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Engagement in a Virtual Reality Game with Gesture Hand Interface. An Empirical Evaluation of User Engagement Scale (UES)

机译:通过手势手势界面参与虚拟现实游戏。用户参与量表(UES)的经验评估

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The combination of virtual environments and gesture control interface has increased in the past years. It is believed that these technologies could increase user engagement and the user experience. However, there is still no standard scale to measure user engagement in those systems. The User Engagement Scale UES, proposed by O'Brien is a multidimensional scale for engagement measurement. It had been tested in different conditions and systems, such as web pages and social networks, keeping consistency in its result. We apply the UES to a virtual reality game with gesture hand control, to evaluate its viability in this kind of system. A sample of 164 individuals, who attended a huge technology trend and information event, completed a questionnaire after playing the game. The game includes puzzle solving using hand gesture interface. The questionnaire was adapted from the original proposed by O'Brien, to fit the videogame application. The UES scale is composed of six aspects or subscales: Perceived Usability (PU), Aesthetics (AE), Novelty (NO), Felt Involvement (FI), Focused Attention (FA), and Endurability (EN). The analysis results indicated that the scale had good reliability for all the aspects or sub-scales included. As a result of applying the principal component analysis, we found that the FA and AE components retained all its items. Meanwhile, the PU sub-scale is divided into three different components, and the NO, FI and EN subscales are combined in a new component. We establish a discussion of the characteristics and usability of virtual reality systems and gesture hand control that could cause these variations in the UES components. Also, we discuss the context as a potential key factor to influence engagement and user experience.
机译:虚拟环境和手势控制界面的组合在过去几年中有所增加。相信这些技术可以增加用户参与度和用户体验。但是,仍然没有标准量表来衡量用户在这些系统中的参与度。 O'Brien提出的用户参与度量表UES是用于参与度测量的多维量表。它已经在不同的条件和系统(例如网页和社交网络)中进行了测试,以保持结果的一致性。我们将UES应用于具有手势控制功能的虚拟现实游戏,以评估其在这种系统中的可行性。参加大型技术趋势和信息活动的164个人样本在玩游戏后完成了问卷调查。该游戏包括使用手势界面解决难题。问卷是根据O'Brien提出的原始问卷改编而成的,以适合视频游戏的应用。 UES量表由六个方面或子量表组成:感知可用性(PU),美学(AE),新颖性(NO),感觉参与(FI),注意力集中(FA)和耐力(EN)。分析结果表明,该量表对包括所有方面或子量表的信度均良好。应用主成分分析的结果是,我们发现FA和AE成分保留了其所有项目。同时,PU子量表分为三个不同的分量,而NO,FI和EN子量表则合并为一个新分量。我们将讨论可能导致UES组件中这些变化的虚拟现实系统和手势控制的特性和可用性。此外,我们还将讨论上下文作为影响参与度和用户体验的潜在关键因素。

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