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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Multimodal User Behavior in Virtual Reality⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>ÍtaloOliveir</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Delaram JavdanRiikhtehga</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>rand ShenghuiWang</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Virtual Reality, User Behavior, Human-Computer Interaction, OntoUML, Unified Foundational Ontology</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human Media Interaction (HMI), University of Twente</institution>
          ,
          <addr-line>Drienerlolaan 5, 7522 NB, Enschede</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>SCME</institution>
          ,
          <addr-line>Doctoral Consortium, Tutorials</addr-line>
          ,
          <institution>Project Exhibitions</institution>
          ,
          <addr-line>Posters and Demos</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Semantics, Cybersecurity, and Services (SCS), University of Twente</institution>
          ,
          <addr-line>Drienerlolaan 5, 7522 NB, Enschede</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Y.digital</institution>
          ,
          <addr-line>Arnhemse Bovenweg 140, 3708 AH, Zeist</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Virtual Reality (VR) is increasingly employed in applications such as virtual exhibitions, safety training, and medical simulations. Understanding user behavior in these environments is essential for enhancing user experience and informing interaction design. However, analyzing VR behavior is complex due to the multimodal nature of interactions- encompassing gestures, gaze, and speech- which results in vast and heterogeneous data streams. Efectively managing and interpreting this data remains a significant challenge. Well-founded ontologies ofer a structured approach to understanding, organizing, and analyzing behavioral data, yet their application in VR behavioral research remains underexplored. To address this gap, we OinntBreohdauVcRean ontology designed to represent and analyze user behavior in VR. Developed using the Unified Foundational Ontology (UFO) and the OntoUML conceptual modeling language, OnBehaVR provides a formal framework for conceptualizing VR interactions. It aims to (1) clarify the conceptualization of user behavior in VR, (2) enable data integration within this domain, and (3) facilitate behavior analysis through automated reasoning and semantic queries. By leveraging ontology-driven approaches, OnBehaVR contributes to the systematic study of multimodal interactions and supports the development of adaptive and personalized virtual experiences.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Virtual Reality (VR) environments ofer users immersive and interactive experiences and are increasingly
applied in domains such as virtual exhibiti1o]n,ssa[fety training2][, and medical simulation3s].[
Understanding user behavior within these environments is crucial for improving user experience and
interaction design. However, gaining this understanding is challenging due to several factors: the
complex interplay between physical and virtual elements; the multimodal nature of user behavior in
VR, which involves gestures, gaze, speech, and other heterogeneous data streams from various sensors;
and the diversity of VR platforms and use cases, which complicates data interpretation and integration.
In this context, a central research question Haorwisecsa:n we efectively interpret and manage data to
better understand user behavior in VR?</p>
      <p>A comprehensive understanding of user behavior in VR is a matotnetroloogfy, as it requires an
application-independent representation of the do4m].aTinhi[s conceptual insight can be used to
structure and analyze user behavior data in VR through various means, such as Semantic Web technologies,
and across diferent VR systems. However, this approach to user behavior in VR has yet to be presented.
To fill this gap, we introduce OnBehaVR— a well-founded ontology designed to represent and analyze
user behavior in VR. Developed using the Unified Foundational Ontology (UFO) and the OntoUML</p>
      <p>CEUR
Workshop</p>
      <p>
        ISSN1613-0073
conceptual modeling language, OnBehaVR provides a formal framework for conceptualizing VR
interactions. Reusing gUFO5],[OnBehaVR has also been implemented in the Web Ontology Language
(OWL) to support semantic web applications. OnBehaVR primarily aims to: (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) provide conceptual
clarification of user behavior in VR; (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) enable data integration within this domain; and (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) facilitate
user behavior analysis through automated reasoning and semantic queries.
