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Affective Property Evaluation of Virtual Product Designs1
Sangyoon Lee*, Tian Chen**, Jongseo Kim*, Gerard J. Kim*, Sungho Han*, Zhi-geng Pan***Departments of CSE, and IE
Pohang University of Science and Technology (POSTECH)
Pohang, Korea
{sylee, creator7, gkim, shan}@postech.ac.kr
**State Key Laboratory of CAD and CG
Zhejiang University
Hangzhou, China
{chentian, zgpan}@cad.zju.edu.cn
1This work was carried out at POSTECH VR Lab where Tian Chen spent here postdoctorship.
Abstract
In addition to the intended functionality of the product,
its affective properties (or “Kansei”) have emerged as
important evaluation criteria for the successful marketing
of the product. Recently, “immersive” virtual reality
systems have been suggested as an ideal platform for
affective analysis of an evolving design because of, among
other things, the natural style of interaction they offer
when examining the product. In this paper, we compare
the effectiveness of three types of virtual environments for
evaluating the affective properties of mobile phones to
that of the real. Each virtual environment offers different
degrees of realism in terms of visual, aural, and tactile
aspects. Our experiment has shown that the virtual
affective evaluation results correlated very highly with
that of the real, and but no statistically significant
difference could be found between the three systems. This
finding was contrary to our initial thought and the
conventional notion that the characteristics of immersive
virtual reality systems would contribute to making it a
better platform for virtual evaluation of product designs.
Thus, it goes to say that employing immersive systems is
not necessarily cost effective solution for affective analysis
of product designs (desktop VR system suffices).
1. Introduction
Broadly speaking, product design is often viewed as an
iterative process of specifying/adjusting (user)
requirements, synthesizing/modifying solutions, and
evaluating them. Designers and engineers often have a
hard time trying to resolve requirement conflicts between
the affective or aesthetic properties and technical
feasibility (e.g. functionality and manufacturability). In
many cases, satisfying the intended functionalities of the
product is given a higher priority, because the affective or
aesthetic aspect can only be evaluated after the design is
complete through field-testing.
Nevertheless, product’s affective properties (or
“Kansei” in Japanese) have recently emerged as important
factor for the successful marketing of the product, and
thus, it became necessary to equally emphasize the
affective properties as important evaluation criteria in the
design process, preferably in the early stages [1].
Affective properties refer to consumers’ psychological
feeling about a product, and studies have shown that they
can roughly be mapped into perceptual design elements
for possible design modification toward higher customer
satisfaction [2, 3, 4, 5]. Affective properties of products
“in design” (vs. after design) can partially be assessed
using the near photo-realistic graphic rendering feature of
the computer-aided design tools, or rapid prototyping tools
that can produce a physical mock-up. These models can
be, for example, presented to a particular (e.g. male in
their 20’s) subject group (representing the main
customers) to extract the mapping relationship between
the induced feeling and design features.
Recently, “immersive” virtual reality systems have
been proposed as a more effective platform for affective
analysis of an evolving design because of, among other
things, the natural style of interaction they offer when
examining the product, such as the use of direct and
proprioceptive interaction, head tracking and first person
viewpoint, and multimodality [6, 7], compared to a
desktop graphic rendering. Note that physical mock-ups,
the other alternative in product evaluation, are limited in
sizes and cannot simulate internal behavior (e.g. moving
parts, embedded software).
In this paper, we compare three types of virtual
environments (VE) for evaluating the affective properties
of mobile phones. Each virtual environment offers
different degrees of realism in terms of visual, aural, and
tactile aspects. The first is the desktop VR system in
which a realistic graphic rendering is shown through a
monitor and keyboard/mouse based interaction is used to
examine and simulate the behavior of the mobile phones.
The second environment uses an immersive display with
207
Please see the color plates on page 292
IEEE Virtual Reality 2004 March 27-31, Chicago, IL USA 0-7803-8415-6/04/$20.00©2004 IEEE.
Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE
visual, aural and tactile feedback, and direct interaction
with a spatial context. The third environment is similar to
the second and only differs in that it shows the real hands
(instead of virtual hands), using a computer vision
technique. This VE configuration is included in the study
based on the prior research results that reported the user’s
changed perception due to showing of realistic self body
parts in direct interaction [8].
The purpose of this study is to evaluate the
effectiveness of these virtual environments, comparing
them to a ground case: the affective assessment using the
real product. Our initial hypothesis and intuition is that
the immersive virtual environments, especially the one
that shows the real hands (implemented in a wireless
fashion), would produce results that correlate very
highly with that of the real, and outperform the
desktop configuration by a wide margin.
2. Related work
Design is regarded as one of the most typical virtual
reality application, because design generally is a 3D task.
Naturally, there have been many attempts to apply VR to
CAD and scene modeling [9, 10, 11, 12]. The main
research issue in these works is whether VR, or more
narrowly 3D multimodal and immersive (and even
stereoscopic) interfaces, would produce a faster, better and
more intuitive design tool. The results have been mixed:
using VR seems only more productive for specialized
design applications (e.g. large scale designs, designing at
the scene), because conventional design still requires 2D
tasks (like sketches) and alphanumeric data input which
VR systems still lack much capabilities in. Another
useful application of VR in the context of product
development is in simulation. For instance, for domains
involving human factors such as airplane and land vehicle
design [12], factory simulation [13], assembly planning
and reachability analysis [14], VR has proven its
usefulness against their desktop counterpart. Design
review has become one of the major productive
applications of VR. Accomplishing design evaluation
tasks in immersive virtual environments enables designers
to evaluate and iterate multiple alternative designs more
efficiently and cheaply.
Researchers at VTT Electronics and the University of
Oulu in Finland have developed a VR-based mobile phone
development and evaluation platform (coincidentally to
our application domain). Figure 1 on the Color Plate
shows the snapshot of the system in use in which the user
is evaluating the designed product on a stereoscopic
desktop display and using a haptic device [15]. The
objective of our study is to validate that such a system
would indeed elicit emotional responses similar to real
products.
In fact, the main objective of virtual reality is to fool
the user into believing that one is in another synthetic
environment, and this can be interpreted as to recreate a
scene that elicits emotions or affective properties similar
to that of the real scene. This concept is often called
“Presence” and dubbed informally as the feeling of “being
there” [16]. Various studies on presence have indicated
the importance of interaction, multimodality, and context
of use [16, 17], which are distinguishing features of VR
from desktop computing environments. Likewise, we
believe that these are very important in affective
evaluation of virtual products.
On the other hand, Kansei engineering has been
applied (and its effect verified) to many different product
domains such as automobiles, electronics and appliances,
home, office supplies, etc. in order to establish a “Kansei”
model in order to reflect user’s feeling into the respective
product design as much as possible [1]. In the case of
mobile phones, Han et al. has developed a model that can
predict the affective satisfaction level based on the 56
design feature selections (e.g. color, key-pad style, overall
shape, location of the power button, etc.) [3, 5].
3. Features of virtual affective evaluation
systems
The purpose of this study is to compare the
effectiveness of different virtual product evaluation
systems and help one choose the most cost effective
solution for a given product. In this section, we stipulate
upon features that are deemed important for virtual design
evaluation systems to be as effective as the real. These
features are implemented in the three virtual evaluation
systems and tested if they are indeed influential. We note
that in this study, we have selected the mobile phone as
the target design whose affective properties are sought,
under the assumption that they represent a class of designs
that are portable (small sized) and interactive (e.g. MP3
player, PDA, pagers, walkmans, palm top computers).
This influenced the selection of important system features
to be examined in this study.
