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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Evaluation Framework for Improving 360 Virtual Tours User Experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Roman Shikhri∗</string-name>
          <email>rshikhri@campus.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joel Lanir</string-name>
          <email>ylanir@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lev Poretski</string-name>
          <email>lporetsk@campus.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>360 Virtual Tours, Virtual Tours, Virtual Reality Tourism, Cultural</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Heritage</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University Of Haifa</institution>
          ,
          <addr-line>Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>16</fpage>
      <lpage>18</lpage>
      <abstract>
        <p>In the context of the ongoing COVID-19 pandemic and the series of lockdowns it introduced, virtual tourism allows individuals to experience cultural places and artifacts remotely from the safety of their homes. A popular form of virtual tourism is 360-degree virtual tours: digital experiences that render a 360-degree audiovisual representation of the real-world environment on the users' personal device. However, despite the growing popularity of 360 virtual tours, there is no unified conceptual framework for designing such experiences. In our work, we analyzed multiple existing virtual tours and constructed a four-dimensional framework for virtual tour design. We discuss this initial framework, describe how we plan to extend the current work-in-progress, and propose future research directions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Ubiquitous and mobile
computing design and evaluation methods.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>The ever-growing network speeds and computational capabilities
of modern computers make it possible for new types of
tourismassociated activities and products. One of the most popular virtual
tourism directions is 360-degree virtual tours – digital experiences
that render a panoramic 360-degree audio-visual representation
of real-world environments, such as museums, outdoor locations,
or exhibitions, on users’ personal digital devices. Usually, these
digital environments possess a certain level of interactivity, such
as allowing the user to choose a particular location within the
place or changing one’s angle of view, looking around as if they
are physically there. Thus, the designers’ aim is to emulate an
experience of visiting the real physical place and enrich it with
interesting and innovative interaction techniques and modalities
[4].</p>
      <p>The ongoing COVID-19 pandemic put the traditional tourism
industry in gridlock and further popularized virtual tours [6]. In
the conditions where it is impossible to physically visit cultural
locations and exhibitions, virtual tourism can partially recreate the
experience by allowing the users to remotely view and interact
with tourist destinations from the comfort and safety of one’s home
[2]. In addition to the convenience and cost-efectiveness of
virtual tours comparing to their physical counterparts [5], previous
studies on virtual tourism demonstrated the emotional appeal of
virtual tours for the users, reducing their psychological stress [6]
and positively influencing their psychological well-being [ 6].
Moreover, virtual tours increase users’ desire to visit the actual place [3]
and improve the learning outcomes and knowledge retention [1].
Notwithstanding the growing popularity and usefulness of virtual
tourism, there is no unified conceptual framework that governs
the design of 360-degree virtual tour experiences. Consequently,
the usability and attractiveness of these experiences for the users
vary widely from tour to tour, depending on the particular design
features and afordances implemented in a specific tour. This lack
of consistency and unified design knowledge negatively afects
user experience and satisfaction, and more thorough research is
required [3].</p>
      <p>Motivated by the existing gap in the knowledge on virtual tour
design, in this preliminary work, we analyzed more than 40 existing
virtual tours, evaluating them in the context of their afordances,
features, and cues designed to facilitate the interaction between
the system and the user. The tours varied across multiple software
platforms, interaction modalities, and informational content. Based
on the analysis of these tours, we have created a high-level design
framework that can guide the creation and evaluation of virtual
tours. The design framework consists of four dimensions:
navigation, information presentation, proactiveness, and interactivity and
is described in Section 2: Design Framework For Virtual Tours.</p>
      <p>
        We aim to provide concrete guidelines for the creation and
evaluation of virtual tours. This would benefit the industry practitioners
to better leverage their design and provide enriching, pleasant, and
useful experiences for virtual visitors.
We plan to build on the created framework and the newly formed
knowledge to extend the research in the following directions:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) Validating and evaluating the design framework and its
dimensions,
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Creating a demo 360 virtual tour that implements diferent
design dimensions,
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) Assessing usability and user-experience of the created
experience.
      </p>
      <p>In the following sections, we describe the design framework and
layout our proposed research direction on this topic.