      </p>
      <p>To illustrate its applicability, we apply OnBehaVR in a virtual exhibition case stu6d])y, (as in [
using eye-tracking data to examine how ontology-based modeling can help structure and integrate
behavioral data. This study ofers initial insights into the potential of ontologies to enhance the semantic
organization of user interactions in VR environments, providing a foundation for further investigation
into engagement patterns in virtual spaces. By leveraging ontology-driven approaches, OnBehaVR
supports the systematic study of multimodal interactions and lays the groundwork for advancements
in adaptive and personalized VR experiences.</p>
      <p>The paper is structured as follows: Sec2tidoinscusses related works concerning VR user behavior
ontologies. Sectio3npresents the motivation scenario (Sec3t.1io)annd the explicit requirements (Section
3.2) behind our ontology. Secti4oinntroduces our contribution after methodological considerations
(Section4.1): OnBehaVR, an ontology for structuring user behavior in VR environments. OnBehaVR
is divided into two views: (a) VR user behavior experience, described in S4e.2c,taionnd (b) VR user
record, detailed in Sect4io.3n. Section5 evaluates how OnBehaVR satisfies the requirements proposed
in Section3.2. Finally, Sectio6npresents our concluding remarks and directions for future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>Few research works develop ontologies specifically to address VR user behavior— a subset of
humancomputer interaction studies. A 2021 systematic literature review on ontologies in human-computer
interaction by Costa et 7a]li.d[entified 35 ontologies, but only on8e] [pertains to virtual reality. The
review observed that, overall, these ontologies do not follow good practices for ontology engineering, as
outlined by D’Aquin and Gangem9i][, namely: (i) reusing foundational ontologies; (ii) being formally
rigorous; (iii) implementing non-taxonomic relations (in addition to taxonomic ones); (iv) being modular;
(v) implementing an international standard; (vi) being based on competency questions; and (vii) following
an evaluation metho7d].[The aforementioned VR ontolog8y] s[atisfies only (iv) modularity and (vii)
compliance with an evaluation method. We have observed that these deficiencies are common among
other VR ontologies not included in this literature review. In general, they do not adhere to the FAIR
principles 1[0]. In follow-up work, Costa et a1l1.][introduced a Human-Computer Interaction Ontology
grounded in the Unified Foundational Ontology (UFO). It addresses the gaps identified earlier and
is proposed as a reference model to facilitate understanding and communication within the domain.
However, it does not address our concerns, which are more specific to the VR environment— particularly
regarding how to interpret and structure multimodal data.</p>
      <p>Messaoud et al1.2[] present a proposal that resembles ours, as they build ontologies to semantically
structure a virtual environment, along with the behaviors and interactions of entities. The goal of thei
semantic layer is to ease the design of intelligent virtual environments and agents. This intelligence
involves the capacity of artificial agents to exhibit human-like behaviors and to assist users in solving
specific problems. Such behavior is executed via semantic queries and guidelines. The ontologies include
notions related to the virtual environment— such as objects, geometry information, and position— as well
as virtual human concepts, including height, age, gender, and personality. Although the authors claim
that their “architecture has been successfully tested in 3D dynamic environments,” no demonstration
is provided, and the OWL ontologies are unavailable. These appear to have been built from scratch
without foundational references or reuse of existing ontologies.</p>
      <p>Pacheco et al1.3[] propose two ontologies to describe 3D objects in a static VR environment, based
on concepts from VRML and Java 3D— formal languages used to describe 3D objects. However, the
ontologies are neither described nor publicly available for proper assessment. Even the ontology
representation language is unclear. Cha e1t4]ablu.i[ld an OWL ontology to represent Google Art
Project metadata about artworks. Their goal is to provide useful information to learners in a VR
environment. Like Pacheco et a1l3.][, they do not follow established best practices for ontology
engineering9[], nor do they provide implementation details.</p>
      <p>Sokołowski and Walczak8][ use OWL to create one ontology describing the interaction channels
available in a particular VR system configuration, and another ontology describing the interaction
capabilities within the VR environment. These ontologies support configuration mappings that facilitate
the migration of an application from one environment to another. For example, a “Cancel” action in a
VR environment can be mapped to the “X” button on a game controller. The authors address a diferent
problem from ours. The choice of OWL is not justified; they appear to use it primarily for its taxonomic
structure, and the ontologies are neither described nor made available.</p>
      <p>In the context of tPhleausible Representation of Emergency Scenarios for Training Operations (PRESTO)
research project, Dragoni et1a5l]. d[evelop OWL ontologies to describe artificial entities and their
behaviors in gaming, intending to decouple the description of VR scenarios from their physical
implementation, which is handled by developers. The ontologies are built uDpeosncritphtieve Ontology for
Linguistic and Cognitive Engineering (DOLCE), extended with domain-specific concepts learned from
VR experts and environments (XVR). The ontology design is guided by questions such as “What are the
entities that exist, or can be said to exist, in a Virtual Reality scenario?” and “How can such entities
be grouped, related within a hierarchy, and subdivided according to similarities and diferences?” By
abstracting VR tool-specific details, the PRESTO ontology helps simplify VR scenario development.
