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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Barcelona, Spain</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>On the Relationship between Subjective and Objective Measures of Virtual Reality Experiences: a Case Study of a Serious Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Inmaculada Rodríguez, Juan Antonio</string-name>
          <email>{inmarodriguez,annapuig}@ub.edu University of Western Sydney Cerdanyola, Spain {jar,arcos,scebrian}@iiia.csic.es, A.Bogdanovych@westernsydney.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Núria Morera, Raquel Piqué</string-name>
          <email>raquel.pique@uab.cat</email>
          <email>{nuria.morera,raquel.pique}@uab.cat, antoni.palomo@gencat.cat</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Anna Puig Rodríguez-Aguilar, Dep. Matemàtiques i Josep Lluís Arcos</institution>
          ,
          <addr-line>Informàtica</addr-line>
          ,
          <institution>University of Sergi Cebrián</institution>
          ,
          <addr-line>Barcelona, UBICS, IMUB Anton Bogdanovych, Barcelona, Spain IIIA-CSIC, Campus UAB</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Antoni Palomo, UAB, Museu d'Arqueologia de</institution>
          ,
          <addr-line>Catalunya, Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>2</volume>
      <fpage>2</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>In this paper we present a Virtual Reality game related to Cultural Heritage. We contribute with an analysis of subjective measures taken from questionnaires filled by users after the VR experience, and objective measures taken from logs during the VR game. Specifically, we were interested on study data globally and in groups of user behaviour. Analysing data globally we see a high value of users' subjective perceptions. Nevertheless, we found differences of subjective measures when splitting the Novice group. Specifically, the subjective perception of Strugglers is considerably lower than the rest of groups, and this difference is significant. Then, we propose strategies to provide a better experience to Strugglers. We also found correlations between objective and subjective data when they were analysed globally (i.e. without using groups), but these measures did not correlate when they were analysed using behaviour groups.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Author Keywords
serious game, cultural heritage, virtual reality, VR experience
INTRODUCTION
Nowadays Virtual Reality (VR) experiences are designed to be
more and more interactive and engaging. Thus, its widespread
use along different areas such as education, health,
entertainment and cultural heritage. Concretely, VR initiatives in the
cultural context help curators to transfer historical knowledge
in a different but complementary way to classical expositions.
Moreover, the interactivity of VR applications and their
novelty attract not only young visitors but also the general public.
To date, cultural experiences in VR have been designed
either as walks around virtual reconstructions where the visitor
immerses as a mere spectator [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] or as interactive
experiences where the visitor plays an active role [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. We are
interested in the second type of experiences with an additional
ingredient, which is the challenge of a game. The goal of this
game is to provide visitors with both fun and learning, namely
Informal Learning (IL). IL is an instructional activity that is
not usually a part of the standard curriculum of educational
institutions. It provides the users with knowledge and
understanding of a variety of subjects in museums, science centres,
exhibitions, even in the workplace [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. However, to know the
actual learning achievement is not an easy task not just due to
the informal context but also due to the difficulty of managing
VR interactions.
      </p>
      <p>
        This research is situated in the context of Cultural Heritage
dissemination, and presents a VR game about La Draga, a
Neolithic settlement located in Catalunya, Spain. In a previous
work we presented results of an Informal Blended Learning
experience (workshop + exhibition + a 360°video + a VR
game) aimed at the general public (families, usual visitors,
tourists) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. There we collected quantitative measures of VR
interactions through visitors’ logs. Then, we performed data
analytics for exploring patterns of visitors’ behaviours.
In this paper we focus on one piece of the aforementioned
Blended Informal Learning experience, the VR game, and
contribute with a comprehensive analysis of subjective measures
taken from questionnaires filled by users after the experience,
and objective measures taken from logs during the game. We
analyse users’ subjective measures assessing their interactive
and learning experience in VR, first globally, and then grouped
in the aforementioned user behaviour patterns. We also
explore the relationship between users’ subjective measures with
their corresponding objective ones. Specifically, the
correlation between perception of easiness of movement and number
of teleports. Finally, we examine users’ learning perception
on the defined behaviour groups.
      </p>
      <p>Our results show different scenarios when we analyse the
sample without and with groups. Meanwhile we could considered
users’ subjective scores particularly positive when they are
analysed globally (i.e. without using groups), they manifest
differently when the analysis is done in groups. Consequently,
we propose design strategies in the direction of adapting VR
experience content to improve perceptions of those groups of
users that showed room for improvement.</p>
      <p>
        RELATED WORK
In the literature we find different serious game initiatives for
Cultural Heritage (CH). Attending to learning objectives of
serious games, Mortara [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] proposed a taxonomy considering
three categories: cultural awareness, historical reconstruction,
and heritage awareness. First, cultural awareness, which is
concerned with intangible cultural heritage such as customs,
folklore, and rules of behaviour in an ancient society. Several
games situate in this category. For instance, games
Papakwaqa [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and Icura [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] tackle cultural issues (e.g beliefs,
ceremonies) in Taiwan and Japan respectively. Second, the
category of games named historical reconstruction teaches
history through reconstructions of historical periods and events.
