| Literature DB >> 35729990 |
Marc-Antoine Moinnereau1, Alcyr Alves de Oliveira2, Tiago H Falk1.
Abstract
Virtual reality (VR) applications, especially those where the user is untethered to a computer, are becoming more prevalent as new hardware is developed, computational power and artificial intelligence algorithms are available, and wireless communication networks are becoming more reliable, fast, and providing higher reliability. In fact, recent projections show that by 2022 the number of VR users will double, suggesting the sector was not negatively affected by the worldwide COVID-19 pandemic. The success of any immersive communication system is heavily dependent on the user experience it delivers, thus now more than ever has it become crucial to develop reliable models of immersive media experience (IMEx). In this paper, we survey the literature for existing methods and tools to assess human influential factors (HIFs) related to IMEx. In particular, subjective, behavioural, and psycho-physiological methods are covered. We describe tools available to monitor these HIFs, including the user's sense of presence and immersion, cybersickness, and mental/affective states, as well as their role in overall experience. Special focus is placed on psycho-physiological methods, as it was found that such in-depth evaluation was lacking from the existing literature. We conclude by touching on emerging applications involving multiple-sensorial immersive media and provide suggestions for future research directions to fill existing gaps. It is hoped that this survey will be useful for researchers interested in building new immersive (adaptive) applications that maximize user experience.Entities:
Keywords: Cybersickness; Immersive media experience; Mulsemedia; Quality of experience; Virtual reality
Year: 2022 PMID: 35729990 PMCID: PMC9198412 DOI: 10.1007/s41233-022-00052-1
Source DB: PubMed Journal: Qual User Exp ISSN: 2366-0147
Fig. 1Sensor-equipped VR headset with embedded sensors (left) and software suite (right) to save or live-stream biosignals, as well as measure signal quality and extract relevant human influential factors
List of commonly used presence questionnaires for subjective IMEx assessment
| References | Questionnaires | Subject | Subscale | Rating scale | Citations | Items | Media |
|---|---|---|---|---|---|---|---|
| [ | Barfield et al. Questionnaire 1 | 86 | Personal presence | 0–100 | 329 | 2 | VE |
| [ | Barfield et al. Questionnaire 2 | 12 | Monoscopic vs stereoscopic display, head-tracking, field-of-view | 5-point | 409 | 3 | VE |
| [ | Memory characteristic Questionnaire (MCQ) | 90 | Presence, Judgment, Attention, Coherence, and Field-of-view | 7-point | 1257 | 21 | SVE |
| [ | Slater-Usoh-Steed Questionnaire (SUS) | 24 | Presence from internal/external factors | 7-point | 908 | 6 | VE |
| [ | Lombard & Ditton Questionnaire | 600 | Social presence, Realism, Transportation, and Immersion | Not defined | 332 | 103 | CM |
| [ | GlobalED Questionnaire | 50 | Social presence | 5-point | 2560 | 14 | SVE |
| [ | Kim & Biocca Questionnaire | 96 | Physical, Virtual or imaginary presence | 8-point | 860 | 8 | 2D screen |
| [ | Reality Judgment and Presence Questionnaire (RJPQ) | 124 | Reality judgment, and Attention | 10-point | 225 | 18 | VE |
| [ | Presence Questionnaire (PQ) | 152 | Presence, Involvement, and Immersion | 7-point | 5254 | 32 | VE |
| [ | Thie & Van Wijk Questionnaire | 48 | Social presence | Not defined | 38 | Not defined | VE |
| [ | Presence & Realism | Not defined | Virtual art exhibits | 4-point | 8 | 10 | |
