skip to main content
10.1145/3359996.3364273acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
short-paper

Fearing Disengagement from the Real World

Published: 12 November 2019 Publication History

Abstract

With the adoption of mobile head mounted displays (HMDs) amongst non-experts outside of lab settings, it becomes increasingly important to understand what factors influence a holistic mobile virtual reality (MVR) user experience. We present the results of a field study (N=34), in which we used three methods - a drawing task, a storytelling exercise, and the technology acceptance questionnaire (TAM) - to explore factors, beyond technical capability, that influence the user experience of HMDs. Our analysis (1) highlights factors that designers and researchers can adopt to create and evaluate socially acceptable MVR systems for non-expert users outside a lab context, and (2) puts these factors in context with existing research from industry and academia.

References

[1]
S. Altarteer and V. Charissis. 2019. Technology Acceptance Model for 3D Virtual Reality System in Luxury Brands Online Stores. IEEE Access 7(2019), 64053–64062. https://doi.org/10.1109/ACCESS.2019.2916353
[2]
Frank Biocca and Ben Delaney. 1995. Immersive virtual reality technology. Communication in the age of virtual reality(1995), 57–124.
[3]
Victoria Clarke, Nikki Hayfield, Naomi Moller, and Irmgard Tischner. 2017. Once Upon A Time?: Story Completion Methods. In Collecting Qualitative Data: A Practical Guide to Textual, Media and Virtual Techniques, Virginia Braun, Victoria Clarke, and Debra Gray (Eds.). Cambridge University Press, Cambridge, 45–70. http://oro.open.ac.uk/48404/
[4]
Ceenu George, Philipp Janssen, David Heuss, and Florian Alt. 2019. Should I Interrupt or Not?: Understanding Interruptions in Head-Mounted Display Settings. In Proceedings of the 2019 on Designing Interactive Systems Conference(DIS ’19). ACM, New York, NY, USA, 497–510. https://doi.org/10.1145/3322276.3322363
[5]
Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. ShareVR: Enabling Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems(CHI ’17). ACM, New York, NY, USA, 4021–4033. https://doi.org/10.1145/3025453.3025683
[6]
Hanne Huygelier, Brenda Schraepen, Raymond van Ee, Vero Vanden Abeele, and Céline R Gillebert. 2019. Acceptance of immersive head-mounted virtual reality in older adults. Scientific reports 9, 1 (2019), 4519.
[7]
Ruogu Kang, Laura Dabbish, Nathaniel Fruchter, and Sara Kiesler. 2015. “My Data Just Goes Everywhere:” User Mental Models of the Internet and Implications for Privacy and Security. In Eleventh Symposium On Usable Privacy and Security (SOUPS 2015). USENIX Association, Ottawa, 39–52. https://www.usenix.org/conference/soups2015/proceedings/presentation/kang
[8]
Marion Koelle, Matthias Kranz, and Andreas Möller. 2015. Don’T Look at Me That Way!: Understanding User Attitudes Towards Data Glasses Usage. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services(MobileHCI ’15). ACM, New York, NY, USA, 362–372. https://doi.org/10.1145/2785830.2785842
[9]
Jari Laarni, Niklas Ravaja, Timo Saari, Saskia Böcking, Tilo Hartmann, and Holger Schramm. 2015. Ways to Measure Spatial Presence: Review and Future Directions. Springer International Publishing, Cham, 139–185. https://doi.org/10.1007/978-3-319-10190-3_8
[10]
Joan Llobera, Bernhard Spanlang, Giulio Ruffini, and Mel Slater. 2010. Proxemics with Multiple Dynamic Characters in an Immersive Virtual Environment. ACM Trans. Appl. Percept. 8, 1, Article 3 (Nov. 2010), 12 pages. https://doi.org/10.1145/1857893.1857896
[11]
Michael Madary and Thomas K. Metzinger. 2016. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology. Frontiers in Robotics and AI 3 (2016), 3. https://doi.org/10.3389/frobt.2016.00003
[12]
Christian Mai, Mariam Hassib, and Rolf Königbauer. 2017. Estimating Visual Discomfort in Head-Mounted Displays Using Electroencephalography. In Human-Computer Interaction – INTERACT 2017, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, and Marco Winckler (Eds.). Springer International Publishing, Cham, 243–252.
[13]
Mark McGill, Daniel Boland, Roderick Murray-Smith, and Stephen Brewster. 2015. A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems(CHI ’15). ACM, New York, NY, USA, 2143–2152. https://doi.org/10.1145/2702123.2702382
[14]
Jakob Nielsen. 2010. Mental Models. https://www.nngroup.com/articles/mental-models. (October 2010). Last accessed 6 October 2017.
[15]
Janni Nielsen, Torkil Clemmensen, and Carsten Yssing. 2002. 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 ’02). ACM, New York, NY, USA, 101–110. https://doi.org/10.1145/572020.572033
[16]
Donald A Norman. 1983. Some observations on mental models. Mental models 7, 112 (1983), 7–14.
[17]
Erika Shehan Poole, Marshini Chetty, Rebecca E. Grinter, and W. Keith Edwards. 2008. More Than Meets the Eye: Transforming the User Experience of Home Network Management. In Proceedings of the 7th ACM conference on Designing interactive systems(DIS ’08). ACM, ACM, 455 – 464. http://doi.acm.org/10.1145/1394445.1394494
[18]
Julie Rico and Stephen Brewster. 2009. Gestures All Around Us: User Differences in Social Acceptability Perceptions of Gesture Based Interfaces. In Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services(MobileHCI ’09). ACM, New York, NY, USA, Article 64, 2 pages. https://doi.org/10.1145/1613858.1613936
[19]
Julie Rico and Stephen Brewster. 2010. Usable Gestures for Mobile Interfaces: Evaluating Social Acceptability. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’10). ACM, New York, NY, USA, 887–896. https://doi.org/10.1145/1753326.1753458
[20]
Jun’ichiro Seyama and Ruth S. Nagayama. 2007. The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces. Presence: Teleoperators and Virtual Environments 16, 4(2007), 337–351. https://doi.org/10.1162/pres.16.4.337 arXiv:https://doi.org/10.1162/pres.16.4.337
[21]
Mel Slater and Maria V. Sanchez-Vives. 2016. Enhancing Our Lives with Immersive Virtual Reality. Frontiers in Robotics and AI 3 (2016), 74. https://doi.org/10.3389/frobt.2016.00074
[22]
James S. Spiegel. 2018. The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations. Science and Engineering Ethics 24, 5 (01 Oct 2018), 1537–1550. https://doi.org/10.1007/s11948-017-9979-y
[23]
Anthony Steed, Sebastian Frlston, Maria Murcia Lopez, Jason Drummond, Ye Pan, and David Swapp. 2016. An in the wild experiment on presence and embodiment using consumer virtual reality equipment. IEEE transactions on visualization and computer graphics 22, 4(2016), 1406–1414.
[24]
Andrew Thatcher and Mike Greyling. 1998. Mental models of the Internet. International Journal of Industrial Ergonomics 22, 4(1998), 299 – 305. https://doi.org/10.1016/S0169-8141(97)00081-4
[25]
Viswanath Venkatesh and Fred D. Davis. 2000. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies. Management Science 46, 2 (2000), 186–204. http://www.jstor.org/stable/2634758
[26]
Julie R. Williamson, Mark McGill, and Khari Outram. 2019. PlaneVR: Social Acceptability of Virtual Reality for Aeroplane Passengers. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems(CHI ’19). ACM, New York, NY, USA, Article 80, 14 pages. https://doi.org/10.1145/3290605.3300310
[27]
Bob G. Witmer and Michael J. Singer. 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7, 3(1998), 225–240. https://doi.org/10.1162/105474698565686 arXiv:https://doi.org/10.1162/105474698565686