2</p>
    </sec>
    <sec id="sec-3">
      <title>DESIGN FRAMEWORK FOR VIRTUAL</title>
    </sec>
    <sec id="sec-4">
      <title>TOURS</title>
      <p>To construct our design framework, we first identified over 40
existing virtual tours for the initial review. After reviewing each tour,
we subsequently reduced the sample to the 10 most comprehensive
360-degree virtual tours, which we analyzed using the qualitative
techniques of design review and deconstruction. Based on the
analysis, we define a virtual tour as an information system aimed at
presenting the user with a panoramic 360-degree view of a
cultural heritage site, consisting of static images and/or dynamic video
sequences, with multiple points of interest mapped within the
resulted virtual environment. The users can move between the points
of interest and browse them at their discretion. Often, the
accompanied multimedia information is available at each point of interest:
text snippets, images, sound, and visual cues, etc.</p>
      <p>Our analysis allowed us to detect the common and unique
patterns of interaction design used in the reviewed virtual tours. We
were able to classify the identified cues and techniques into four
distinct conceptual dimensions: navigation, information
presentation, pro-activeness, and interactivity. In addition, we were able to
identify the particular afordances that comprised each dimension.
Below, we describe our findings in detail.</p>
      <p>
        Navigation dimension includes all afordances built into a
virtual tour that supports the user’s ability to comfortably navigate
and move around the environment. In particular, the following
afordances were identified in this conceptual dimension:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) Movement Experience: the ability of the user to fluidly move
around the space, experiencing a smooth transition between
one point of interest to another, as opposed to instantly
appearing in the chosen point of interest within experiencing
the transition.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Freedom of Movement - how many options and places the
users can choose to move to within the tour’s environment.
This afordance depends on the number of points of
interest that the user can choose to move to, and the sheer size
of the tour’s reconstructed environment. The more points
are present in the environment, and the bigger is its size,
the more opportunity the designers have to increase the
users’ freedom of movement. Thus, we define the ratio of
POI count/space size as a key determinant of the ability to
explore and navigate the space.
      </p>
      <p>
        In particular, the following levels of freedom of movement
are possible. The lowest freedom of movement is in the tours
with only a Single POI in each location (essentially
making it a "no movement" tour with no transition between
virtual points), which can fit really small exhibitions. The
low-medium freedom of movement has several POIs in each
location, and that is often associated with discontinuous
navigation and unnatural transitions between points of interest.
Low/medium freedom of movement thus can negatively
affect the user experience. A high-level ratio indicates that
there are many possible moves throughout the room,
meaning that such tour will be experienced as having more or less
"continuous transition".
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) Spatial Orientation: the design aspects of the virtual tours
that support one’s sense of direction and location within
the environment. One of the common ways in which spatial
orientation of the user can be supported is the inclusion of
the persistent mini-map, where the user sees his or her
location in the environment constantly updated in the top-down
schematic representation of the environment, similar to how
to the experience provided by the navigation software, such
Roman Shikhri, et al.
as Google Maps. Other spatial orientation afordances
commonly used in virtual tours are the panoramic overview of
the environment, aerial top-down view of the points of
interest, simple lists of available places and shortcuts, and a
visual showcase of key or popular points of interest using
their snapshot images.
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        ) User Controls and Input Modalities: the way in which the
users’ input and interaction and navigation control
mechanics are implemented in a virtual tour. The controls may
involve physical input devices, such as mice, controllers, or
keyboards to support user interaction. Another control modality
is onscreen (soft) controls, for example, a set of the on-screen
directional arrow, touching or clicking on which executes a
moving command. Another common control type consists
of visually marking the points of interest, with a mark
serving as the interactive anchor to this point. For example, the
user may click the hovering dot on top of the exhibit, which
instantly transfers him or her to this exhibit.
      </p>
      <p>
        A second conceptual dimension in our framework is
Information Presentation which refers to ways in which the system
presents the information available to the users in the virtual tour.
The following particular information presentation afordances are
commonly present in the reviewed tours:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) Visual Information Cues - the visual elements that let the
users know about available information, options, and
interaction opportunities. Visual cues an important design element,
since it supports the users’ spatial cognition, which may
be significantly reduced in the virtual experiences that lack
physical cues. Consequently, visual cues should be paid
particular attention throughout the virtual tour. Visual cues can
be implemented in the form of clickable hotspots, labels,
dialog windows, hovering media elements (2D/3D/embedded
images), etc. The four major attributes of visual cues are
color, form, depth, and movement.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Multimedia support - in addition to the visual cues, virtual
tours can include audio-visual and textual elements, for
example, guides, items’ descriptions, and additional imagery,
audio cues and examples, etc.