However, due to copyright constraints, the ontology cannot be published, which limits our ability to
evaluate it.</p>
      <p>Chokwitthaya et a1l6.][ present thVeirtual Human-Building Interaction Experimentation Ontology
(VHBIEO) to support the standardization and replicability of virtual human-building interaction
experiments.Human-Building Interaction is an interdisciplinary field that studies the dynamics between
humans and the built environment, aiming to enhance comfort, usability, and energy eficiency. VHBIEO
reuses concepts from several ontologies, includinOgnttohloegy of Scientific Experiments (EXPO), the
Suggested Upper Merged Ontology (SUMO), theSemantic Sensor Network Ontology (SSN), and others, and
follows the DOGMA ontology engineering methodology. Competency questions were defined to elicit
VHBIEO’s requirements, including: “What are the human-building interactions involved in an
experiment?”, “What are the building parameters involved in an experiment?”, “Who performs interactions?”,
and “What are the devices used to observe and collect data?”, among others. VHBIEO was built using
the Protégé editor and is publicly ava1il.aTbhlies ontology is by far the most comprehensive and best
designed, adhering to good practices in ontology engineering and the FAIR principles, and stands as an
exception among the VR ontologies reviewed. However, it is a domain ontology specifically focused on
virtual human-building interaction experimentation, which is not our use case.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Ontology Requirements</title>
      <p>
        Following the design science methodolo1g7]y, [we aim to (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) produce an information artifact
(OnBehaVR), (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) in order to address an important research problem (understanding and modeling user
behavior in VR), (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) following rigorous methods of artifact construction (ontological foundations); (
        <xref ref-type="bibr" rid="ref4">4</xref>
        )
we explicitly define requirements for the artifact evaluation, (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) and will show that the artifact satisfies
them; (
        <xref ref-type="bibr" rid="ref6">6</xref>
        ) finally, we communicate our results via documentation.
      </p>
      <sec id="sec-3-1">
        <title>3.1. Motivation</title>
        <p>Consider the following motivational scenario (one among many possible related scenarios), clarifying
which individuals are relevant in our domain of interest. In a VR user behavior research experiment or
during a casual virtual exhibition visit, a user wears a VR headset connected to a computer running
a VR application built on a game engine (Unity, Unreal, Godot, Open 3D, etc.). This VR connection
initiates an immersive experience in which the user may create an account and at least one avatar
and enter personal data (e.g., name, sex, language). The user likely has some goals in mind, even
if it is merely curiosity or the desire to find something interesting. In less casual scenarios, such as
factory safety training, the user may intend to learn specific subjects or skills. The user experience,
composed of various events, may or may not satisfy those goals to some degree. This experience
involves interactions with objects and the environment, including paintings, doors, rooms, and NPCs,
such as a virtual museum guide. The user’s behavior reflects their mental state during each interaction.
For example, if the user is interested in a particular art piece, they may focus their gaze on it and ask
the guide questions about it. While the experience is running, devices capture multimodal raw data,
including conversations and gaze tracked by the headset, heartbeats monitored by a smartwatch, and
cerebral activity measured by electroencephalography (EEG) sensors.</p>
        <p>Given this scenario, researchers, designers, and developers are interested in understanding user
behavior in the VR environment: What virtual objects did a user’s avatar interact with during a VR
session? What are the users’ feelings and mental states during diferent interactions? Why did the user
behave that way? Was the user’s goal satisfied by the VR experience? What can be inferred from all
the collected data?</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Requirements</title>
        <p>To answer questions like these, we need an application-indepeonndtoelnotgical conceptual model for
structuring, interpreting, and integrating multimodal user behavior in VR. With this in mind, we
define both functional and quality requirements for OnBehaVR as an information artifact. The former
establishes the scope of OnBehaVR by defining what it is expected to do. The primary functional
requirement of OnBehaVR is to ofecronceptual clarification about the domain. This elucidation shall
support two other tasks:
1. Ontology-based data integration: OnBehaVR shall structure information about users’ behavior
in VR environments so that data from diferent sources can be explained, represented, and
integrated. Following Guizzardi and Guar18in],ot[he notion of explanation here means that
OnBehaVR shall make explicit the content of human communications, systematically revealing
the ontological commitment (i.e., truthmakers) underlying symbolic descriptions of our domain
of interest (user behavior in the VR environment). Thanks to this explanatory power, data
representation and integration become possible. Data representation means that implementations
of OnBehaVR can store data points related to user behavior in VR. Data integration means that
specific implementations of OnBehaVR can aggregate data from diferent sources under a unified
theory of what the data is about. Such data may include eye-gaze tracking, virtual object locations,
segmentation, areas of interest, object information, user demographic data, interactions with
virtual agents (e.g., choices, dialogues), and information from smart devices (e.g., heart rate),
among others.
