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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Instructions for Use. International Journal of
Human-Computer Interaction</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Semiotic Framework for Virtual Reality Usability and UX Evaluation: a Pilot Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stefano Valtolina Dept. of Computer Science</string-name>
          <email>valtolin@di.unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ambra De Bonis Dept. of Computer Science Università degli Studi di Milano Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Author Keywords Virtual Reality, Semiotic Engineering</institution>
          ,
          <addr-line>Usability, User eXperience</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Barbara Rita Barricelli Dept. of Computer Science Università degli Studi di Milano Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Serena Di Gaetano Dept. of Computer Science Università degli Studi di Milano Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Università degli Studi di Milano Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1995</year>
      </pub-date>
      <volume>7</volume>
      <issue>1</issue>
      <abstract>
        <p>This paper presents the results of a pilot study aimed at validating the Semiotic Framework for Virtual Reality (VR) usability and user experience evaluation (UX). The framework offers a theoretical model for VR applications classification and a combination of evaluation methods and a study protocol to be used for testing usability and UX in the VR field. The main goal of our approach is to provide a complete framework able at overcoming and correctly interpreting the discrepancies that may arise from the application of cognitive and semiotic methods of evaluation. The positive preliminary results of the pilot experiment led the authors to the design of a full-scale study that is already ongoing and that is focused on developing a complete tool of evaluation for VR.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        THE SEMIOTIC VR FRAMEWORK
The Semiotic Virtual Reality Framework [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][2][3] is the
outcome of research in the field of semiotic analysis of
Virtual Reality (VR) communication, focused on syntax,
semantic, and pragmatics [4][5], that represent the three
GHItaly18: 2nd Workshop on Games-Human Interaction, May 29th, 2018,
Castiglione della Pescaia, Grosseto (Italy)
Copyright © 2018 for the individual papers by the papers' authors.
Copying permitted for private and academic purposes. This volume is
published and copyrighted by its editors.
levels of the framework: 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 [4] and Greimas [5], paired with a
longtime experience in VR research and development and in
Human-Computer 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
decisionmaking 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.
The framework can be depicted as a three-dimensional
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.
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
3D-space can be described as organized into 8 octants, each
one characterized by a triplet representing respectively the
Interaction, Structure, and Model values (see Table 1).
      </p>
    </sec>
    <sec id="sec-2">
      <title>Concrete</title>
    </sec>
    <sec id="sec-3">
      <title>Concrete</title>
    </sec>
    <sec id="sec-4">
      <title>Concrete</title>
      <sec id="sec-4-1">
        <title>Structure</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Likely</title>
    </sec>
    <sec id="sec-6">
      <title>Likely</title>
    </sec>
    <sec id="sec-7">
      <title>Symbolic</title>
    </sec>
    <sec id="sec-8">
      <title>Symbolic</title>
    </sec>
    <sec id="sec-9">
      <title>Likely</title>
    </sec>
    <sec id="sec-10">
      <title>Likely</title>
    </sec>
    <sec id="sec-11">
      <title>Symbolic</title>
    </sec>
    <sec id="sec-12">
      <title>Symbolic</title>
      <sec id="sec-12-1">
        <title>Model</title>
        <p>Mathematical
Mathematical</p>
      </sec>
    </sec>
    <sec id="sec-13">
      <title>Mathematical</title>
    </sec>
    <sec id="sec-14">
      <title>Mathematical</title>
    </sec>
    <sec id="sec-15">
      <title>Impressionistic</title>
    </sec>
    <sec id="sec-16">
      <title>Impressionistic</title>
    </sec>
    <sec id="sec-17">
      <title>Impressionistic</title>
    </sec>
    <sec id="sec-18">
      <title>Impressionistic</title>
      <p>PILOT STUDY
To validate the framework, we designed a pilot study that
applied a combination of semiotic and cognitive evaluation
methods for measuring both usability and User eXperience
(UX). We chose eight VR applications and designed a user
test with a limited set of participants. In what follows, the
test environment, participation selection, protocol, and
results of the study are illustrated.</p>
      <p>Test Environment
The test environment (depicted in Figure 2) was constituted
by three main devices: a Samsung Gear VR headset
equipped with a Samsung Galaxy S7, a monitor equipped
with a Chromecast used for mirroring (real-time streaming)
the Samsung Gear VR experience, and a laptop used as
hotspot for Internet access and connected both with the
Samsung Galaxy S7 and the monitor. This environment was
set up in a silent laboratory where just the participants (one
at a time) and one observer were present during the user
test.