3.1. Requirements of virtual affective analysis
system
It goes without saying that the foremost requirement of
any virtual affective analysis system would be to provide
sufficient visual realism, especially for the product itself
(vs. the scene that is included in). The problem is that it is
difficult to quantitatively specify the amount of required
realism. While current computer graphic rendering and
modeling tools offer photo-realistic image qualities and
high geometric correspondences, there are other visual
cues such as texture, internal depth and concavity, that
208Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE
such computer graphics cannot convey effectively. In this
study, all the tested platforms use the same graphic model
(See Figure 3, 4 and 5 on the Color Plate), and we rather
investigate if other factors such as natural interaction and
tactility make any difference in judging the affective
properties of a (virtual) mobile phone. Another related
requirement is to have the virtual product match the real
one in terms of the size. We believe that this is especially
important for small sized products such as the mobile
phone.
Our second requirement for an effective affective
analysis platform is reconfigurability; that is, the system
should easily allow testing of many similar design
alternatives. Providing reconfigurability in terms of the
visual or aural feedback is relatively easy (just create a
new or modify an existing model and render; reprogram
the sound feedback), however not so for tactile feedback
(if this feature was indeed necessary). We will come back
to this issue later in the section. As part of
“reconfigurability”, we believe that the ease in the change
of context is very important. The context refers to a
particular scenario or surrounding scene in which the
product is examined. For instance, different affective
responses may be obtained when the mobile phone is used
at home, in an office, outdoors, and under different
situations. Testing many real design mock-ups under
many different situations would be practically impossible.
Desktop CAD systems, compared to the VR systems by
design, are also not so amenable to creating different
product usage contexts.
The third probable requirement for effective affective
evaluation of small-sized hand-held products is the direct
interaction. A related requirement to direct interaction is
the provision of tactile/haptic modality in addition to the
usual and relatively easy to provide visual and aural
interaction. It has been generally established that
multimodality increases the effectiveness of the interaction
in virtual environments [18]. In addition, it has been
found that users prefer multimodal interfaces very much to
the unimodal one [19, 20, 21]. Haptic feedback, in
particular, is one of the most important modality when
direct manipulation is required in the task [18].
However, current haptic/tactile devices and
technologies are still far short of providing practical
solutions to generating realistic force/texture feedback.
The popular ground based systems, such as the Sensable’s
Phantom manipulators, can only simulate forces and
textures surfaces at point contact [22, 23] (also shown in
Figure 1 on the Color Plate). The exoskeleton glove
device like the CyberGrasp system [24] is very expensive
and inconvenient to use.
An alternative approach is to use the “prop”. A prop is
an interaction device that represents the virtual object (to
be interacted with), and whose shape and/or appearance
match that of the actual physical object [25]. Props can be
spatially registered with virtual objects providing
inexpensive physical feedback to the user. Hoffman refers
to the technique as “tactile augmentation” [26]. Props
allow us to add inexpensive physical and tactile feedback,
significantly increasing presence for immersive
environments and establishing a common frame of
reference between the device and desktop 3D user
interfaces. The introduction of tactile augmentation
allows us to explicitly control the realism of virtual
environments. The disadvantages of props are that each
prop only represents one object.
In the light of this, designing a prop (or interaction
device) that looks exactly like the actual phone (to be
tested) is not only restrictive in its applicability, but also
defeats the very purpose of using virtual products (that is,
we would like to eliminate the need of building physical
mock-ups or prototypes as much as possible). Our
proposal is to design a “reconfigurable” prop that
represents a family of products. For instance, as for the
mobile phones we are testing, the designed prop is just a
flat rectangular box (as most mobile phones are roughly
rectangular) with push button switches on it (this is of
course not what the user would see but only feel in one’s
hand). Figure 2 on the Color Plate shows the prop used in
our experiment to provide the tangibility and interactive
feeling of the mobile phones. Currently, we only planted
two switches for few simple functions. Certainly, more
such event generators (like dials, buttons, etc.) can be
added to suit the particular purpose of the system. The
tracked prop appears in the virtual space as various mobile
phones and even though the sizes and shapes between
what is appeared on screen and what is hold on the hand
are not matched perfectly, we hypothesize that the benefit
of having the tangibility outweighs this disadvantage.
