Advertisement

Measuring User Experience on Interactive Fiction in Cinematic Virtual Reality

  • Maria Cecilia ReyesEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11318)

Abstract

This paper proposes a methodology to measure User Experience (UX) dimensions on Interactive Fiction in Cinematic Virtual Reality (IFcVR), in order to evaluate the effectiveness of IFcVR as a narrative form and as a vehicle for different types of messages. The presented methodology merges Human Computer Interface (HCI) evaluation techniques with Interactive Digital Narrative (IDN) user dimensions, and gathers both qualitative and quantitative data by mixing different types of instruments. An experimental evaluation of an interactive VR fiction film functional prototype demonstrates the viability of the proposed methodology while gathered data shows a positive acceptance by the participants to IFcVR as an entertaining and immersive experience.

Keywords

Cinematic virtual reality Interactive digital narrative Interactive fiction in cinematic virtual reality Hyperfiction Medium-conscious narratology User experience measurement 

References

  1. 1.
    Aylett, R., Louchart, S.: Towards a narrative theory of virtual reality. Virtual Reality 7, 2–9 (2003).  https://doi.org/10.1007/s10055-003-0114-9CrossRefGoogle Scholar
  2. 2.
    Lasse, T., et al.: Missing the point: an exploration of how to guide users’ attention during cinematic virtual reality. In: Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST 2016), pp. 229–232. ACM, New York (2016).  https://doi.org/10.1145/2993369.2993405
  3. 3.
    Sutcliffe, G. et al.: Reflecting on the design process for virtual reality applications. Int. J. Hum.–Comput. Interact., 1–12 (2018).  https://doi.org/10.1080/10447318.2018.1443898CrossRefGoogle Scholar
  4. 4.
    Vosmeer, M., Schouten, B.: Interactive cinema: engagement and interaction. In: Mitchell, A., Fernández-Vara, C., Thue, D. (eds.) ICIDS 2014. LNCS, vol. 8832, pp. 140–147. Springer, Cham (2014).  https://doi.org/10.1007/978-3-319-12337-0_14CrossRefGoogle Scholar
  5. 5.
    Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, Cambridge (1997)Google Scholar
  6. 6.
    Koenitz, H.: An iterative approach towards interactive digital narrative – early results with the advanced stories authoring and presentation system. In: Chiu, D.K.W., Wang, M., Popescu, E., Li, Q., Lau, R. (eds.) ICWL 2012. LNCS, vol. 7697, pp. 59–68. Springer, Heidelberg (2014).  https://doi.org/10.1007/978-3-662-43454-3_7CrossRefGoogle Scholar
  7. 7.
    Montfort, N.: Twisty Little Passages: An Approach to Interactive Fiction. MIT Press, Cambridge (2005)Google Scholar
  8. 8.
    Reyes, M.C.: An epistemological approach to the creation of interactive VR fiction films. In: Nunes, N., Oakley, I., Nisi, V. (eds.) ICIDS 2017. LNCS, vol. 10690, pp. 380–383. Springer, Cham (2017).  https://doi.org/10.1007/978-3-319-71027-3_48CrossRefGoogle Scholar
  9. 9.
    Reyes, M.C.: Screenwriting framework for an interactive virtual reality film. In: Proceedings 3rd Immersive Research Network Conference iLRN 2017, pp. 92–102 (2017).  https://doi.org/10.3217/978-3-851-25-530-0-15
  10. 10.
    Wolf, W.: Narratology and Media(lity): The transmedial expansion of a literary discipline and possible consequences. In Olson, G. (ed.) Current Trends in Narratology, pp 145–180. De Gruyter, Berlin (2011)Google Scholar
  11. 11.
    Bevan, N.: Classifying and selecting UX and usability measures. In: International Workshop on Meaningful Measures: Valid Useful User Experience Measurement (2008)Google Scholar
