ABSTRACT

Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from virtual worlds to the physical world to respond to VR experience questionnaires can potentially lead to systematic biases. Administering questionnaires in VR (inVRQs) is becoming more common in contemporary research. This is based on the intuitive notion that inVRQs may ease participation, reduce the Break in Presence (BIP) and avoid biases. In this paper, we perform a systematic investigation into the effects of interrupting the VR experience through questionnaires using physiological data as a continuous and objective measure of presence. In a user study (n=50), we evaluated question-asking procedures using a VR shooter with two different levels of immersion. The users rated their player experience with a questionnaire either inside or outside of VR. Our results indicate a reduced BIP for the employed inVRQ without affecting the self-reported player experience.
Supplemental Material
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- Pavel Zahorik and Rick L. Jenison. 1998. Presence as Being-in-the-World. Presence: Teleoperators and Virtual Environments 7, 1 (Feb. 1998), 78--89. DOI: http://dx.doi.org/10/fsg6d6Google Scholar
Digital Library
- P. Zimmons and A. Panter. 2003. The Influence of Rendering Quality on Presence and Task Performance in a Virtual Environment. In Proceedings IEEE Virtual Reality. 293--294. DOI: http://dx.doi.org/10/bkjdq5Google Scholar
Digital Library
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Breaking The Experience: Effects of Questionnaires in VR User Studies
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