The use of a “representative” prop (that is, one that
only represents the actual object, but not the actual)
necessitates the use of a head mounted display (rather than
a desktop or projection display) so that the virtual product
(or mobile phone) can be rendered at the position of prop
in the virtual space without distraction. This entailed
required use of HMD does make the user more
inconvenient and the overall system more expensive.
There are HMDs with reasonable resolution that are quite
affordable (~$2,000), comparable to the prices of a LCD
monitor. The HMD model used in our experiment, SONY
Glasstron, only weighs about 120g and was designed for
prolonged TV watching or game playing. We project that
the narrow field of view (FOV) of these low-end HMD
will not be a significantly negative factor because target
product is small enough to fit within the screen. Yet,
another problem with the HMD is that, in the virtual space,
the users have to interact with the target product using
virtual hands, and this is expected to drop the feeling of
209Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE
directness and realism. Not knowing how significant this
factor will be, we propose two immersive VR platforms:
one that shows virtual hands (See Figure 3 on the Color
Plate) and another, the real hands, segmented out and
drawn by using a computer vision technique (See Figure 4
on the Color Plate). Thus, overall, we believe that the
benefit of having a passive haptic feedback outweighs the
disadvantage of having to resort to the HMD.
To summarize, according to the presupposed
requirements of a VR based affective analysis system,
three experimental set ups are proposed according to the
number of hypothetically desired system features. All of
them offer highly realistic visual and aural feedback, but
mostly differ in the style of interaction. The first is the
desktop VR system in which a realistic graphic rendering
is shown through a monitor and keyboard/mouse-based
interaction is used to examine and simulate the behavior of
the mobile phones. Both the second and third systems are
immersive VR-based and both offer visual, aural and
passive haptic (using the reconfigurable prop) modalities
in interacting with the product using an HMD and a way
to reconfigure their content to create various product
usage scenarios and sceneries. They differ in that one
shows virtual hands (hence, referred to as Env. II), and the
other, real hands (hence, referred to as Env. III). The
image segmentation technique used to show the real hands
in the second VR platform may introduce an incoherent
image, because of the size and shape difference between
the actual phone and the prop. That is, actual user’s hands
which are segmented from the camera image are holding
the prop, not the actual phone, thus when the virtual phone
image is overlaid on user’s hands, the fingers may look
unnatural or slight occlusion problem can occur (See
Figure 4 on the Color Plate). However, as already
mentioned, it has the advantage of inducing more
directness in terms of interacting with the target design.
The details of the system architectures are described in the
subsequent subsections.
3.2. The system architectures of the three tested
virtual platforms
In this section, we describe the details of the system
architecture and some implementation details of the three
proposed VR system for affective analysis of mobile
phones. The basic architecture of the three systems is the
same, except for the user interface part.
3.2.1. Env. I: Desktop VR. Figure 5 on the Color Plate
shows what the user sees and interacts (using the keyboard
and mouse) on the desktop monitor. The mobile phones to
be evaluated are modeled using the 3D MAX modeling
tool, and looks quite realistic employing texture mapping
techniques and lighting effects. The virtual model can be
translated, rotated and scaled by the keyboard press,
mouse clicks and drag. Simple behaviors like pressing the
buttons and opening and closing the phone can be invoked
and a sound feedback is provided (e.g. button press beeps,
sound effects for power on and off, etc.)
3.2.2. Env. II: Immersive VR platform 1. Figure 6
shows the architecture of the immersive VR platform
comprising of the computer that processes the sensor input
and renders the virtual scene with the virtual hands, virtual
mobile phone, sound effects, and etc. One ultrasonic
sensor is used to track the viewpoint (i.e. head tracking)
and another magnetic sensor for the arm. The choice is
simply due to the operating range and accuracy. The
ultrasonic sensor is much more accurate but has only
limited operating range, while the magnetic sensor’s
accuracy is much affected by the surrounding environment.
We assumed that the head would not move much while
the hand needed a wider working space. Only one sensor
is used to track the hand and the prop. According to the
position and the orientation of the hand/prop, the arm was
drawn automatically according to a simple inverse
kinematic relation (See Figure 3 on the Color Plate).