These games are usually designed as strategy [22] and
roleplay games, where the player has an active role in the game,
e.g as the soldier who fights in an historical battle. Examples
of games in this category are The Battle of Thermopylae, The
Siege of Syracuse, and The ancient Olympia [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. And
third, heritage awareness category comprises serious games
where users immerse in a virtual reconstruction of
historical buildings and locations, with the aim of learning about
them. Specifically, in the area of archaeology, "Multi-touch
Rocks" [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] is a game about engravings in caves in France
and Italy. Players used a multi-touch tabletop to explore a big
image of a rock, from there they accessed to mini-games about
hunting oxes, building a house, etc. Our proposed game, La
Draga, also belongs to this category. We recreate the Neolithic
site so that visitors could feel and understand the settlement,
hopefully arousing their curiosity to go to the physical site.
Up to now we have explored serious games in a general
context of Cultural Heritage. Next, we focus on CH solutions
using VR technology. Several research works considered
VR technology as supporting learning and social behaviour
in museums [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Related to interaction and immersion
in VR, Carrozino [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] proposed a classification of VR
installations for cultural heritage. On the interaction dimension,
the author classified systems from non-interactive, to using
mediated interaction (device based interaction), and up to
using natural interaction (gestural interaction, speech
recognition). Regarding immersion, systems were arranged in three
groups: non-immersive, low-immersion, and high-immersion,
and were analysed based on visual, acoustic, haptic and
motion features. We situate La Draga game in the category of
high immersive systems (room-scale Head Mounted Displays)
but with medium level of interaction (dependent on devices
that the visitor wears, i.e the HTC Vive controllers). Other
research works that can be also considered high immersive are
the virtual walk of the Greek city of Miletus [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], and the 3D
vignettes of Viking settlements (scenes, objects and activities)
in Ireland [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Nevertheless, these works did a low level use
of interaction, as they mainly focused on 360°videos or 3D
scenes with fixed viewpoints.
      </p>
      <p>
        Usually, VR experiences have been evaluated through
postquestionnaires. A research work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] explored the possible
replacement of these post-questionnaires by task performance
measurements, although they concluded that subjective
posttests can still be more reliable than evaluating task
performance. Following this idea, we propose to explore the
relationship between subjective and objective measurements taken
into account different user’s behaviours.
      </p>
      <p>LA DRAGA GAME</p>
      <p>La Draga game takes place in the Early Neolithic era
(5.3004.800 BC) on La Draga settlement. This settlement is located
at the shores of the Banyoles Lake at the NE of the Iberian
Peninsula. Its relevance lies on the high degree of
preservation of archaeological remains such as vegetal fibres and
wooden tools. In the museum’s physical exhibition space,
visitors learned through watching the physical remains and
some reconstructed hunts. La Draga game puts these remains
in context, which is a trustworthy virtual environment
reconstructed according to the archaeologists’ criteria (see Figure 1),
enabling users not only to explore the outside environment
and hunts, but also to be able to find and interact with objects
previously seen in the Museum.</p>
      <p>Thus, the virtual Draga landscape includes huts, inhabitants,
animals, vegetation, etc. in an open world landscape, as well
as objects and remains in indoor hunts (see Figure 2).</p>
      <p>
        Game players act as time travellers, who visit the Draga
settlement. Their mission is to walk around the environment and
find Non-Neolithic objects, and throw them to a big object,
from another era, that represent the time portal, which devours
all Non-Neolithic objects and repels Neolithic ones.
Game mechanics are simple. The player lands near to the
temporal portal (Figure 3). Just to facilitate the on-boarding,
a Non-Neolithic object is located nearby. The player walks
around the environment. When she sees a Non-Neolithic
object (i.e a Cola can), grabs it, and throws it into the portal.
If done well, that is, the object enters the portal and the object
belongs to the Non-Neolithic era, the player scores 100 points.
If done incorrectly, i.e it is a Neolithic object, she loses 50
points. The game lasts five minutes. This time constraint is
highly related to the deployment of games in museums [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ],
i.e. to avoid because too many people queuing and waiting for
playing.
      </p>
      <p>We also include some quests and surprises along the game.
For instance, players should distract a wild pig to pick up a
"Cola Can" (a Non-Neolithic object that player should throw
into the portal), by throwing apples, and thus shifting the pig’s
focus away from the "Cola Can". Here, players should be
fast enough picking up the can so not to get caught by the pig
(see left picture in Figure 4). Moreover, players could activate
some Easter eggs, which are Neolithic inhabitants’ animations.