We selected 8 VR applications, one for each of the
framework’s octant and asked the participants to complete a
specific task with each of them. The observer, thanks to the
mirroring of the interaction on the monitor, was able to
taking notes about the participant behavior and to observe
the way the user moved and acted in the virtual space.</p>
      <sec id="sec-18-1">
        <title>In Car Racing VR 1 (Octant 1)</title>
        <p>Car driving simulator that offers multiple camera modes.
Easy to learn but difficult to master.</p>
      </sec>
      <sec id="sec-18-2">
        <title>In Mind 2 (Octant 2)</title>
        <p>Short arcade adventure that allows the user to explore a
brain in search of neurological disorders.</p>
      </sec>
      <sec id="sec-18-3">
        <title>Human Anatomy VR 3 (Octant 3)</title>
        <p>Educational app that allows to explore the human body for
learning general anatomy.</p>
      </sec>
      <sec id="sec-18-4">
        <title>Star Tracker VR 4 (Octant 4)</title>
        <p>3D Star Field depicted into a sphere surface that could be
looked at from outside.</p>
      </sec>
      <sec id="sec-18-5">
        <title>Bandit Six: Salvo 5 (Octant 5)</title>
        <p>Shoot 'em up game in which the user needs to protect an
island from the enemies.</p>
      </sec>
      <sec id="sec-18-6">
        <title>A Night Sky 6 (Octant 6)</title>
        <p>The user connects dot, i.e. stars, to build constellations with
simple point and touch controls, and brings wonderful
creatures to life.
1https://www.oculus.com/experiences/gear-vr/1409977735730829/
2https://www.oculus.com/experiences/gear-vr/742896805825051/
3https://www.oculus.com/experiences/gear-vr/1658650407494367/
4https://www.oculus.com/experiences/gear-vr/1438854922813902/
5https://www.oculus.com/experiences/gear-vr/1009334549088838/</p>
      </sec>
      <sec id="sec-18-7">
        <title>VISO Places 7 (Octant 7)</title>
        <p>An exploration app that uses Google StreetView and
Wikipedia and enables also group exploration.</p>
      </sec>
      <sec id="sec-18-8">
        <title>PAINT VR 8 (Octant 8)</title>
        <p>Through a wide set of brushes the user can paint in a 3D
space and then export screenshots.</p>
        <p>Participants
Being a pilot study, the number of participant was limited:
we involved 10 users (5 female, 5 male), aged from 18 to
30 years, and 7 of them had experienced virtual reality with
headset devices before (see Figure 3). According to the
initial questionnaire they filled in and a non-structured
interview, the 14 adjectives used to describe their previous
experience with VR were addictive/engaging (5 times),
enjoyable (4 times), stimulating (1 time), tiring (2 times),
annoying (1 time), and destabilizing (1 time).</p>
        <p>Usability Questionnaire) [7], while the UX evaluation
questionnaire was created according to the UEQ (User
Experience Questionnaire) [8] method. SUS is a
questionnaire very broadly used, especially in industry, that
can return reliable results even when administered to small
sample of users. CSUQ is a questionnaire developed by
IBM and is mostly focused on measuring the satisfaction in
using the application or tool under evaluation. UEQ permits
to assess feelings, impressions, and attitudes that arise when
the users use the application of tool: it is aimed at
measuring aspects that are typical of usability evaluation
approach – efficiency, perspicuity, and dependability – and
those that are typical of UX – originality and stimulation.