Figure 6. The architecture for the Environment II, the immersive VR version
For both Env. II and III, an HMD, called the i-Visor
DH-4400 VPD was used. It has a 31.5-degree diagonal
FOV and 832 x 632 LCOS 0.49 inch micro display panel.
As explained previously, wireless button devices are
attached on the prop to simulate the keys and buttons of
the actual mobile phones. Both systems use the Logitech
3D mouse for head tracking. However among the 6
degrees of freedom, the yaw angle was disabled for
convenience.
3.2.3. Env. III: Immersive VR platform 2 (Mixed
Reality). In the Env. III, a camera system, attached on the
Computer
Head Tracking
(Ultrasonic)
Hand/Prop Tracking
(Magnetic)
RF
Receiver
RF Wireless Button
Prop
Graphic/Sound
Head Position
Orientation
Hand Position
Orientation
Events
HMD/Speaker
210Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE
HMD, is used to track the prop and segment the image of
the hand/fingers holding the prop. In order to track the
prop using computer vision, 10 yellow markers are put on
the blue colored rectangular prop (See Figure 2 on the
Color Plate). From the markers, the position and
orientation of the prop are computed, and transformed into
the world coordinate on which the virtual mobile phone is
drawn first (the camera parameters are known because the
pose of the camera relative to the head is fixed and known,
and the head is being tracked). An algorithm called the
ICP [27, 28] is used to continuously track the 10 markers
between successive frames. In the mean time, the
hands/fingers are segmented out of the image using an
algorithm called the Pyramid Linking [29, 30] and
overlaid on the virtual image. In this way, the finger
image is not occluded by the mobile phone (See Figure 4
on the Color Plate).
3.3. Env. 0: The ground case (Real Platform)
Figure 7 on the Color Plate shows the real product
evaluation environment. It simply consists of a desk on
which the mobile phones are put for user, sitting on a chair,
to take up and examine. The same physical space is used
for the subsequent experiments with Env. I, II, and III (for
convenience sake).
Table 1. The definition for six affective satisfaction degrees [31]
Affective Indices Definition
Texture The image of a product developed by its
texture
Attractiveness Degree to which a product is pleasing,
charming, and arousing interest
Granularity Degree to which a product is worked out
with a great care and in fine detail
Harmoniousness Feeling that the components of a product
is well-matched or in harmony
Simplicity Degree to which the user feels a product
to be simple or tangled
Rigidity Feeling that a product looks stout, stable,
and secure
4. Evaluation indices for affective properties
The affective analysis of (virtual) mobile phones was
carried out using an index scheme and scoring method
developed by the co-authors in a previous study [3, 4, 31].
In that study, six indices were introduced to express the
affective feelings of the users toward the product: texture,
attractiveness, granularity, harmoniousness, simplicity,
and rigidity. Similar to this methodology, the participants
in this study also evaluated and graded the virtual product
in the scale of 0 to 100 along the six representative
affective indices. The definitions of these six indices are
described in Table 1.
5. Experiment
5.1. Evaluation environments
We already roughly described the physical evaluation
environment used in the experiment. As seen in Figure 7
on the Color Plate, the environment is enclosed by a blue
curtain. Although one of the strengths and requirements
of a VR evaluation platform is the provision of context
and scenarios, this feature was deliberately taken out to
make a fair comparison with the desktop system only on
the basis of direct and tactile interaction. This simple
evaluation space is recreated, including the lighting effect,
in the virtual space when Env. I, II and III are used.
5.2. Experimental procedure
Thirty-two participants performed the task of
examining and operating the three different models of
mobile phones in the four test environments (that resulted
in 3x4 = 12 different test combinations). Each participant
visited our VR lab at an appointed time and experienced
all 12 combinations trials in different orders (within
subject test). Trying out each combination lasted
approximately one hour, including the training, the task
itself, filling out the questionnaires, and the post briefing.