For instance, picking up a Neolithic sickle located near a hunt,
players can see Neolithic inhabitants entailed in woodworking
(see on the right in Figure 4).</p>
      <p>Actually, while exhibition visitors were in line they could
saw another visitor playing the game in a monitor TV (see
Figure 5). The use of the monitor is an usual practice in VR
exhibitions as it allows visitors to get a previous idea of the VR
experience. We did not want visitors waiting in line to have
advantages because they could saw where objects were located.
For that reason, 5 Neolithic and 6 Non-Neolithic objects were
randomly placed in the game level. The Neolithic objects
were: a Bow, a Sickle, a Ladle, an Adze and Apples as pig’s
food. The Non-Neolithic objects were: a Saw, A Cola Can,
Bananas, a modern Bow, a Knife, and Darts.</p>
      <p>Players used the VR controllers to interact with La Draga
world. The trackpad allowed them to move by locating the
target of the movement. This target is depicted as the end point
of a parabola (see Figure 5). Also, users grab objects pulling
the trigger control on selectable objects. Finally, throwing
objects implies to release the trigger control meanwhile doing
the gesture of throwing. As they are non trivial interactions,
we included a training tutorial to help players to learn early
the usage of the VR controllers. Moreover, we added different
types of feedback: visual (i.e. highlighting selectable objects),
audio (i.e. when an object enters to the time portal) and haptic
feedback (i.e. when picks attacked, player can feel pressure
on the controls).</p>
      <p>We employed Blender1 to model the 3D environment,
objects and animations, under the supervision of archaeologists.
We developed La Draga game using Unity2 with a VR setup.
Finally, users play the game using an HTC VIVE headset
with wired HMD (Head Mounted Display) and wireless
handcontrollers (see Figure 5).
We recruited 49 voluntary users that attended the EAA
(European Association Archaeology) conference. Users main
profile was academics, practitioners and researchers on the
archaeology field. The subjects were 55% male and 45%
female.</p>
      <p>A post-experience questionnaire was filled by the users. It
consisted of questions related to demographics and their expertise
in VR and playing games. Users expertise in games and VR is
depicted in Figure 63. It is asymmetrically distributed, with a
high number of users having no previous experience neither in
playing games nor VR. Data also show that experienced users
1http://www.blender.org
2http://docs.unity3d.com
3Data were transformed from the range between 0 and 10 to four
categories (Almost nothing, Somewhat, Enough, A lot)
were more in playing games than in VR technology, 45,09%
of subjects scored their game expertise as "Enough" and "A
lot", 68,62% of then scored their VR expertise as "Almost
nothing" and "Somewhat".</p>
      <p>Moreover, we included four questions regarding the
(subjective) perception of easiness while interacting in VR, and the
overall opinion of the experience. All answers ranged from 0
to 10 (see Table 1).</p>
    </sec>
    <sec id="sec-2">
      <title>Was it easy to move around the environment?</title>
      <p>Was it easy to throw objects?
Was it easy to find Neolithic objects?</p>
    </sec>
    <sec id="sec-3">
      <title>Score the VR Draga experience</title>
      <p>
        In this study, the objective data comes from our previous work
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], where we identified three patterns of user behaviour
(Novices, Medium and Pro), analysing logs from users while
playing the VR Draga game. Novice players scored very few
points and rarely teleported (35.58% of users). Medium
players achieved medium game score, performed a low-to-medium
number of teleports and they were efficient on grabbing
objects (41.66% of users). Finally, Pro players (18.75% of users)
obtained the highest scores, performed a medium number of
teleports, and their grabbing efficiency was high. We also
found four subpatterns related to the Novice behaviour based
on variables like Number of Visited Zones, Score, Number of
Teleports, Grabs, Failed Throws, and Pig and Human
Interactions. The four patterns are: Struggler (users who really
had problems moving and interacting with object), Engaged
(users that preferred to spend the time with the pig, or
watching human animations, and thus discarded to play the game),
Explorer (users who also discarded to play and preferred to
visit the virtual settlement), and Late-Explorer (those who had
interaction issues initially and then, they decided to explore
the environment).
      </p>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>First, we analyse the score achieved by users based on their
games expertise. As seen in Figure 7 the participants that
obtained higher scores were experienced users. Indeed, a
Spearman correlation analysis indicates a relationship between
expertise in game and efficiency (r = 0,410, p = 0.04).</p>
      <p>Regarding users enjoyment and satisfaction with the
experience, the question "Score the Draga experience, Q4 in Table 1,
obtained an average score of 8.45, which reflects a very
positive opinion of users. On the other hand, Figure 8 shows
users’ perception after the VR experience, i.e. "How easy they
found move around the environment, grab and throw objects".
Overall, their subjective perception was rather positive.