Cited By

View all
  • (2024)Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337211430:5(2580-2590)Online publication date: 4-Mar-2024
  • (2024)Comparing Synchronous and Asynchronous Task Delivery in Mixed Reality EnvironmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337203430:5(2776-2784)Online publication date: 4-Mar-2024
  • (2023)Are teachers ready to immerse? Acceptance of mobile immersive virtual reality in secondary education teachersResearch in Learning Technology10.25304/rlt.v31.285531Online publication date: 13-Feb-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
VRST '19: Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
November 2019
498 pages
ISBN:9781450370011
DOI:10.1145/3359996
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 12 November 2019

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Field study
  2. Mobile Virtual Reality
  3. Qualitative study

Qualifiers

  • Short-paper
  • Research
  • Refereed limited

Conference

VRST '19
VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology
November 12 - 15, 2019
NSW, Parramatta, Australia

Acceptance Rates

Overall Acceptance Rate 66 of 254 submissions, 26%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)19
  • Downloads (Last 6 weeks)0
Reflects downloads up to 25 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337211430:5(2580-2590)Online publication date: 4-Mar-2024
  • (2024)Comparing Synchronous and Asynchronous Task Delivery in Mixed Reality EnvironmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337203430:5(2776-2784)Online publication date: 4-Mar-2024
  • (2023)Are teachers ready to immerse? Acceptance of mobile immersive virtual reality in secondary education teachersResearch in Learning Technology10.25304/rlt.v31.285531Online publication date: 13-Feb-2023
  • (2023)Location-Aware Virtual Reality for Situational Awareness On the RoadProceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614530(1-12)Online publication date: 13-Oct-2023
  • (2022)Causality-preserving Asynchronous RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501836(1-15)Online publication date: 29-Apr-2022
  • (2021)Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a CarMultimodal Technologies and Interaction10.3390/mti50400155:4(15)Online publication date: 26-Mar-2021
  • (2021)Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTubeProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445435(1-14)Online publication date: 6-May-2021
  • (2021)Real-World Presence in the Era of Ubiquitous ComputingExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3443427(1-4)Online publication date: 8-May-2021
  • (2020)Seamless, Bi-directional Transitions along the Reality-Virtuality Continuum: A Conceptualization and Prototype Exploration2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR50242.2020.00067(412-424)Online publication date: Nov-2020

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media