The age of the participants ranged from 21 years to 32
years. Among of them were 10 females and 26 males.
Stage I. Preliminaries
A participant was first asked to read the Participant
Instructions which elaborated on the purpose of the
experiment, the definitions and related concepts of the
evaluation indices, points for attention during the
evaluation as well as what the participant would be doing.
The participant’s vital personal information, such as
gender, age and vocation, were collected.
Stage II. Training session
To understand how to use operate and carry out the
required task in a given system (and avoid misuses), the
participants were given a short period of training prior to
the actual experiment. The training involved carrying out
a task, similar to that of the experimental task, in all of the
three test environments, using yet another virtual mobile
phone model different from the ones used in the actual test.
Stage III. Session Evaluation
After experiencing each of the 12 test configurations,
the participants rated, in the scale of 0 to 100 the (virtual)
mobile phone in terms of the seven evaluation indices for
affective satisfaction described in Section 4. In order to
211Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE
enhance the statistical reliability and avoid the order
effects, the orders of 12 trials were arranged in circular
combination for every session according to the Balanced
Latin Square Design Methodology [32]. Examining the
product to assess its affective qualities meant for the users
to zoom in and out of the product (desktop case), or bring
the product toward or away, rotate, and play with the
switches to turn the phone on or off, and open and close it.
Stage IV. Post-briefing
At the end of the experiment (after trying out all 12
combinations), the subjects graded each of the three test
environments in the scale of 0 to 100, as to their
similarities to the real environment. They also answered
to the five questions shown in Table 2.
Table 2. The comprehensive questionnaires
No. Questions
1 Have you ever observed the same or similar mobile
phone used in this experiment?
2 What was the most difficult affective factor to rate ?
3 Was there any abnormal incidence accruing to you ?
4 Was there any inconvenience in carrying out the
task ?
5 How did you assess the size of the mobile phone as
shown in the VR system?
Table 3. Significant factors revealed by two-way
within subject ANOVA ( = 0.05, Subj: Subject, Prod: Product, Sys: System)
SVTextu
re
Attrac
tivene
ss
Granu
larity
Harmo
niousn
ess
Simpl
icityRigidity
Subj
Prod O O O O O
Prod*Subj
Sys O O O O
Sys*Subj
Prod*Sys O O
Prod*Sys*Subj
6. Results and discussion
We applied a two-way within subject ANOVA on the
data collected in the evaluation session. Table 3 shows the
significant factors revealed by the analysis (indicated by
the circles). There were statistically significant
differences among the evaluation environments (systems)
for all of the affective properties except from
harmoniousness and simplicity. However, the SNK
(Student-Newman-Keuls) post hoc comparison revealed
that only the real environment (Env. 0) was in a different
group, that is, there was no significant difference among
the three virtual evaluation systems. This means that our
initial hypothesis is rejected. According to the result,
tactile augmentation and natural interaction have no
statistically significant effect on the affective evaluation.
For the affective evaluation, it seems that the visual factor
strongly dominates over the others.
The average affective scores rated with the virtual
systems were significantly below the scores given in the
real environment (Env. 0). However, the relative ranking
among the virtual products (i.e. three mobile phones)
corresponded with the ranking among the real products.
This means the VR systems can be used for relative
comparisons among products.
Figure 8. Interaction graph between products and systems for the texture property (1: Env. 0, 2: Env. I, 3: Env. II, 4: Env. III)
Figure 9. Interaction graph between products and systems for the granularity property (1: Env. 0, 2: Env. I, 3: Env. II, 4: Env. III)
There were significant interactions between the
products and environment types for the affective
properties of texture and granularity. Figure 8 and 9
illustrates the interactions with the SNK-groups depicted
in dotted rectangles. For the texture property, the results
after SNK grouping show that product 1 and 2 are in one
Scores
Env.
Scores
Env.
212Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE
group and product 3 in another for Env 0, Env II and Env
III, but all of the products were in a single group for Env I.
