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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Interaction</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1080/10447319509526110</article-id>
      <title-group>
        <article-title>Semiotic Virtual Reality Framework Validation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Author Keywords Virtual Reality</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Semiotics</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Communication</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Validation</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Usability</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>User Experience.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ambra De Bonis Università degli Studi di Milano Milano</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Barbara Rita Barricelli Università degli Studi di Milano Milano</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <volume>7</volume>
      <issue>1</issue>
      <abstract>
        <p>This paper presents a user study designed for validating the Semiotic VR Framework, a tool that allows to identify the best-suited Virtual Reality (VR) applications to get a specified communication objective, by adopting the appropriate techniques to implement visualization, interaction and modelling of the VR application.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright is held by the author/owner(s).</p>
      <p>CHItaly ’17, September 18-20, 2017, Cagliari, Italy.</p>
    </sec>
    <sec id="sec-2">
      <title>Semiotic Virtual Reality Framework</title>
      <p>
        The Semiotic Virtual Reality Framework [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is the
outcome of research in the field of semiotic analysis
of Virtual Reality (VR) communication, focused on
syntax, semantic, and pragmatics. We study the
syntactic level as defined by the characteristics of
the visual communication adopted in a VR
application, the semantic level as related to the
functional model chosen to design the application,
and the pragmatic level as the one based on the
human-computer interaction that changes the user’s
role. This approach stems on both a study of
literature review on theoretical research by Eco [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
and Greimas [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], paired with a long-time experience
in VR research and development and in
HumanComputer Interaction and Design in general.
The Semiotic VR Framework can be used to classify
and describe different kinds of virtual reality
applications and to better understand
communication in VR. It represents both a tool for
evaluating existing VR applications and for
supporting designers of VR systems in their
decision-making processes. To exploit the
framework potentials, designers and developers
have to select the appropriate level of detail and
likeliness in visualization, interaction, and modelling,
choosing the appropriate sensory stimulation
systems, determining the necessary languages for
performing a successful human-VR communication.
Using the framework, a VR application can be
located in terms of parameters that allow to identify
the expressive power of the communication solution
provided by VR. The framework proposes a
threedimensional space (see Figure 1), where the three
axes represent the range of variation of Structure
(or syntax), Model (or semantic), and Interaction (or
pragmatics representation) of the applications at
hand. The Structure axis is relative to the syntactic
level, which ranges from symbolic to highly realistic
(better called likely). To identify a position in this
axis, we need to consider the iconicity level and the
likeliness level of Computer Graphics solution
adopted as well: the iconicity level helps in locating
the position, while the likeliness level suggests
possible Computer Graphics solution to obtain the
desired iconicity. The Model axis is relative to the
semantic level; it ranges from mathematical to
impressionistic. To identify a position in this axis, we
will consider the detail level of the underlying
mathematical, physical or chemical model that rule
the evolution of the VR world, or the presence of
symbolic or logical model of the evolution. The
Interaction axis is relative to the pragmatic level; it
ranges from abstract to concrete, considering also
the narrative aspect of communication of the
system. To identify a position in this axis, we
consider the interaction approach and the
interaction devices that exercise different sensory
systems.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Validation Process</title>
      <p>To validate the framework, we designed a user test
that applies a combination of semiotic and cognitive
evaluation methods for measuring both usability and
User eXperience (UX) of the use of eight VR
applications on a Samsung Gear VR with a Samsung
Galaxy S7 smartphone. Table 1 shows the octants of
the framework and the application chosen for the
validation process.</p>
      <p>We are currently performing the individual user
tests, involving 10 users aged from 18 to 30, both
with and without experience in VR headsets like
Samsung Gear VR. We pair cognitive and semiotics
methods of usability and UX evaluation in the same
user study.</p>
      <p>The tests are organized into several steps: Initial
demographic questionnaire; Task-based user test of
a first set of four applications (think-aloud protocol);
Four usability questionnaires (one per application);
Task-based user test of a second set of four
applications (think-aloud protocol); Four usability
questionnaires (one per application); Final UX
questionnaire.</p>
      <p>
        The entire user test is recorded (audio and
interaction) and the Communicability Evaluation
Method (CEM) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], a Semiotic Engineering method
for evaluating the communicability of an application,
is applied. The usability questionnaires are 26
likertscale questions -- a combination of SUS [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and
CSUQ [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] questionnaires. The UX questionnaire is
based on the UEQ Questionnaire [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>In particular, we are expecting to collect significant
information by using the tagging feature of CEM to
highlight the communication breakdowns that might
take place during the user tests.</p>
    </sec>
    <sec id="sec-4">
      <title>Future Steps</title>
      <p>Our plan is to conclude the user study (user tests
and data analysis) before the end of August 2017
and to propose the presentation of the results of this
research in a poster at the CHItaly 2017 conference.
The future development of this work is the design of
one further user study using an Oculus Rift device,
to test a more sophisticated VR experience, and to
proceed with the definition of an evaluation
methodology that includes other existing methods of
user experience and usability evaluation for VR
applications.
1
2
3
4
5
6
7
8</p>
      <p>Concrete
Abstract
Concrete
Concrete
Concrete</p>
      <sec id="sec-4-1">
        <title>Likely</title>
      </sec>
      <sec id="sec-4-2">
        <title>Likely</title>
        <p>Symbolic
Symbolic</p>
      </sec>
      <sec id="sec-4-3">
        <title>Likely</title>
      </sec>
      <sec id="sec-4-4">
        <title>Likely Symbolic Symbolic</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Model</title>
      <sec id="sec-5-1">
        <title>Mathematical</title>
      </sec>
      <sec id="sec-5-2">
        <title>Mathematical</title>
      </sec>
      <sec id="sec-5-3">
        <title>Mathematical</title>
      </sec>
      <sec id="sec-5-4">
        <title>Mathematical</title>
      </sec>
      <sec id="sec-5-5">
        <title>Impressionistic</title>
      </sec>
      <sec id="sec-5-6">
        <title>Impressionistic</title>
      </sec>
      <sec id="sec-5-7">
        <title>Impressionistic</title>
      </sec>
      <sec id="sec-5-8">
        <title>Impressionistic</title>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Apps</title>
      <sec id="sec-6-1">
        <title>In Car Racing VR1</title>
      </sec>
      <sec id="sec-6-2">
        <title>PAINT VR8</title>
      </sec>
    </sec>
  </body>
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</article>