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Developing a model to evaluate and improve user experience with hand motions in virtual reality environments

In video games, the evaluation of the user experience (UX) mainly refers to two main groups of aspects, those that refer to the player that is mainly oriented to make the player feel good while playing and those that refer to the video game that is oriented to make the video game easy to understand...

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Autores principales: Mitre-Ortiz, Andres, Muñoz-Arteaga, Jaime, Cardona-Reyes, Héctor
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Berlin Heidelberg 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9132763/
https://www.ncbi.nlm.nih.gov/pubmed/35637697
http://dx.doi.org/10.1007/s10209-022-00882-y
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author Mitre-Ortiz, Andres
Muñoz-Arteaga, Jaime
Cardona-Reyes, Héctor
author_facet Mitre-Ortiz, Andres
Muñoz-Arteaga, Jaime
Cardona-Reyes, Héctor
author_sort Mitre-Ortiz, Andres
collection PubMed
description In video games, the evaluation of the user experience (UX) mainly refers to two main groups of aspects, those that refer to the player that is mainly oriented to make the player feel good while playing and those that refer to the video game that is oriented to make the video game easy to understand and play. The aspects considered that are related to the player are engagement, enjoyment, and flow; the aspects related to video game, usability, and dependability. Virtual reality environments today have changed the paradigm in various fields of application, such as health, education, entertainment, among others. Therefore, it is important to observe the effects of handedness with hand movements in virtual reality environments. This work proposes a model to evaluate and improve the user experience considering player and video game aspects, taking into account handedness with hand movements in virtual reality environments. Player and video game aspects can be added to evaluations of the effect of handedness, especially in virtual reality environments, in order to know the user’s behavior in terms of skill, performance, and accuracy, among other features by using a particular hand to perform specific tasks. Next, a case study is presented with two groups of users using a virtual reality environment to perform several user tasks considering the dominant and non-dominant hand. By evaluating the user tasks it is possible to know the levels of engagement, enjoyment, motivation, and usability in a virtual reality environment. Finally, an analysis of results is presented in which several improvements of UX are presented.
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spelling pubmed-91327632022-05-26 Developing a model to evaluate and improve user experience with hand motions in virtual reality environments Mitre-Ortiz, Andres Muñoz-Arteaga, Jaime Cardona-Reyes, Héctor Univers Access Inf Soc Long Paper In video games, the evaluation of the user experience (UX) mainly refers to two main groups of aspects, those that refer to the player that is mainly oriented to make the player feel good while playing and those that refer to the video game that is oriented to make the video game easy to understand and play. The aspects considered that are related to the player are engagement, enjoyment, and flow; the aspects related to video game, usability, and dependability. Virtual reality environments today have changed the paradigm in various fields of application, such as health, education, entertainment, among others. Therefore, it is important to observe the effects of handedness with hand movements in virtual reality environments. This work proposes a model to evaluate and improve the user experience considering player and video game aspects, taking into account handedness with hand movements in virtual reality environments. Player and video game aspects can be added to evaluations of the effect of handedness, especially in virtual reality environments, in order to know the user’s behavior in terms of skill, performance, and accuracy, among other features by using a particular hand to perform specific tasks. Next, a case study is presented with two groups of users using a virtual reality environment to perform several user tasks considering the dominant and non-dominant hand. By evaluating the user tasks it is possible to know the levels of engagement, enjoyment, motivation, and usability in a virtual reality environment. Finally, an analysis of results is presented in which several improvements of UX are presented. Springer Berlin Heidelberg 2022-05-26 /pmc/articles/PMC9132763/ /pubmed/35637697 http://dx.doi.org/10.1007/s10209-022-00882-y Text en © The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Long Paper
Mitre-Ortiz, Andres
Muñoz-Arteaga, Jaime
Cardona-Reyes, Héctor
Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
title Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
title_full Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
title_fullStr Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
title_full_unstemmed Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
title_short Developing a model to evaluate and improve user experience with hand motions in virtual reality environments
title_sort developing a model to evaluate and improve user experience with hand motions in virtual reality environments
topic Long Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9132763/
https://www.ncbi.nlm.nih.gov/pubmed/35637697
http://dx.doi.org/10.1007/s10209-022-00882-y
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