| [ | Dinh et al. Questionnaire | 322 | Visual, Olfactory, Auditory, and Tactile | 0–100 | 537 | 14 | VE |
| [ | Murray et al. Questionnaire | 10 | Impact of the sound on the sense of presence | 5-point | 56 | 5 | |
| [ | Nichols et al. Questionnaire | 24 | Influence of the headset, and Auditory stimuli | 7-point | 231 | 9 | VE |
| [ | Basdogan et al. Questionnaire | 10 | Social presence | 7-point | 497 | 8 | SVE |
| [ | ITC - Sense of Presence Inventory (ITC-SOPI) | 604 | Sense of Physical space, Engagement, Ecological validity, and Negative effects | Not defined | 1121 | 44 | CM |
| [ | IPO Social Presence Questionnaire (IPO-SPQ) | 34 | Social presence | 7-point | 151 | 17 | 2S screen |
| [ | Gerhard et al. Questionnaire | 27 | Immersion, Communication, Involvement, Awareness, Nature of the environment, and User interface | 7-point | 82 | 19 | SVE |
| [ | Krauss et al. Questionnaire | 165 | Presence | Rating scale | 14 | 42 | VE |
| [ | Igroup Presence Questionnaire (IPQ) | 246 | Spatial Presence, Involvement, and Realism | 5-point | 1283 | 14 | SVE |
| [ | Swedish Viewer-User Presence Questionnaire (SVUP) | 32 | Enjoyment, Sound quality, Presence, and Cybersickness | 5-point | 72 | 19 | VE |
| [ | Schroeder et Al. Questionnaire | 132 | Physical and Social presence | 5-point | 177 | 11 | SVE |
| [ | Bailenson et al. Questionnaire | 50 | Social presence | 7-point | 493 | 5 | VE |
| [ | CMC Questionnaire/Social presence and Privacy Questionnaire (SPPQ) | 310 | Social presence | 5-point | 592 | 17 | CM |
| [ | Networked Minds | 76 | Co-presence, Psychological Involvement, and Behavioral Engagement | 7-point | 405 | 40/38 | SVE |
| [ | E | 10 | Presence, and Enjoyment | 7-point | 451 | 14 | VE |
| [ | Nowak & Biocca Questionnaire | 134 | Telepresence, Copresence, and Social presence | 7-point | 833 | 29 | SVE |
| [ | Cho et al. Questionnaire | 32 | Visual realism, and Presence | 0–100 | 40 | 4 | VE |
| [ | MEC-SPQ | Not defined | Spatial presence, and Attention | 5-Point | 206 | 8 | VE |
| [ | Temple Presence Inventory | 46 | Satial presence, Social presence-actor, Passive social presence, Active social presence, Presence as engagement, Presence as social richness, Presence as social realism, and Presence as perceptual realism | 7-point | 223 | 42 | CM |
| [ | Tendency Toward Presence Inventory | 499 | Cognitive Involvement (active and passive), Spatial Orientation, Introversion, Ability to Construct Mental Models, and Empathy | 5-point | 57 | 41 | VE |
| [ | The German VR Simulation Realism Scale | 151 | Visual Realism, Audience Behavior and Appearance, and Sound Realism | 5-point | 18 | 14 | VE |
| [ | Multimodal Presence Scale (MPS) | 161/118 | Physical, Social, and Self presence | 5-point | 62 | 38/15 | VE |
| [ | Short QoE questionnaire | 36 | Perceptual quality, Presence, Acceptability, and Cybersicknes | 5-point | 84 | 5 | VE |
List of commonly used user experience questionnaires for subjective IMEx assessment
| References | Questionnaires | Subject | Subscale | Rating scale | Citations | Items | Media |
|---|---|---|---|---|---|---|---|
| [ | Immersive Experience Questionnaire (IEQ) | 244 | Cognitive, Involvement, Emotional involvement, World dissociation, and Challenge | 5-point | 1791 | 31 | CM |
| [ | GameFlow Questionnaire | Not defined | Concentration, Player Skills, Control, Challenge, Feedback, Clear goals, Immersion, and Social Interaction. | GameFlow criteria | 2715 | 35 | CM |
| [ | EGameFlow Questionnaire | Not defined | Concentration, Control, Knowledge Management, Challenge, Goal clarity, Immersion, Feedback, and Social Interaction | 0–100 | 786 | 42 | CM |