2. Knowledge-based systems for intelligent agents: OnBehaVR shall support knowledge representation
and automated reasoning about users’ behavior in VR environments. The idea, similar to that
in [12], is that knowledge-based systems can be developed using this support to enable virtual
intelligent agents that interact meaningfully with users.</p>
        <p>The ontology engineering literature discusses many quality criteria for o1n9t]o.lTohgeisees c[riteria
are desiderata to be pursued in ontology engineering, as they prescribe attributes that enable or enhance
the ontology’s functionalities. Their selection and interpretation may vary across diferent authors.
Aligned with the literature, we define the following quality criteria:
1. Domain adequacy: OnBehaVR shall accurately represent shared, real-world conceptual elements
of user behavior in VR environmen4t]s. [
2. Documentation: OnBehaVR shall include explicit definitions for all its concepts and be
accompanied by publicly available documentation.
3. Consistency: OnBehaVR shall be free from logical contradictions.
4. Ontological coherence: OnBehaVR shall adhere to upper-level ontological distinctions.
5. Extensibility: OnBehaVR shall support extensions to integrate data from new sources when
needed.
6. FAIR principles [10]: OnBehaVR shall be findable, accessible, interoperable, and reusable, following
the guidelines of the International Conference on Formal Ontology in Information Systems for
research artifact20s][.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. OnBehaVR: An Ontology for Structuring User Behavior in Virtual</title>
    </sec>
    <sec id="sec-5">
      <title>Reality</title>
      <p>OnBehaVR captures certain philosophical assumptions about VR. According to David C2h1a],lmers [
a virtual reality environment is an immersive, interactive, computer-generated environment. An
immersive environment generates a perceptual experience from a perspective within it, usually through a
three-dimensional visual experience. An environment is interactive when user actions make a practical
diference to what happens within it. An environment is computer-generated if it is grounded in a
computational process, such as a computer simulation. “Virtual reality” as a count noun is synonymous with
“virtual reality environment,” while as a mass noun, it encompasses both virtual reality environments
and virtual reality technology. We agree with Chalmers that virtual objects are digital objects grounde
in computational processes— processes that are themselves grounded in physical operations on one
or more computers. In this sense, virtual objects are physical objects. However, from an information
modeling perspective, they possess diferent ontological natures. We maintain that virtual objects are
disjointed from physical objects because, for instance, a virtual chair contrasts with a physical chair.
According to Brey22[], a virtual object is a digital object that is represented graphically as an object or
region in a 2D or 3D space and that can be interacted with or used through a computer interface. That
said, virtual objects constitute a reality realm among all possible objects, partially mirroring physical
and social objects. Virtual events are events wherein virtual objects participate, occurring within a VR
environment.</p>
      <sec id="sec-5-1">
        <title>4.1. Methodology and Design Choices</title>
        <p>
          To buildOnBehaVR, an ontological model of user behavior in VR environments, we proceeded as follows:
(
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) we selected UFO2[3], a well-known upper ontology, as the basis for our domain model; (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ) we
employed OntoUML2, a UFO-based, ontology-driven conceptual modeling language, to describe our
conceptual model; (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ) we took into account (a) the philosophical literature on virtual reality, (b) similar
models (mentioned in Sectio2n), (c) the dataset schemata relevant to our data integration problem, and
(d) expert knowledge of human-computer interaction in VR environments; and (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ) we built OnBehaVR
to satisfy the explicit functional and quality requirements defined earlier. We selected UFO as our upper
ontology because it has been widely used in socio-technical do2m4a],inasnd[ it has its own conceptual
modeling language (OntoUML) with several built-in services (such as syntax checking, OWL generation,
JSON serialization, and more2)5][. The ontological distinctions of UFO are embedded in OntoUML
through the UML profile mechanism applied to the class diagram. As a result, OntoUML models are
constructed through the iterative instantiation of ontology design patterns, each representing a UF
micro-theory. In this way, OntoUML models conform to UFO’s ontological partitioning, which is
designed to prevent certain modeling errors— such as mixing events, objects, and intrinsic properties.