  12. 12.
    Bevan, N., Carter, J., Earthy, J., Geis, T., Harker, S.: New ISO standards for usability, usability reports and usability measures. In: Kurosu, M. (ed.) HCI 2016. LNCS, vol. 9731, pp. 268–278. Springer, Cham (2016).  https://doi.org/10.1007/978-3-319-39510-4_25CrossRefGoogle Scholar
  13. 13.
    Issa, T., Isaias, P.: Sustainable Design: HCI, Usability and Environmental Concerns. Springer, London (2015)CrossRefGoogle Scholar
  14. 14.
    Roth, C., Koenitz, H.: Evaluating the user experience of interactive digital narrative. In: Proceedings of the 1st International Workshop on Multimedia Alternate Realities (AltMM 2016), pp. 31–36. ACM, New York (2016).  https://doi.org/10.1145/2983298.2983302
  15. 15.
    Magliano, J.P., Zacks, J.M.: The impact of continuity editing in narrative film on event segmentation. Cogn. Sci. 35, 1489–1517 (2011)CrossRefGoogle Scholar
  16. 16.
    Bala, P., Dionisio, M., Nisi, V., Nunes, N.: IVRUX: a tool for analyzing immersive narratives in virtual reality. In: Nack, F., Gordon, Andrew S. (eds.) ICIDS 2016. LNCS, vol. 10045, pp. 3–11. Springer, Cham (2016).  https://doi.org/10.1007/978-3-319-48279-8_1CrossRefGoogle Scholar
  17. 17.
    Rothe, S., Hußmann, H.: Guiding the viewer in cinematic virtual reality by diegetic cues. In: De Paolis, L.T., Bourdot, P. (eds.) AVR 2018. LNCS, vol. 10850, pp. 101–117. Springer, Cham (2018).  https://doi.org/10.1007/978-3-319-95270-3_7CrossRefGoogle Scholar
  18. 18.
    Bian, Y., et al.: A framework for physiological indicators of flow in VR games: construction and preliminary evaluation. Pers. Ubiquit. Comput. 20(5), 821–832 (2016).  https://doi.org/10.1007/s00779-016-0953-5CrossRefGoogle Scholar
  19. 19.
    Hou, G., Dong, H., Yang, Y.: Developing a virtual reality game user experience test method based on EEG signals. In: 2017 5th International Conference on Enterprise Systems (ES) (2017).  https://doi.org/10.1109/es.2017.45
  20. 20.
    Cipresso, P., et al.: Low-cost motion-tracking for computational psychometrics based on virtual reality. In: De Paolis, L.T., Mongelli, A. (eds.) AVR 2014. LNCS, vol. 8853, pp. 137–148. Springer, Cham (2014).  https://doi.org/10.1007/978-3-319-13969-2_11CrossRefGoogle Scholar
  21. 21.
    Aspöck, L., Kohnen, M., Vorlaender, M.: Evaluating immersion of spatial audio systems for virtual reality. J. Acoust. Soc. Am. 143(3), 1829 (2018).  https://doi.org/10.1121/1.5036003CrossRefGoogle Scholar
  22. 22.
    Campbell, J.: The Hero with a Thousand Faces. New World Library (2008)Google Scholar
  23. 23.
    Janni, N., Torkil, C., Carsten, Y.: Getting access to what goes on in people’s heads?: reflections on the think-aloud technique. In: Proceedings of the Second Nordic Conference on Human-Computer Interaction (NordiCHI 2002), pp. 101–110. ACM, New York (2002).  https://doi.org/10.1145/572020.572033
  24. 24.
    Lessiter, J., Freeman, J., Keogh, E., Davidoff, J.: A cross-media presence questionnaire: the ITC-sense of presence inventory. Presence Teleoperators Virtual Environ. 10(3), 282–297 (2001).  https://doi.org/10.1162/105474601300343612CrossRefGoogle Scholar
  25. 25.
    Kennedy, R., Lane, N., Berbaum, K., Lilienthal, M.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993).  https://doi.org/10.1207/s15327108ijap0303_3CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2018

Authors and Affiliations

  1. 1.Università degli Studi di GenovaGenoaItaly

Personalised recommendations