All user test sessions were recorded, both the audio and the
interaction with the apps. This allowed us to apply the
Communicability Evaluation Method (CEM) [9], a
Semiotic Engineering method for evaluating the
communicability of an application, was applied.</p>
        <p>User Test Protocol
The user test protocol of this pilot study was designed by
pairing cognitive and semiotic methods of usability and UX
evaluation, with the aim of collecting significant
information for identifying not only eventual usability and
UX problems, but also for highlighting the communication
breakdowns that might take place during the interaction
with the VR applications. After the submission to the
participants of an initial demographic questionnaire, we
organized the user tests into several steps. We divided the
eight applications into two groups of four. The participants
were asked to perform a task-based user test with the first
set of four applications, adopting a think-aloud protocol. At
the end of the first part of the test, four usability
questionnaires (one per application) were filled in by the
participants. The last two steps were repeated for the second
set of four applications. To conclude the user test, a final
UX evaluation questionnaire was submitted to the
participants. The usability questionnaires were composed
by 26 Likert scale questions – a combination of SUS
(System Usability Scale) [6] and CSUQ (Computer System
App</p>
      </sec>
    </sec>
    <sec id="sec-19">
      <title>In Car Racing VR</title>
    </sec>
    <sec id="sec-20">
      <title>In Mind</title>
    </sec>
    <sec id="sec-21">
      <title>Human Anatomy VR</title>
    </sec>
    <sec id="sec-22">
      <title>Star Tracker VR</title>
    </sec>
    <sec id="sec-23">
      <title>Bandit Six: Salvo</title>
    </sec>
    <sec id="sec-24">
      <title>A Night Sky</title>
    </sec>
    <sec id="sec-25">
      <title>VISO Places</title>
    </sec>
    <sec id="sec-26">
      <title>PAINT VR</title>
      <p>App</p>
    </sec>
    <sec id="sec-27">
      <title>In Car Racing VR</title>
    </sec>
    <sec id="sec-28">
      <title>In Mind</title>
    </sec>
    <sec id="sec-29">
      <title>Human Anatomy VR</title>
    </sec>
    <sec id="sec-30">
      <title>Star Tracker VR</title>
    </sec>
    <sec id="sec-31">
      <title>Bandit Six: Salvo</title>
    </sec>
    <sec id="sec-32">
      <title>A Night Sky</title>
    </sec>
    <sec id="sec-33">
      <title>VISO Places</title>
    </sec>
    <sec id="sec-34">
      <title>PAINT VR</title>
      <p>SUS score
76.25 (11.36)
74.50 (9.34)
69.00 (13.84)
73.00 (12.29)
74.75 (12.47)
75.75 (8.88)
61.25 (15.62)
56.25 (18.68)
CSUQ - SYSUSE
3.77 (0.47)
3.90 (0.29)
3.78 (0.82)
3.94 (0.56)
3.62 (0.73)
3.93 (0.57)
3.62 (0.72)
3.14 (0.77)
Usability and UX Evaluation Results
SUS
The app that reached the highest SUS score is In Car
Racing. This app belongs to the octant (Concrete, Likely,
Mathematical). The users defined it as simple to use and
learn. On the other hand, the app with the lowest SUS score
is PAINT VR that is characterized by Concrete interaction,
like In Car Racing, but has Symbolic structure and
Impressionistic model and together with VISO Places they
did not reach the sufficient average score for SUS, which is
68. From the results reported in Table 2, it can be seen that
the interaction, either concrete or abstract, did not
contribute to the success or failure of SUS evaluation.