        </p>
        <p>OnBehaVR is publicly available in multiple formats (figure.sjpineg, and editable files in.vpp,
.json, .ttl, and.html for diferent applications) ahtt:tps://w3id.org/virtual-reality-ontol o.gy/git
2OntoUML diagrams are supported through a plugin for Visual Paradigm. htStepes:://github.com/OntoUML/
ontouml-vp-plugi.n</p>
      </sec>
      <sec id="sec-5-2">
        <title>4.2. Virtual Reality User Experience</title>
        <p>The OnBehaVR’s taxonomy begins with a distinction betPwheyesnical Objects andVirtual Objects3.
The latter can represent other objects, including adVditritounaallObjects; although, typically,
Virtual Objects representPhysical Objects. For example, a virtual painting may represent an actual
(physical) painting. HoweveVri,rtual Objects may also exist without representing any “exterior”
thing— for instance, a virtual art piece created specifically for a virtual exhibition. FuVrirtthuearmlore,
Objects can represent social objects such as money, contracts, and marriage. Together, social objects,
Physical Objects, andVirtual Objects are generalized by a class termGeedneric Object— an
abstract class used to denote UFO Substantials.</p>
        <p>An Agent is a notion from UFO, meaning an object that bears ceIrnttaeinntional Moments—
namely,Beliefs , Desires, andIntentions [26]. A Person is a subtype ofAgent that is alsoPahysical
Object. This implies that our definition ofPaerson excludes fictional individuals. Nevertheless,
entities such as companies, robots, and virtual non-player characters (NPCs) can be rAeggaerndtesd, as
provided it is meaningful to attribute toBtehlieemfs , Desires, orIntentions. Thus, aVirtual Agent
is anAgent that is alsoVairtual Object. For example, multiple NPCs that are responsible for diferent
things— such as a guard protecting a door, a nurse that can cure tAhveatuaserr,’asnd a virtual guide
accompanying the user through the environment— can all be conVsidrterueadl Agents. In contrast,
virtual paintings and virtual doors are not agentic in this sense.</p>
        <p>Virtual Dispositions are dispositions (intrinsic propertieVs)irotfual Objects, manifested through
Virtual Events. Virtual Dispositions determine what Vairtual Object can do within a VR
environment. For example, a virtual door may possesVsitrhteual Disposition to open when triggered
by a Virtual Agent’s actions. AdditionalVlyir,tual Dispositions define the possible behaviors of
an Avatar, a graphical representation of the userA.vAatnar is a Virtual Agent standing for a
Person who plays the role ofVairtual Reality User. Virtual Dispositions are important because
redesigning the VR environment frequently means redefinViinrgtual Dispositions, i.e., how objects
are expected to behave in certain conditions.</p>
        <p>A Virtual Actor is aVirtual Agent defined by its participation inVairtual Event (Virtual
Action). Often, in virtual games, the userA’svatar assumes certain roles or receives recognition due
to completing specific tasks or quests. These roles or recognitions are subtVyipretsuoafl Actor.
A Virtual Reality User is defined as a Person who participated inVaR User Experience and is
related toVairtual Reality Connection. For this reason,Vairtual Reality User is considered a
historical role. AsPearson, theVirtual Reality User hasMental states, psychological intrinsic
properties. These include distraction, boredom, confusion, interest, attention, curiosity, sadness, and
many others2[7]. In the context of user behavior research, certain mental states can be inferred from
users’ physical and virtual behaviors. For example, a prolonged gaze on a painting may suggest the
Virtual Reality User is interested in the artwork. An accelerated heart rate may indicate excitement.
For this reasonV,R User Experiences are considered manifestationsMoefntal states.</p>
        <p>A Virtual Reality Program is the technological means that provides access to a VR environment.
