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Integrating Questionnaires in Virtual Reality

Exploring the effectiveness of in-VR questionnaires for better feedback collection.

― 4 min read


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Table of Contents

Virtual reality (VR) technology has become more accessible with the introduction of lighter headsets over the past decade. While VR is useful in many fields, especially in gaming and research, there are challenges in using traditional Questionnaires for gathering feedback in these virtual spaces. Standard paper or web-based questionnaires can interrupt the immersive experience of VR, leading to biased or inconsistent results.

Traditional vs. VR Questionnaires

Traditional questionnaires require users to step out of the immersive VR environment to answer questions. This can disrupt their sense of presence, which is the feeling of "being there" in the virtual world. When Participants leave the virtual experience to fill out a questionnaire, they may lose some of the emotions and thoughts they had while immersed in the VR setting. This disruption can lead to less reliable answers.

Recent studies suggest that embedding questionnaires inside the virtual environment can yield more accurate and consistent responses. By integrating the questions into the experience, participants can maintain their sense of presence and focus, leading to better engagement.

Literature Review and Method

To better understand how these in-VR questionnaires can be effectively designed and implemented, a review of current research was conducted. This research aimed to find out how in-VR questionnaires are defined, what types of user interfaces are commonly used, and what future opportunities exist for improving these questionnaires.

A systematic search was carried out, resulting in over a thousand articles. After screening for relevance, a total of 25 papers were selected for in-depth discussion. These papers either utilized in-VR questionnaires for their studies or explored the Design and implementation of such tools.

The Importance of Questionnaire Design

Designing questionnaires specifically for VR involves considering how users interact within the virtual space. Most existing questionnaires for VR rely on traditional 2D user interfaces similar to those on desktop computers. This approach can be limiting when it comes to capturing the immersive nature of the VR experience.

Different ways to present a questionnaire in a VR setting can include:

  • 2D Interfaces: These look like typical computer screens and can be placed anywhere in the virtual world. While easy to implement, they may break immersion and feel out of place.

  • 3D Interfaces: These are designed to blend into the virtual environment and can offer a more engaging experience. However, they might be more challenging to create and use.

Different interaction types also influence how participants will engage with questionnaires. Common methods include:

  • Pointer Interaction: Using a pointer or mouse-like mechanism to select answers.

  • Gesture-Based Interaction: Using hand movements or body movements to interact with the questionnaire.

Findings on User Experience

Most studies reviewed indicated that participants generally favor completing questionnaires within the virtual environment over traditional methods. Users reported a higher level of engagement and a more natural flow when answering questions embedded within the VR experience.

However, there were some mixed results concerning the demands placed on users. In-VR questionnaires can require more active participation, leading to a higher cognitive load. This means that while they may enhance the experience, they can also add to the effort needed to complete them.

Common Practices and Recommendations

Given the diversity of approaches to designing in-VR questionnaires, the current research suggests several best practices:

  1. Consistency with VR Environment: The design of the questionnaire should match the look and feel of the virtual space to maintain immersion.

  2. User Interaction Ease: The interaction method chosen should be easy for users to understand and use without frustration.

  3. Variety in Question Types: While many questionnaires use multiple-choice formats, allowing for open-ended questions could provide richer feedback. However, typing in VR can be cumbersome, so alternative input methods should be explored.

  4. Toolkit Development: Creating easy-to-use toolkits can help researchers implement in-VR questionnaires more quickly and with less technical expertise needed.

  5. Remote Studies: Increasingly, virtual studies can utilize in-VR questionnaires as remote access becomes more common. This could enhance participation, especially during situations like the COVID-19 pandemic.

Conclusion

The shift towards using in-VR questionnaires reveals an exciting opportunity for researchers and developers. By embedding questionnaires into the virtual experience, participants can better express their feelings and thoughts, leading to richer data collection. As VR technology continues to advance, the design and implementation of in-VR questionnaires will play a crucial role in ensuring reliable and meaningful research outcomes.

This evolving area of study promises to bring both challenges and innovative solutions as researchers work to improve the way they gather feedback in VR.

Original Source

Title: A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces

Abstract: Previous research demonstrates that the interruption of immersive experiences may lead to a bias in the results of questionnaires. Thus, the traditional way of presenting questionnaires, paper-based or web-based, may not be compatible with evaluating VR experiences. Recent research has shown the positive impact of embedding questionnaires contextually into the virtual environment. However, a comprehensive overview of the available VR questionnaire solutions is currently missing. Furthermore, no clear taxonomy exists for these different solutions in the literature. To address this, we present a literature review of VR questionnaire user interfaces (UI) following PRISMA guidelines. Our search returned 1.109 initial results, which were screened for eligibility, resulting in a corpus of 25 papers. This paper contributes to HCI and games research with a literature review of embedded questionnaires in VR, discussing the advantages and disadvantages and introducing a taxonomy of in-VR questionnaire UIs.

Authors: Saeed Safikhani, Lennart Nacke, Johanna Pirker

Last Update: 2024-06-03 00:00:00

Language: English

Source URL: https://arxiv.org/abs/2406.01122

Source PDF: https://arxiv.org/pdf/2406.01122

Licence: https://creativecommons.org/publicdomain/zero/1.0/

Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.

Thank you to arxiv for use of its open access interoperability.

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