That is, there is no statistically significant difference
among the products in the desktop VR environment (See
Figure 8), and thus the tactile augmentation from the prop
does have an effect on the evaluation for the texture
property (but not so for other affective properties). The
post-briefing questionnaires revealed that 15 subjects
thought that texture had been the most difficult aspect to
evaluate. We believe that the tactile augmentation had a
positive effect for the evaluation of texture.
As for the granularity property, the SNK grouping in
Env. III (a mixed reality platform) is different from those
in the other environments (See Figure 9). We suspect that
is because, in Env. III, the users’ hand images were not
exactly registered with the virtual products due to
segmentation noises and no consideration of depth.
Furthermore, there were occasional flickers in displaying
the virtual products due to incorrect tracking by markers
occlude by the user’s hand.
In the post-briefing questionnaire, five subjects
complained of cyber-sickness. Thirty two subjects
reported that it was somewhat difficult to move and orient
the virtual hands in Env. II, and four subjects noticed the
prop tracking problem due to the image flickers. Nineteen
subjects informed that they compared the virtual phones to
their (virtual) hands in order to assess the size of the
virtual products in Env. II and Env. III, and nine subjects
said that they did not consider the size at all. In this
experiment, the size perception of the products was not a
factor under evaluation. However, Env. III can be a good
candidate for evaluation of size related affective properties,
since the platform shows the actual hands in their actual
size.
Figure 10. The similarity scores
Figure 10 shows the similarity scores between the real
and the three virtual test environments. The one-way
within subject ANOVA revealed that there were
statistically significant differences among the scores (F2,
105 = 6.44, p < 0.01). SNK grouping test showed that Env.
III was in a different group from Env. I and Env. II ( =
0.05). According to the analysis, Env. III, thus, was the
environment most similar to the real. Although the
similarity score was high, it still did not have an effect on
the affective evaluation. This means that the natural
interaction of the simple tasks did not highly relate to the
affective evaluation.
7. Conclusions and future work
In this paper, we have compared the effectiveness of
three types of virtual environments, namely desktop VR,
immersive VR and immersive VR with real hands, for
evaluating the affective properties of mobile phones to
that of the real. Our experiment has shown that while the
affective evaluation results correlated very highly with
that of the real, and no statistically significant difference
could be found between the three. This finding has
rejected our hypothesis on the positive effects of
immersion and natural 3D multimodal interaction.
We believe that this result is partially due to the fact
that the affective analysis task employed in the study
required mostly visual assessment as most affective
analysis are. Thus, in the aspect of cost, employing
immersive systems is not necessarily cost effective
solution for affective analysis of product designs (desktop
VR system suffices).
On the other hand, the analysis indicated the
importance of enhanced interaction for evaluating the
texture property. The task employed in the study was
probably too simplistic for the natural interaction of Env.
II and III to be clearly more effective than the desktop
counterpart. Moreover, this study did not consider the use
of environment context which is expected to be much
more effective when using an immersive VR. Our future
work is to further investigate these aspects, in relation to
the proposed requirements for VR-based affective analysis
systems.
Acknowledgement
This work was supported in part by the BK 21 program of
the Korean Ministry of Education, and the ITRC program
of the Korean Ministry of Information and
Communication.
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Figure 1. A desktop VR prototyping and evaluation system for mobile phones by researchers from VTT Electronics and University of Oulu, Finland [15]
Figure 2. The prop used to replace actual mobile phones is simply a rectangular box with wireless event generating switches on them. The switches are wireless and sends push button events to the mother station through radio frequencies (the black line on top is the antenna), and the yellow dots on the prop are markers for camera tracking.
Figure 3. Virtual space with a virtual mobile phone and virtual hands (Env. II)
Figure 4. The same virtual space of Figure 3, but with real hands (Env. III)
Figure 5. Mobile phone shown on a desktop monitor (Env. I)
Figure 7. The physical space at which the experiments are carried out (Env. 0)
Fold/Unfold Power on/off
Color plate of paper Affective Property Evaluation of Virtual Product Designs on page 207
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