Therefore, aVirtual Reality Connection must be associated withVairtual Reality Program— for
example, a VR environment (such as a virtual museum) created using the a game enVgirnteu.aAl
Reality Connection aggregates intrinsic properties by mediating specific components, namely: a
Virtual Reality Program, Devices, a Virtual Reality User, Virtual Objects, and anAvatar. The
manifestation of these properties (incluMdienngtal states) results inVR User Experience events. For
instance, when a person logs in to a VR environment to contArvoaltaarnin a virtual art exhibition,
they establishVairtual Reality Connection.</p>
        <p>A Device is any piece of hardware that provides data to a VR system, such as heart rate monitors or
eye-gaze trackers. AInmmersive Device generates a three-dimensional image that appears to surround
the user. The presence of such a device is essential to definiVnRgUaser Experience. VR headsets are
examples ofImmersive Devices.
3In this paper, expressions in small caps font, sucPhhaysical Objects andVirtual Objects, refer to explicit classes within
OnBehaVR.</p>
        <p>Physical Events include aPerson’s physical movements and heartbeats. They are disjoint from
Virtual Events but together constituteVtRhUeser Experience. Virtual Events are manifestations
of Virtual Objects’ dispositions. They are occurrences within a VR environment. In UFO, all events
are manifestations of dispositions— intrinsic properties inhering in objects. The participation of objects
in eventsderives from these manifestations.VAirtual Action is an event performed byVairtual
Agent because of theirIntentional Moments (Intentions, Beliefs , andDesire). To clarify these
notions, consider the following example: a virtual dVoirotr,ual Object, manifests itsVirtual
Dispositions by opening (Virtual Event); however, anAvatar, because itintends to do so, performs
a Virtual Action by opening the virtual door. The opening is a complex event composed of the
manifestations of dispositions inhering in both the door aAnvdattahre. A VR User Experience is a
complex event composed oPfhysical Events andVirtual Events. The multimodal user interaction
comes from this complex composition of tVhRe User Experience.</p>
        <p>It is important to realize thatVitrhteual Reality User as aPhysical Object can only produce
Physical Events. However, theAvatar, controlled by tVheirtual Reality User, is aVirtual Object
that can producVeirtual Events. The dynamic interplay betweePnhysical Objects andVirtual
Objects participating in diferent events explains wha tinttehreaction in a VR environment is, forming
a VR User Experience. Figure1 summarizes these ideas in the main view of OnBehaVR.</p>
      </sec>
      <sec id="sec-5-3">
        <title>4.3. Virtual Reality User Record</title>
        <p>OnBehaVR distinguishes between, on the one handV,tRhUeser Experience as a complex event
composed ofPhysical andVirtual Events, and, on the other hand, tVhReUser Record associated
with these events. These records, registered by difeDrenvtices (VR headsets, smartwatches, etc.),
correspond to multimodal data abouVtitrhteual Reality User, including eye-gaze data, heartbeat
rate, dialogs, etAcb.stract Devices are implemented algorithms or procedures that genDeerraivted
VR User Record, which is aVR User Record calculated from certaRiencord Feature values. A</p>
        <p>Record Feature denotes any quality of interest abouVtRthUeser Record. For example, the geometry
of an area of interest whose values are coordinRaetcoesr.d Features can also be understood and
represented aasttributes of VR User Records. Eye-gaze fixation duration is an example oDfaerived
VR User Record made out of eye-gaze coordinates and timestamps.</p>
        <p>In other words, one thing is an event, and another is a recorded measurement related to this event.
The utility of this conceptualization is thatgwroeucparnecord series as events for analysis. For example,
given a series of records with timestamps between 1 second and 40 seconds, we may notice this period
regards the event wherein the usAevra’star visited a specific virtual room. Cluster algorithms can also
help build events like this and discover insights. F2igduepriects the OnBehaVR view of the VR User
Record.</p>
        <p>The main purpose of this view is to structure data from diferent sources and integrate them into
the ontological theory depicted in F1ig.uOruer model intends to adapt and generalize insights from
the snow measurement representation in the AlpineBits Destinat4i.oIntDisaptuarposely general to
achieve the necessary flexibility to represent multimodal data. To do that, we need to create subtypes
of theVR User Record corresponding to the type of data we are interested in. To understand how this
can be executed, consider several common user behavior records associated with eye-g2a8z]efo(sree [
a detailed description) in the context of OnBehaVR:
• Demographics: These are attributesPoefrson and, consequentlyV,irtual Reality User,
displayed in Figur1e. It includes name, gender, age, nationality, native language, and others.