| [ | Game Engagement Questionnaire (GengQ) | 153 | Immersion, Flow, Presence and Absorption | 5-point | 982 | 19 | CM |
| [ | Game Experience Questionnaire (GexpQ) | Not defined | Immersion, Competence, Flow, Negative effect, Positive effect, and Challenge | 5-point | 396 | 33 | CM |
| [ | EVE-GP questionnaire | 2182 | Multidimensional UX in video games | 7-point | 33 | 180 | CM |
| [ | Narrative game questionnaire | 340 | Curiosity, Concentration, Control, Challenge, Comprehension, and Empathy | 7-point | 266 | 27 | CM |
| [ | SCI Model Questionnaire 10 | 234 | Sensory immersion, Challenge-based immersion, Imaginative immersion | 5-point | 1395 | 18 | CM |
| [ | Core Elements of the Gaming Experience (CEGE) questionnaire | 15 | Enjoyment, Frustration, Control, Puppetry, Facilitators, Ownership, Game-play, and Environment | 7-point | 252 | 38 | CM |
| [ | Unified questionnaire on User eXperience in Immersive Virtual Environment | 116 | Presence, Engagement, Immersion, Flow, Usability, Skill, Emotion, Experience consequence, Judgement, and Technology adoption | 10-point | 76 | 87 | VE |
| [ | Presence-Flow-Framework (PFF) | 68 | Perceptual experience, Situational involvement, and Competence | 7-point | 165 | 124 | VE |
| [ | Presence-Involvement-Flow Framework2(PIFF2) | 91 | Presence, Involvement, and Flow | 7-point | 79 | 139 | VE |
| [ | Virtual Reality Neuroscience Questionnaire (VRNQ) | 40 | QoE, Game mechanics, and In-game assistance | 7-point | 29 | 20 | VE |
| [ | User Experience Questionnaire (UEQ) | 144 | Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty | 7-point | 1297 | 26 | CM |
List of commonly used cybersickness questionnaires for subjective IMEx assessment
| Reference | Questionnaires | Subject | Subscale | Rating scale | Citations | Items | Media |
|---|---|---|---|---|---|---|---|
| [ | Simulator Sickness Questionnaire (SSQ) | Not defined | Nausea, Oculomotor, and Disorientation | 4-point | 4206 | 16 | CM |
| [ | Motion Sickness Assessment Questionnaire (MASQ) | 310 | Motion-sickness | 9-point | 297 | 16 | CM |
| [ | Motion Sickness Susceptibility Questionnaire-Short (MSSQ-Short) | 257 | Motion-sickness | 4-point | 273 | 18 | VE |
| [ | Fast Motion Sickness Scale (FMS) | 126 | Motion-sickness | 0–20 | 277 | 1 | VE |
| [ | Virtual Reality Sickness Questionnaire (VRSQ) | 24 | Oculomotor, and Disorientation | 4-point | 212 | 9 | VE |
| [ | Misery Scale (MISC) | 24 | Motion-sickness | 0–10 | 161 | 1 | VE |
| [ | Symptom Questionnaire | 16 | Motion-sickness | 0–6 | 155 | 13 | VE |
| [ | Refactored SSQ | 371 | Nausea, and Oculomotor | 4-point | 140 | 16 | VE |
| [ | Simplified Simulator Sickness Questionnaire | 158 | Uneasiness, Visual Discomfort and Loss of Balance | 5-point | 2 | 9 | CM |
List of works relying on HR/HRV measurement for user IMEx assessment
| Reference | # Subjects | Device | Measurement | Processing | Results | Questionnaire |
|---|---|---|---|---|---|---|
| [ | 21 | AliveCor Kardia | Engagement, Concentration, Stress, Relaxation, and Emotion | HR | A low HR for Relaxation, an elevated HR for concentration, and an increase of HR during stress | PQ, and SUS |
| [ | 60 | MP30 from Biopac System | Stress | Average of LF/HF ratio | Significant differences in the average ratios of LF/HF, as a function of plan configuration | Not applicable |
| [ | 18 | e-Health Sensor Platform V2.0 | QoE in terms of Quality, Frame-rate and Texture | Statistical features from HR: mean, min, max, median, std; | For Quality, no impact on the physiological responses | ACR, and SSQ |
| [ | 20 | E4 from Empatica | Presence | Statistical features from HR: mean, LF, HF; | ECG features did not significantly vary between the presence and lack of factors of presence | PQ |
