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Usability Evaluation Techniques for Virtual Reality Technologies Katerina Mania, Organizer University of Sussex, UK [email protected] Stephen Ellis NASA Ames Research Center, USA [email protected] Mark Billinghurst HITLab, University of Washington, Seattle, USA [email protected] Anthony Steed University College London, UK [email protected] Abstract The research community is challenged to investigate the factors that make virtual reality technologies effective and productive. Realising the goals of virtual reality systems and harnessing them to successful applications can be accomplished only by employing robust metrics and formal experimentation. Subsequently, the quality of interfaces and platforms implemented could be assessed. This tutorial will present the techniques and principles towards designing usability evaluation experiments for virtual reality technologies. Starting from generic user studies guidelines, complete experimental cycles will be described from the initial idea and design, to pilot study, experimental redesign, data collection, analysis and post-experiment lessons learned. The tutorial will focus on the evaluation of immersive virtual reality systems, augmented/mixed reality systems as well as collaborative interaction including comparative studies with more traditional interfaces. Research areas such as quality metrics for computer graphics rendering algorithms, using reality as a benchmark in the testing process as well as measuring the notion of 'presence' and aftereffects, will be explored. In addition, physical and psychophysical fidelity issues in the assessment of virtual environments will be emphasised. Specifications for correct matching between the psychophysical characteristics of the displays and the human users' sensory and motor systems will be discussed as well as some examples of the consequences when systems fail to be physically well matched to their users. Proceedings of the IEEE Virtual Reality 2002 (VR02) 1087-8270/02 $17.00 ' 2002 IEEE

[IEEE Comput. Soc IEEE Virtual Reality 2002 - Orlando, FL, USA (24-28 March 2002)] Proceedings IEEE Virtual Reality 2002 - Usability evaluation techniques for virtual reality technologies

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Page 1: [IEEE Comput. Soc IEEE Virtual Reality 2002 - Orlando, FL, USA (24-28 March 2002)] Proceedings IEEE Virtual Reality 2002 - Usability evaluation techniques for virtual reality technologies

Usability Evaluation Techniques for Virtual Reality Technologies

Katerina Mania, Organizer University of Sussex, UK [email protected]

Stephen Ellis NASA Ames Research Center, USA

[email protected]

Mark Billinghurst HITLab, University of Washington, Seattle, USA

[email protected]

Anthony Steed University College London, UK

[email protected]

Abstract

The research community is challenged to investigate the factors that make virtual reality technologies effective and productive. Realising the goals of virtual reality systems and harnessing them to successful applications can be accomplished only by employing robust metrics and formal experimentation. Subsequently, the quality of interfaces and platforms implemented could be assessed.

This tutorial will present the techniques and principles towards designing usability evaluation experiments for virtual reality technologies. Starting from generic user studies guidelines, complete experimental cycles will be described from the initial idea and design, to pilot study, experimental redesign, data collection, analysis and post-experiment lessons learned. The tutorial will focus on the evaluation of immersive virtual reality systems, augmented/mixed reality systems as well as collaborative interaction including comparative studies with more traditional interfaces. Research areas such as quality metrics for computer graphics rendering algorithms, using reality as a benchmark in the testing process as well as measuring the notion of 'presence' and aftereffects, will be explored. In addition, physical and psychophysical fidelity issues in the assessment of virtual environments will be emphasised. Specifications for correct matching between the psychophysical characteristics of the displays and the human users' sensory and motor systems will be discussed as well as some examples of the consequences when systems fail to be physically well matched to their users.

Proceedings of the IEEE Virtual Reality 2002 (VR�02) 1087-8270/02 $17.00 © 2002 IEEE