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Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3639-9327
2019 (English)In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, p. 103-110Conference paper, Published paper (Refereed)
Abstract [en]

An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future. Copyright © 2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved

Place, publisher, year, edition, pages
SciTePress , 2019. p. 103-110
Series
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321
Keywords [en]
Experience, Game Interaction, HTC Vive, Leap Motion, Performance, User Study, Virtual Reality, Computer control, Computer vision, Controllers, Surveys, Human computer interaction
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-18582DOI: 10.5220/0007362401030110ISI: 000671769300008Scopus ID: 2-s2.0-85068239090ISBN: 9789897583544 (print)OAI: oai:DiVA.org:bth-18582DiVA, id: diva2:1349127
Conference
3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019
Part of project
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications, Knowledge Foundation
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2019-09-06 Created: 2019-09-06 Last updated: 2025-10-28Bibliographically approved
In thesis
1. Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
Open this publication in new window or tab >>Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
2020 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs.

This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology.

Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.

Place, publisher, year, edition, pages
Karlskrona, Sweden: Blekinge Tekniska Högskola, 2020. p. 156
Series
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 9
Keywords
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
National Category
Other Engineering and Technologies
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-20730 (URN)978-91-7295-414-4 (ISBN)
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056
Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2025-09-30Bibliographically approved
2. Psychophysiological Interaction: Symbiosis Between Players and Video Games
Open this publication in new window or tab >>Psychophysiological Interaction: Symbiosis Between Players and Video Games
2025 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Psychophysiological interaction offers the opportunity of delivering unique and innovative experiences that synergize with human physiological and psychological nature. Even though several publications have explored the use of psychophysiological interaction in video games in the past, there is still a set of challenges associated with its suitability for commercial entertainment games, and with the assessment of its relationship with the perceived player experience.

This dissertation explores psychophysiological interaction and its implementation within entertainment video games. It presents a review of multiple physiological methods, such as eye tracking, electrodermal activity, or electroencephalography, and discusses the possibilities and challenges that these methodologies offer for the design and implementation of natural user interaction techniques. The dissertation presents a set of user studies that evaluated the efficiency of psychophysiological interaction in desktop and virtual reality video games, and statistically assessed how the variations of player physiological data may relate to their respective changes in the perceived player experience. The dissertation also offers a set of ethical and methodological guidelines for the appropriate design of novel interaction techniques, and for the safe exposure of physiological sensors and virtual reality technologies to the general public.

The results obtained from this research show that the implementation of psychophysiological interaction in entertainment video games tends to positively affect player experience. However, this benefit comes as a tradeoff to player performance and their perceived sense of control. Additionally, the variations in electrodermal activity data, specifically in the skin conductance level, showed a tendency to correlate with negative player experience variables. Finally, psychophysiological interaction should be consistent with the natural behavior and reactions from players, and should be complementary to more traditional game interaction technologies.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2025. p. 100
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Keywords
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-28823 (URN)978-91-7295-514-1 (ISBN)
Public defence
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20220068Knowledge Foundation, 20170056
Available from: 2025-11-05 Created: 2025-10-28 Last updated: 2025-11-19Bibliographically approved

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Navarro, DiegoSundstedt, Veronica

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