Mitre-Ortiz Andres, Muñoz-Arteaga Jaime, Cardona-Reyes Héctor
Center for Research in Mathematics, 98160 Quantum: Knowledge City, Zacatecas Mexico.
Autonomous University of Aguascalientes, Aguascalientes, Aguascalientes Mexico.
Univers Access Inf Soc. 2022 May 26:1-15. doi: 10.1007/s10209-022-00882-y.
In video games, the evaluation of the user experience (UX) mainly refers to two main groups of aspects, those that refer to the player that is mainly oriented to make the player feel good while playing and those that refer to the video game that is oriented to make the video game easy to understand and play. The aspects considered that are related to the player are engagement, enjoyment, and flow; the aspects related to video game, usability, and dependability. Virtual reality environments today have changed the paradigm in various fields of application, such as health, education, entertainment, among others. Therefore, it is important to observe the effects of handedness with hand movements in virtual reality environments. This work proposes a model to evaluate and improve the user experience considering player and video game aspects, taking into account handedness with hand movements in virtual reality environments. Player and video game aspects can be added to evaluations of the effect of handedness, especially in virtual reality environments, in order to know the user's behavior in terms of skill, performance, and accuracy, among other features by using a particular hand to perform specific tasks. Next, a case study is presented with two groups of users using a virtual reality environment to perform several user tasks considering the dominant and non-dominant hand. By evaluating the user tasks it is possible to know the levels of engagement, enjoyment, motivation, and usability in a virtual reality environment. Finally, an analysis of results is presented in which several improvements of UX are presented.
在电子游戏中,用户体验(UX)评估主要涉及两大类方面,一类是针对玩家的,主要目的是让玩家在游戏过程中感觉良好;另一类是针对电子游戏的,旨在使游戏易于理解和操作。与玩家相关的方面包括参与度、趣味性和沉浸感;与电子游戏相关的方面包括可用性和可靠性。如今,虚拟现实环境已经改变了健康、教育、娱乐等各个应用领域的模式。因此,观察虚拟现实环境中用手操作时利手的影响很重要。这项工作提出了一个模型,用于在考虑虚拟现实环境中用手操作时的利手情况的同时,从玩家和电子游戏两个方面评估和改善用户体验。玩家和电子游戏方面可以添加到利手影响的评估中,特别是在虚拟现实环境中,以便通过使用特定的手执行特定任务,了解用户在技能、表现和准确性等方面的行为。接下来,给出一个案例研究,两组用户使用虚拟现实环境,分别用优势手和非优势手执行多项用户任务。通过评估用户任务,可以了解虚拟现实环境中的参与度、趣味性、动机和可用性水平。最后,给出结果分析,其中提出了用户体验的多项改进措施。