition Time for Task 2 |
---|---|---|
The System Usability Scale (SUS) | r = −0.38 | r = −0.15 |
Immersive Experience Questionnaire (IEQ) | r = 0.15 | r = 0.4 |
Slater–Usoh–Steed presence questionnaire (SUS) | r = 0.24 | r = 0.29 |
Motion sickness questionnaire (MASQ) | r = 0.21 | r = 0.16 |
Intolerance of Uncertainty Scale (IUS) | r = −0.09 | r = 0.07 |
Questionnaire Name | Mean | SD | Range |
---|---|---|---|
The System Usability Scale (SUS) | 76.32 | 9.89 | [1–100] |
Immersive Experience Questionnaire (IEQ) | 65.84 | 7.13 | [1–100] |
Slater–Usoh–Steed presence questionnaire (SUS) | 64.37 | 14.50 | [1–100] |
Motion sickness questionnaire (MASQ) | 22.18 | 12.48 | [1–100] |
Intolerance of Uncertainty Scale (IUS) | 59.48 | 11.63 | [1–100] |
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Hajahmadi, S.; Marfia, G. Effects of the Uncertainty of Interpersonal Communications on Behavioral Responses of the Participants in an Immersive Virtual Reality Experience: A Usability Study. Sensors 2023, 23, 2148. https://doi.org/10.3390/s23042148
Hajahmadi S, Marfia G. Effects of the Uncertainty of Interpersonal Communications on Behavioral Responses of the Participants in an Immersive Virtual Reality Experience: A Usability Study. Sensors. 2023; 23(4):2148. https://doi.org/10.3390/s23042148
Chicago/Turabian StyleHajahmadi, Shirin, and Gustavo Marfia. 2023. "Effects of the Uncertainty of Interpersonal Communications on Behavioral Responses of the Participants in an Immersive Virtual Reality Experience: A Usability Study" Sensors 23, no. 4: 2148. https://doi.org/10.3390/s23042148