Nevertheless, they found to move in the VR settlement easier than to
grab and to throw objects. In fact, the interaction designed to
move requires to press just one button of the touch controllers,
while grabbing and throwing require to perform a gesture and
pressing/releasing the trigger controller synchronously.</p>
      <p>
        Specifically, if we focus on analysing objective and subjective
measures about movement, we obtain a higher median value
on subjective perception (9.0) than on objective measurement
(median of normalised number of teleports 3.2584). Actually,
these results align with researches that bring into question the
reliability of questionnaires and bet for the combination with
other analysis and assessment methods to achieve interpretable
results [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. To better analyse these results, we segment
the data according to the main behaviour patterns
(NoviceMedium and Pro). As shown in Figure 9, users’ subjective
perceptions about VR interaction (red bars) is rather more
positive than the objective data (blue bars), which was measured
with the number of teleports.
      </p>
      <p>However, we face a different scenario if look in more detail
Novices subpatterns (Struggler, Engaged, Explorer, and
LateExplorer) in Figure 10. We can observe that not just the same
trend continues between subjective and objective scores, but
also other trends emerge. That is, when Novice group splits,
the scores corresponding to the four subpatterns change
significantly. For instance, the more the users have VR interaction
handicaps (Strugglers), the more their perception decreases
(see two first bars in Figure 10), showing the lowest values
(median of 3.8), not so high as the global Novices scores (median
of 8 in Figure 9). Indeed, the Kruskal Wallis no-parametric
test (H=10.99;df=5; p-value=0.051) was used to determine
if user behaviour patterns influence the users’ subjective
perception. Using Mann-Whitney to discriminate by pairs, we
found the perception of groups Struggler-Explorer,
StrugglerMedium and Strugler-Pro differs statistically. Therefore, we
could detect Struggler users in run-time, and then help them
to better manage movement or VR controllers. Consequently
their pattern could evolve to others (Explorer, Medium, Pro),
improving their subjective perceptions.</p>
      <p>Additionally, we performed a Pearson correlation analysis to
explore the relationship between objective and subjective data.
Specifically, the number of teleports, as an objective
measure, and "Easy to Move perception", as subjective one,
correlate when analysing the whole sample (r=0.552, p&lt;=0.001).
Again, when we analyse the data based on main behaviour
patterns, these measures correlate differently. Actually, Novices
(r=0.491, p&lt;=0.001) and Medium players (r=0.598, p&lt;=0.001)
follow the same trend than the global sample, meanwhile do
not correlate in Pro users. Thus, the initial correlation between
these measures in the whole sample could convey us to
substitute questionnaires by the number of teleports. However,
the no-correlation found in the group of Pro players, prevent
us of doing it. Then, it reinforces the necessity of combining
subjective data coming from questionnaires and objective data
collected through users logs along the experience.
Finally, we asked participants the question "The 3D immersive
experience helped you to know how the Draga Neolitic
settlement was?" in order to evaluate their learning perception. As
seen in Figure11, we found that the highest scores correspond
to those patterns that moved easily around the virtual Draga
and consequently had a general vision of the landscape, i.e
Explorers, Late-Explorers, Medium and Pro users. In fact, note
that these patterns did a high number of teleports (see blue
bars in Figure 10), more than Strugglers and Engaged users.
Again, it reinforces the previous idea of helping Novice users
to evolve to other patterns. In this case, an early detection of
Novice users on the fly could help to enhance their learning.</p>
      <p>CONCLUSIONS AND FUTURE WORK
In this paper we study objective and subjective data gathered
during and after a VR experience for cultural heritage
dissemination, which is the Draga serious game. When we analysed
subjective measures globally, we appreciated high values that
may denote they are not reliable, due to several reasons such
as the user is impressed with the novelty of the experience,
and the user wants to be kind with the evaluator, etc. When we
analysed these measures in the six behaviour groups
(Strugglers, Engaged, Explorers, Late Explorers, Medium and Pro),
we found differences of subjective measures. Specifically, the
subjective perception of Strugglers is considerably lower than
the rest of groups, and this difference is significant. Thus,
detecting Strugglers users during the gameplay could help
them to evolve to other patterns, facilitating the VR
movement , and in consequence an enhanced perception of the
overall experience. On the other hand, we found correlation
between subjective and objective measures of motion in VR
when analysing globally the data. However, the correlation did
not maintain when the analysis was done using the behaviour
patterns. As this study has mainly focused on motion
measures, and considering we have subjective perceptions about
grabbing and throwing, as future work this research will
extend the collection and analysis of objective data to these other
perceptions.</p>
      <p>ACKNOWLEDGMENTS
Projects 2017-SGR-341 and MISMIS-Language
(PGC2018096212-B-C33)
22. Blue Byte Software. 1996. HistoryLine: 1914-1918.
(1996).</p>
    </sec>
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