CSUQ
As to SYSUSE (system usefulness, Table 3) Star Tracker
VR is the app with the highest SYSUSE result (3.94). It has
been defined by the participants as very easy to use with an
easy to learn navigation structure. On the other hand,
PAINT VR received the lowest evaluation on SYSUSE,
even if still sufficient (3.14). The participants judged the
navigation very difficult and pointed out a vision fatigue
experience. For INFOQUAL (information quality, Table 4),
the best app is In Car Racing VR (3.89), while PAINT VR
received a not-sufficient score (2.99) because of the lack of
information and instructions of use. The app that scored the
highest value for INTERQUAL (interface quality, Table 5)
is A Night Sky (4.13), while the worst result is for In Car
Racing VR (2.57), because of its too simple graphics and
the vision fatigue reported by the participants. Finally, for
OVERALL (overall satisfaction, see Table 6) the best app
is A Night Sky (3.83), while the worst one is PAINT VR
(3.13). A Night Sky reached very positive results thanks to
its simplicity of use and the very good graphics. The
participants reported that the fantasy genre strongly
supports the user engagement. On the contrary, PAINT VR
causes important vision fatigue episodes and also did not
present all the features that the users would expect from
such an application.</p>
      <p>CEM
With the CEM analysis, we detected several
communication breakdown, even if the cognitive usability
analysis (SUS/CSUQ) results were quite positive for more
than half the apps. Only two apps out of eight did not
present communication breakdowns: In Car Racing VR and
Bandit Six: Salvo. The CEM analysis results, in terms of
tags and patterns, are reported in Table 7. The most used
tag was “Where is it?” (3 times), followed by “I give up”,
“What happened?”, and “Looks fine to me” (2 times). From
the pattern, one can notice that for two apps, the
participants gave up with trying to use the app after the tags
“What happened?” and “I can’t do it this way”, both
pointing out that the communication between the app and
the user is not effective nor efficient.</p>
      <p>UEQ
The UEQ questionnaire has been submitted once for each
participant, meaning that the evaluation was performed on
the entire experience of use with the Samsung Gear VR and
not on the single apps. Figure 4 shows the results for each
of the six aspects: attractiveness, perspicuity, efficiency,
dependability, stimulation and novelty. Attractiveness (the
capacity of attracting and stimulating the interest of the
user) and stimulation (the capacity of a product to be
motivating for the user and to raise curiosity) obtained an
above-average evaluation (1.367 and 1.125). This is linked
to the interest of the participants in using the Samsung Gear
VR device, but still reveal some reservations. Perspicuity
(easiness of getting familiar with the product), obtained a
slightly below-average score (0.975); some participants in
fact had problems in acquiring the use notions of the Gear
VR. Efficiency and dependability, used to measure the
quality of use of the device, obtained insufficient values
(0.550 and 0.625) because the majority of the participants
were affected by vision fatigue. A good result was scored
by the Novelty aspect (1.150): the participants were
surprised by the features of the device and appreciate its
potentials.</p>
      <p>App</p>
    </sec>
    <sec id="sec-35">
      <title>In Car Racing VR</title>
      <p>
        CONCLUSION
This pilot study was aimed at validating the Semiotic
Framework for VR published in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and [2]. The results are
presented for the first time, while the design of the pilot
study was illustrated in a poster in [3]. This paper presents
the results in detail, highlighting the discrepancies obtained
by the application of different methods of usability and user
experience evaluation, typical of the cognitive and the
semiotic engineering approaches. These discrepancies are
typical of the application of the so-called “classical”
methods on what can be seen as “innovative” tools or
applications: some well-known studies on the topic – e.g.
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ][
        <xref ref-type="bibr" rid="ref11">11</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] demonstrate that classical methods of usability
evaluation applied to innovative tools and applications
return negative results despite their popularity and success;
this framework, its combination of methods, and the
evaluation protocol are designed to be the answer to this
problem with respect to the specific field of Virtual Reality.
Given the positive results obtained in the pilot study, we are
already performing a full-scale study involving 30
participants.
4.
5.
6.
7.
8.
9.
      </p>
    </sec>
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