Effects of voluntary heart rate control on user engagement and agency in a virtual reality game
TypeArticles dans des revues avec comité de lecture
It has been demonstrated that virtual reality (VR) exposure can afect the subjective experience of diferent situations, cognitive capabilities or behavior. It is known that there is a link between a person’s physiological state and their psychological self-report and user experience. As an immersive experience can afect users’ physiological data, it is possible to adapt and enhance the content of a virtual environment in real-time base on physiological data feedback (biofeedback). With the rapid evolution of the physiological monitoring technologies, it is now possible to exploit diferent modalities of biofeedback, in a cheap and non-cumbersome manner, and study how they can afect user experience. While most of the studies involving physiological data use it as a measuring tool, we want to study its impact when direct and voluntary physiological control becomes a mean of interaction. To do so, we created a two-parts protocol. The frst part was designed to categorize the participants on their heart rate control competency. In the second part of the study, we immersed our participants in a VR experience where they must control their heart rate to interact with the elements in the game. The results were analyzed based on the competency distribution. We observed consistent results between our competency scale and the participants’ control of the biofeedback game mechanic. We also found that our direct biofeedback mechanic is highly engaging. We observed that it generated a strong feeling of agency, which is linked with users’ level of heart rate control. We highlighted the richness of biofeedback as a direct game mechanic, prompting interesting perspective for personalized immersive experiences.
Files in this item
Showing items related by title, author, creator and subject.
From Robot to Virtual Doppelganger: Impact of Avatar Visual Fidelity and Self-esteem on Perceived Attractiveness GORISSE, Geoffrey; CHRISTMANN, Olivier; HOUZANGBE, Samory; RICHIR, Simon (2018)This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). ...
Fear As a Biofeedback Game Mechanic in Virtual Reality: Effects on Engagement and Perceived Usability HOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (ACM, New York, NY, USA, 2018)Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a ...
From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments GORISSE, Geoffrey; CHRISTMANN, Olivier; HOUZANGBE, Samory; RICHIR, Simon (Frontiers Media SA, 2019)This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns ...
Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review HOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (ACM, New York, NY, USA, 2018)Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low ...
HOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (IEEE, 2019)The usage of biofeedback in Virtual Reality (VR) is becoming more and more important in providing fully immersive experiences. With the rapid evolution of physiological monitoring technologies it is important to study how ...