      </p>
      <p>
        The third conceptual dimension in our framework is
Proactiveness. This concept relates to the degree to which the system aids
the user to perform or follow desired actions and mediates his or
her experience. The completely proactive system will take all the
decisions and actions from the hands of the users, similarly to a
tourist guide managing her tourist groups in a tightly controlled
tour around the cultural locations. Conversely, the system that
lacks proactiveness will resemble the users freely sauntering up the
location, completely unmediated by its personnel. In our analysis,
we were able to identify the two types of proactiveness:
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) Navigation proactiveness: the system mediates the users’
transitioning along with the points of interests, trying to predict
the users’ desired routes and movement, rather than
reacting to their explicit commands. In terms of visual navigation
guidance, virtual tour’s navigation needs to be supportive, it
should motivate the visitor to proceed to the next accessible
hotspots of the next point of interest by showing possible
movements. Additionally, virtual tours may predict the user’s
Evaluation Framework for Improving 360 Virtual Tours User Experience
next moves, based on the preferences and past movement
patterns.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Interaction proactiveness: the system mediates the
interactions between the users and the active components of the
virtual tour - often clickable, such as information
components, audio-visual cues, message dialogues, and multimedia.
      </p>
      <p>The fourth dimension in our framework is Interactivity which
describes the extent to which users can interact with the system.
The following types of interactions are possible.</p>
      <p>
        (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) Interaction with exhibits - textual annotation and
augmentation, measurement of exhibits, and manipulation of 3D
moveable figures in the space.
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) Onboarding experience- a set of introductory screens and
lfows that gradually guides the user, introducing the
available options, interactions, and content. Onboarding also
includes contextual help, which appears during the tour when
the particular interaction or content becomes available to
the user.
3
      </p>
    </sec>
    <sec id="sec-5">
      <title>EXAMINING THE EFFECT OF DIFFERENT</title>
    </sec>
    <sec id="sec-6">
      <title>TOUR AFFORDANCES ON USER</title>
    </sec>
    <sec id="sec-7">
      <title>EXPERIENCE</title>
      <p>A good user experience is a central aspect of the success of
interactive products. Thus, Our main research question asks what are
the efects of various afordances of 360-degree virtual tours on the
behavior and user experience of virtual visitors? Our premise is that
a better understanding of how diferent features and afordances in
virtual tours afect behavior, usability and user experience would
enable better design of such tours. We plan to examine several
key afordances listed in the framework above. We will do this by
designing and creating a virtual tour and comparing how users use
and experience diferent variants of this virtual tour diferentiated
by selected key features.</p>
      <p>To create the virtual tour we will use the 3D-VISTA virtual tour
software. We chose this platform after surveying multiple software
options and picked this one due to its ability to easily alter the main
afordances mentioned above. We will be using an Insta360 One R
camera which enables us to shoot 360 5.3k resolution photos and
videos which automatically stitches the footage into single files.
The planned virtual tour will take place in the cultural heritage
location of Stella Maris Monastery, located on the slopes of Mount
Carmel in Haifa, Israel.</p>
      <p>After creating the tours, we will run a remote user study to
examine user’s behavior and experience with virtual 360-degree tours.
Because of the COVID-19 pandemic restrictions, conducting
laboratory studies is challenging and somewhat problematic. However, for
an evaluation of a virtual product such as 360-degree virtual tours,
remote testing is quite natural and has the benefit of increased
external validity. Thus, we will ask participants to explore the tours
from the comfort of their homes. We will record the participant’s
screen, and analyze all participants’ interaction within the tours
using screenshots as well as the system logs. In addition, we will
use the think-aloud protocol, asking the participant to comment
out loud while experiencing the virtual tour. This will enable us
to better understand participant’s opinions and experiences. Thus,
we will examine the following measures comparing them between
conditions:
• Behavior - We will measure user behavior within the tours
examining measures such as total time spent in a tour, number
of locations in which the user stopped, number of exhibits
the user interacted with, etc.
• Usability - We will examine the perceived usability of the
website using an analysis of the think-aloud and of user
behavior as seen in the videos.
• User Experience (UX) - We will examine user experience
using the UEQ questionnaire that will be handed out to
participants after each condition.</p>
      <p>The results of the study will help to inform designers of the efect
of the afordances stated in our framework on user behavior and
experience in 360-degree virtual tours. Furthermore, it will be used
to refine and validate the framework to better understand the key
and important features of such tours.
4</p>
    </sec>
    <sec id="sec-8">
      <title>SUMMARY</title>
      <p>Virtual tours have developed from providing motionless 360-degree
content to supporting proactive and immersive experiences. The
market for virtual tours expands as technology capabilities mature
and more and more people use these tours as a way to remotely
experience cultural heritage sites. Still, the design of these tours is
critical for their user experience. Better designed virtual tours will
allow organizations to attract more users and provide immersive
and personalized experiences to broader and diverse crowds. Our
future research will examine key elements of 360-degree virtual
tours and measure their influence on the user experience, behavior,
and usability. Consequently, we will develop a unified conceptual
framework for designing virtual tour experiences, as they gain
popularity in the shade of the Covid-19 pandemic and its impact
on tourism.</p>
    </sec>
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