2024
Guillen-Sanz, Henar; Checa, David; Miguel-Alonso, Inés; Bustillo, Andrés
A systematic review of wearable biosensor usage in immersive virtual reality experiences Journal Article
In: Virtual Reality, vol. 28, no. 74, 2024, ISSN: 1434-9957.
Abstract | Links | BibTeX | Tags: Biofeedback, Biosensors, Head-mounted displays, Heart rate, Physiology, Virtual Reality
@article{guillen-sanz2024,
title = {A systematic review of wearable biosensor usage in immersive virtual reality experiences},
author = {Henar Guillen-Sanz and David Checa and Inés Miguel-Alonso and Andrés Bustillo},
url = {https://rdcu.be/dAEEn},
doi = {10.1007/s10055-024-00970-9},
issn = {1434-9957},
year = {2024},
date = {2024-03-08},
urldate = {2024-03-08},
journal = {Virtual Reality},
volume = {28},
number = {74},
abstract = {Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.},
keywords = {Biofeedback, Biosensors, Head-mounted displays, Heart rate, Physiology, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Miguel-Alonso, Ines; Checa, David; Guillen-Sanz, Henar; Bustillo, Andres
Evaluation of the novelty effect in immersive Virtual Reality learning experiences Journal Article
In: Virtual Reality, vol. 28, no. 27, 2024, ISSN: 1434-9957.
Abstract | Links | BibTeX | Tags: head mounted display, Learning, novelty effect, serious games, tutorial, Virtual Reality
@article{miguel-alonso2024,
title = {Evaluation of the novelty effect in immersive Virtual Reality learning experiences},
author = {Ines Miguel-Alonso and David Checa and Henar Guillen-Sanz and Andres Bustillo},
url = {https://doi.org/10.1007/s10055-023-00926-5 },
doi = {https://doi.org/10.1007/s10055-023-00926-5 },
issn = {1434-9957},
year = {2024},
date = {2024-01-21},
urldate = {2024-01-21},
journal = {Virtual Reality},
volume = {28},
number = {27},
abstract = {In this study, the novelty effect or initial fascination with new technology is addressed in the context of an immersive Virtual Reality (iVR) experience. The novelty effect is a significant factor contributing to low learning outcomes during initial VR learning experiences. The aim of this research is to measure the effectiveness of a tutorial at mitigating the novelty effect of iVR learning environments among first-year undergraduate students. The iVR tutorial forms part of the iVR learning experience that involves the assembly of a personal computer, while learning the functions of the main components. 86 students participated in the study, divided into a Control group (without access to the tutorial) and a Treatment group (completing the tutorial). Both groups showed a clear bimodal distribution in previous knowledge, due to previous experience with learning topics, giving us an opportunity to compare tutorial effects with students of different backgrounds. Pre- and post-test questionnaires were used to evaluate the experience. The analysis included such factors as previous knowledge, usability, satisfaction, and learning outcomes categorized into remembering, understanding, and evaluation. The results demonstrated that the tutorial significantly increased overall satisfaction, reduced the learning time required for iVR mechanics, and improved levels of student understanding, and evaluation knowledge. Furthermore, the tutorial helped to homogenize group behavior, particularly benefiting students with less previous experience in the learning topic. However, it was noted that a small number of students still received low marks after the iVR experience, suggesting potential avenues for future research.},
keywords = {head mounted display, Learning, novelty effect, serious games, tutorial, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Martinez, Kim; Checa, David; Bustillo, Andres
In: Electronics, vol. 13, iss. 281, no. 2, pp. 281, 2024.
Abstract | Links | BibTeX | Tags: game design, game engagement, game evaluation, serious games, Virtual Reality
@article{martinez2024,
title = {Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice },
author = {Kim Martinez and David Checa and Andres Bustillo},
url = {https://doi.org/10.3390/electronics13020281},
doi = {electronics13020281},
year = {2024},
date = {2024-01-08},
urldate = {2024-01-08},
journal = {Electronics},
volume = {13},
number = {2},
issue = {281},
pages = {281},
abstract = {Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes (1) playability aspects: game items that affect the emotions of users and that constitute the different layers of the game, i.e., mechanics, dynamics and aesthetics; and (2) UX features: motivation, meaningful choices, usability, aesthetics and balance both in the short and in the long term. The metric is also adapted to evaluate virtual reality serious games (VR-SGs), so that changes may be considered to features linked to playability and UX. The case study for the assessment of the EPUX metric is Hellblade, developed in two versions: one for 2D-screens and the other for VR devices. The comparison of the EPUX metric scores for both versions showed that (1) some VR dynamics augmented the impact of gameplay and, in consequence, engagement capacity; and (2) some game design flaws were linked to much lower scores. Among those flaws were low numbers of levels, missions, and items; no tutorial to enhance usability; and lack of strategies and rewards to increase motivation in the long term.},
keywords = {game design, game engagement, game evaluation, serious games, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}