| [ | 33 | g.USBamp and g.TRIGbox from g.tec | Mental immersion | Mean HR, and HRV; | HRV turned out to be significantly affected by network condition. Significant relationships between HRV and IEQ and gaming QoE | IEQ, Gaming QoE, and Video quality |
| [ | 10 | Polar H10 | User Experience | HRV, Time elapsed between two successive R-waves of the QRS signal (R-to-R interval), HF, LF, and VLF | HR and HRV are significantly different during resting once compared with the easy, medium, and hard difficulties | SSQ, Simulation performance, and Post-session interview |
| [ | 24 | E4 from Empatica | Emotional responses | Mean HR, and std HR, root square of R-to-R, LF, and HF; | Higher classification accuracy of cognitive load against the HR data of 82.78% | Not applicable |
| [ | 24 | ProComp Infinity from T &T | Gaming experience | Mean HR, and LF/HF ratio | all considered measures reported statistically significant increases due to playing in VR, | Demographics, System Usability Score, Visual Analogue Scale; SUS PQ |
| [ | 49 | Brainproducts V-AMP 16 | Fear effect on presence | Mean HR | Physiological responses in virtual heights leads to higher presence | Acrophobia Questionnaire, State-trait Anxiety Inventory, SSQ, MEC spatial, and PQ |
| [ | 33 | E4 from Empatica | Influence of jerk on cybersickness | Inter-beat interval; HR | Lower HR with a high jerk effect. Correlation betweem HRs during collision periods and SS scores | IPQ, System Usability Scale, NASA task load assessment, SAM, and SSQ |
| [ | 600 | Fitbit Charge | QoE | HR | A minor increase is noted in the tablet group as the mean HR increases by 1.8% over the test duration. The VR group experienced a slightly larger increase of 3.33%. Lastly, the AR group experienced the highest increase of 5.7% | Post-Test Questionnaire; video quality, audio quality, and audiovisual quality Questionnaire |
| [ | 24 | Fitbit Charge | Emotions | Variation of HR and median for HR | Significant correlation between valence and variation of HR | Pre-test questionnaire, User Engagement Scale (UES), and SAM |
| [ | 13 | BiosignalsPlux Explorer | Emotions | Mean HR, Mean RR | High emotional levels of valence and exaltation (SAM) | Self-assessment Manikin |
| [ | BIOPAC’s MP150 | Emotions | HRV, RR standard interval of the normal sinus of the human body, standard deviation of the difference between adjacent RR intervals | Mean and interval standard deviations of HR were equally significant in 2D and VR environments | SAM, Positive and Negative Affect Schedule, and SSQ | |
| [ | 56 | Biopac wireless sensors | Cybersickness | HF of HRV | augmentation of HF during the last minute | MSSQ |
| [ | 31 | Zephyr OmniSense HR | SSQ |
List of works relying on EDA measurement for user IMEx assessment
| Reference | # Subjects | Device | Measurement | Processing | Results | Questionnaire |
|---|---|---|---|---|---|---|
| [ | 18 | e-Health Sensor Platform V2.0 for Arduino and Raspberry Pi | QoE in terms of Quality, Frame-rate and Texture | Peaks detection | For quality: no impact on the physiological responses | ACR, and SSQ |
| [ | 20 | E4 from Empatica | Presence | Tonic and phasic decomposition | EDA features did not significantly vary between the presence and lack of factors of presence | PQ |
| [ | 30 | g.USBamp, g.TRIGbox from g.tec hardware | Mental immersion | Peaks and amplitude in Skin Conductivity | No significantly effect of network condition and screen size on skin conductivity | IEQ, Gaming QoE, and Video quality |