These data are noVtR User Records, but the latter concVerirntual Reality User with those
attributes.
• VR-generated records: They are based on the headset’s capabilities, usually export.acbslve in
or similar format, including:
– Timestamp: It starts counting in milliseconds from the establishmeVnitrtoufaal Reality
Connection by a Virtual Reality User. Timestampt can be converted to date format if
needed. It is an attribute of the respective record subtype.
– Player position: The player position in a VR environment is defined by 3D coordinates. It is
a subtype ofVR User Record.
– Gaze position: It concerns eye-gaze fixation described by 3D coordinates. It is a subtype of</p>
        <p>VR User Record.
– Object gaze: It is defined by 2D Virtual Object coordinates, considering tVhiretual</p>
        <p>Object between [0,0] top left and [1,1] bottom right. It is a subtypVeRofUser Record.</p>
        <p>• Derived VR User Records:
4This standard concerns data exchange for tourist destinations such as events and ski areas in thhtetApsl:p//sw.Swewe:.
alpinebits.org/open-standard/destination.-data/</p>
        <p>– Transition: The frequency of eye movement transitions between Areas of Interest in a</p>
        <p>Virtual Object (e.g., a virtual painting).
– Visited area of interest: The count of Areas of Interest attended.
– Fixation duration: The duration of an eye-gaze fixation, measured in milliseconds. It is an
attribute of eye-gaze fixation. It is defined by the diference between timestamps.</p>
        <p>As a conceptual model, OnBehaVR does not consider implementation details, such as the datatypes
of records and attributes. In fact, there are multiple useful ways to implement OnBehaVR by aligning it
with OWL ontologies related to measurements, such as the Ontology of units of Meas2u9r]e5 a(OnMd ) [
Semantic Sensor Network Ontology (S6StNo) specifyVR User Record, and GeoJSON7 for representing
geospatial data. OnBehaVR ofers conceptual insights about how to structure, integrate, and analyze
user behavior multimodal data in VR. A full implementation is outside the scope of this paper since it
involves a diferent open problem— the ontology alignment between g5U],FSOSN[ , OM, and geospatial
ontologies.</p>
        <p>To better visualize this, consider Fig3uirlleustrating a user behavuinodrerstanding in VR based
on OnBehaVR. ARoom Visit is aVirtual Event composingMary’s VR User Experience wherein a
Van Gogh's Painting also participates. ThRoeom Visit started at 1 second and ended at 40 seconds
after the initiation of thVeirtual Reality Connection. During this time frame, manVyR User
Records were registered concerniMnagry: record1, record2, record3,..., recordx. For the
sake of argument, suppose that studies have shown that speacttieficrns8 present in these records in
such context reflect the userC’usriosity— a Mary’s Mental State. This understanding can inform
the redesign of the VR environment to stimulate the user’s curiosity and personalize the experience.
For example, in virtual museum contexts, conversational agents have been integrated to serve as
knowledgeable guides to enhance the accessibility of inform6a].tiSounch[ Virtual Agents can
adaptively respond to users according to that understanding.
5https://www.wur.nl/en/product/ontology-of-units-of-measure-o.m.htm
6https://www.w3.org/TR/vocab-s.sn
7GeoJSON is a geospatial data interchange format based on JavaScript Object Notation (JhStOtNp)s.:/S/edea:tatracker.ietf.
org/doc/html/rfc79.46
8Discovering these patterns is an open empirical question for human-computer interaction research.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Evaluation</title>
      <p>Considering the requirements defined in Sect3io.2n9, we argue that OnBehaVR satisfies them to a certain
degree. Let us consider the conceptual clarification power of OnBehaVR. As the first well-founded
ontological conceptual model for user behavior in VR, OnBehaVR brings insights and structure to this
area of the Human-Computer Interaction field. Several concepts that are often informally adopted
have been articulated in a real-world semantics. For examipnltee,ratchteivity of the VR environment
emerges from the succession oPfhysical andVirtual Events composing theVR User Experience.
These events are manifestations of multiple interrelated capabilities (dispositions) of objects of diferent
kinds (virtual and physical objects). Events may impact positively or negAagteinvtel’syIntentions, a
key question to be answered when (re)designing VR environments. In this context, a natural query
is “What virtual objects did a user’s avatar interact with during a VR session?”. This query can be
formulated in OnBehaVR by searching for the objects that have participated in the events of that VR
session, according to the records. And this participation is derived from the manifestation of those
objects’ capabilities.</p>
      <p>The requirement of data integration support is fulfilled because we can map multimodal data to
relevant concepts of OnBehaVR. This enables data integration via RDF knowledge graph construction,
gathering datasets’ information. The OnBehaVR model is general enough to be extended to capture
data from new sources, provided thatVtRhUeser Record is correctly specialized (for example, by
creating subclasses of tVhRe User Record forPlayer Position andTransition). More importantly,
OnBehaVRexplains the relations between recorded user data, user experience, user mental states, and
several other domain-specific elements.</p>
      <p>The support for knowledge-based systems for intelligent agents is achieved for two reasons: (a)
OnBehaVR is a theory describing users’ behaviors in VR, therefore it constitutes explicit domain
knowledge that can be embedded into a knowledge-based system; (b) OnBehaVR already has a computational
language representation in the Web Ontology Language (OWL), generated by a service of OntoUML and
serialized in the Turtle format. In other words, OnBehaVR satisfies this requirement both content-wise
and computation-wise. Both capabilities can be combined to inform the virtual intelligent agents in
their interaction with the uAsevra’tsar in a real-world system.</p>
      <p>Regarding the quality requirements (QR), OnBehaVR satisfies domain adequacy (QR1) thanks to the
methodology of its construction, relying on a well-founded upper ontology and modeling language,
philosophical expertise in VR, domain datasets, and iterations with domain experts. Every concept of
OnBehaVR has been explicitly defined, and each description is available across multiple formats of our
ontology. This satisfies QR2 concerning good documentation. Because OnBehaVR has an OWL version,
we have proven it is logically consistent and satisfiable (QR3) by automated re10a.sOoniBneghaVR
complies with upper ontological distinctions (QR4) because it is based on UFO and OntoUML, as we
already explained. In fact, this is guaranteed by the OntoUML syntax checking service. OnBehaVR
satisfies QR5 (extensibility) because it can be tailored for multiple VR domains, as well as for capturing
data from new sources. Finally, OnBehaVR follows FAIR principles (QR6) as it is properly available and
documented. Indeed, we have generated an HTML documentation page for OWL OnB11e.haVR</p>
    </sec>
    <sec id="sec-7">
      <title>6. Final Considerations</title>
      <p>Virtual reality is a technology that has been adopted for virtual exhibitions, safety training, medica
simulations, and many other applications. Understanding user behavior in virtual reality is essential
for improving user experience. However, user behavior in VR is complex due to its multimodal
9This paper focuses on conceptual validation. However, we clarify that simplified versions of OnBehaVR have already been
successfully applied in empirical Human-Computer Interaction studies involving multimodal behavior analysis in a VR
exhibition, supporting the practical relevance and applicability of OnB30e,h3a1V,3R2.,[33, 34]
10More specifically, we have tested OnBehaVR satisfiability through Hermit and Pellet reasoners on Prothétgtép.s:See:
//protege.stanford.ed. u/
11https://italojsoliveira.github.io/virtual-reality-o.ntology/
nature, including gestures, gaze, and speech, which provide heterogeneous data streams from various
sources. Structuring, interpreting, integrating, and analysing these data streams are major research
problems. To address them, we propose OnBehaVR— a UFO-based core domain ontology for structuring
multimodal user behavior in virtual reality. It provides conceptual clarification about this domain,
enabling data integration and facilitating user behavior analysis. It satisfies relevant functional and
quality requirements, including FAIR principles. In future work, we intend to implement OnBehaVR for
data integration and analysis involving virtual exhibition data from our research experiments. In this
process, we will investigate how to align UFO (gU5]F)O,t[he Ontology of units of Measure (OM), and
the Semantic Sensor Network Ontology (SSN).</p>
    </sec>
    <sec id="sec-8">
      <title>Declaration on Generative AI</title>
      <p>The authors have not employed any Generative AI tools.
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    </sec>
    <sec id="sec-9">
      <title>A. Online Resources</title>
      <p>• Permanent Link to the ontology repository on GitHub.</p>
    </sec>
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    </ref-list>
  </back>
</article>