| [ | 24 | E4 from Empatica | Emotional responses | Mean, std, peak, strong peak, 20th percentile, 80th percentile, quartile deviation | EDA classification has returned low accuracy | Not defined |
| [ | 24 | ProComp Infinity from T &T | Gaming experience | Skin conductance response (SCR) | Effect size revealed a large SCR | Demographics, System Usability Score, Visual Analogue Scale; SUS, and PQ |
| [ | 49 | Brainproducts | Fear effect on presence | SCL | Physiological responses in virtual heights leads to higher presence | Acrophobia Questionnaire, State-trait Anxiety Inventory, SSQ, MEC spatial, and PQ |
| [ | 33 | E4 from Empatica | Influence of jerk on cybersickness | Amplitude of SCR | Positive EDA responses with a high jerk effect | IPQ, System Usability Scale, NASA task load assessment, SAM, and SSQ |
| [ | 600 | Pip Biosensor | QoE | SCL | Slow and steady increase in SCR can be correlated with an increase in cognitive activity, EDA can be attributed to an increase in mental workload or stress | Post-Test Questionnaire; video quality, audio quality and audiovisual quality Questionnaire |
| [ | 18 | Shimmer3 Consensys | Determining affective responses | Skin conductance | Conductivity is significantly positively correlated with Arousal | Physical Activity Readiness Questionnaire (PAR-Q) |
| [ | 34 | Shimmer3 | Presence in video games | EDA amplitude and peak | High presence group had significant more EDA peaks/min than the low presence group | Demographics, MPS, SAM, and Emotional experiences questionnaire |
| [ | 24 | Not defined | Emotions | Median and its variation | Fear situation: arousal is correlated with median of EDA | Pre-test questionnaire, UES, SAM |
| [ | 31 | NeuLog EDA | Cybersickness | Average, percentage of change, min, and max of EDA | CNN-LSTM model can detect and predict cybersickness only the last two minutes of data with an accuracy of 97.44% and 87.38% | SSQ |
List of works relying on EEG measurement for user IMEx assessment (excluding cybersickness)
| Reference | # Subjects | Device | Electrode location | Measurement | Processing | Results | Questionnaire |
|---|---|---|---|---|---|---|---|
| [ | 36 | 8 channels LXE5208 | Fp1, Fp2, F3, F4 | Presence on affective responses and attitude | Arousal = Absolute | Increase in presence positively affected physiological arousal. Significantly higher arousal and attitude towards luge | Not defined |
| [ | 34 | Advanced Brain Monitoring | Fz, F3, F4, Cz, C3, C4, POz, P3 and P4 | Presence in video games | ERPv | Strong significant correlation between the subjective experience of presence and the early ERP components of N1 and MMN | Demographics, MPS, SAM, and Emotional experiences questionnaire |
| [ | 25 | Mindwave | Fp1 | Patient engagement | Banpowers; Engagement index: absolute power of | PQ | |
| [ | 10 | Biocybernetic Loop Engine | TP9, Fp1, Fp2, and TP10 | Stress level | Absolute bandpowers; Engagement index; Frontal asymmetry index | Frontal | SSQ, Simulation performance, and Post-session interview |
| [ | 21 | MyndPlay BrainBand | Fp1 | User engagement, Concentration, Stress, Relaxation, and Level of emotion | Mean | An elevated | PQ, and SUS |
| [ | 12 | BrainVision 32 channel amplifier system | Fp1/2, F7/8, F3/4, Fz, FT7/8, FC3/4, T7/8, C3/4, Cz, TP7/8, CP3/4, CPz, P7/8, P3/4,Pz, O1/2, Oz and referenced to FCz | Spatial Presence | Eye blinks and muscles artefacts removal. Power of the | Strong spatial presence experiences are associated with increased ERD (cortical activity) in parietal/occipital areas of the brain together with decreased activity in frontal structures | Annett handedness questionnaire, and MEC-SPQ |
| [ | 24 | Not defined | Not defined | Emotions | Median for all EEG bands | With Fear case: significant correlation between arousal and high | Pre-test questionnaire, UES, and SAM |
| [ | 20 | g.HIamp amplifier with the g.GAMMAcap2 EEG cap and g.SCARABEO active electrodes | F3, F4, T7, C3, C4, T8, P3, P4, PO7, PO8 | Presence | Mean of EEG signal, Std of EEG signal, Signal power all frequency bands, Asymmetry index | band power in the frontal and frontal-left regions were decreased. The relative | PQ |
| [ | 15 | Neuroelectrics Enobio 32 using 8 gel-based AgCl electrodes | Fpz, F3, F4, Fz, P3, P4, Pz, Oz | Presence, Engagement, and Immersion | Increased | NASA-TLX, and VR UX |
List of works relying on EEG measurement for cybersickness assessment
| Reference | # Subjects | Device | Electrode location | Measurement | Processing | Results | Questionnaire |
|---|---|---|---|---|---|---|---|
| [ | 130 (65M, 65F) | Neurosky Mindwave Mobile | Fp1 | Cybersikness | Low | Around 84% of accuracy for a window of 1, 5, and 10 mins | Not applicable |
| [ | 25 | Emotiv Epoc+ | AF3, F7, F3, FC5, T7, P7, O1, O2, P8, T8, FC6, F4, F8, AF4 | Cybersickness | Image generation process of EEG data for an input to the CNN and DNN algorithms | Both algorithms gave 98% accuracy | Not applicable |
| [ | 202 | Not defined | Fp1, Fp2, F3, F4, T3, T4, P3, P4 | Cybersickness | Inter-correlation of the EEG channels and intra-correlation over the spectral and temporal information in each spectrogram as an input to a CNN | 87% accuracy | SSQ |
| [ | 44 | Emotiv Epoc EEG | AF3, AF4, F3, F4, F7, F8, FC5, FC6, T7, T8, P7, P8, O1, O2 | Cybersickness | EEG spectral power | Increase in spectral power, with respect to a baseline recording, is indicative of the onset of cybersickness | SSQ |
| [ | 18 | OpenBCI system | FP1, FP2, C3, C4, P3, P4, O1 and O2 | Cybersickness | Wavelet packet transform for EEG rhythm energy ratios of | The average cybersickness recognition accuracy for single subject reaches 92.85%, and the cybersickness recognition accuracy to 18 subjects is also up to 79.25% | Not applicable |
| [ | 28 | 64-channel cap from AntNeuro | 64-channel | Cybersickness | Relative power of each frequency band | Beta and LG showed significance only for the individuals suffering from headache, fullness of head, and blurred vision, while no other significances were found for an EEG parameter | MSSQ |
List of works using psycho-physiological measurements to assess QoE of immersive mulsemedia applications
| Articles | # Subjects | Modality | Sense | Device | Measurement | Processing | Results | Questionnaire |
|---|---|---|---|---|---|---|---|---|
| [ | 27 | ECG, EDA | Olfactory, Haptics, Thermal, Wind | Ambiotherm | Presence | HR, and SCL | A rise in HR was observed at the onset of the different wind/thermal stimuli and towards the end of the olfactory stimuli. Higher EDA values, which represent high arousal, have been noted to correlate with Negative Affect | Game experience Q, and PQ |
| [ | 60 | EDA | Olfactory | Mindware MW3000A, Dreamreapers Inc. | Augment the exposure therapy process | Event related SCR | Olfactory stimuli increase presence but not EDA | IPQ, Quick Smell Identification Test, State-Trait Anxiety Inventory, Immersive Tendencies Questionnaire, Presence Visual-Analogue Scale |
| [ | 11 | EEG | Haptics gloves | Model308-100, BrainProducts 64 chan | Detect conflicts in visuo-haptic sensory integration | ERPs | Strong amplitude modulation occurring when selection of objects; The early negativity component of the ERP is more pronounced during situations with haptic conflicts | Not applicable |