The Immersive Virtual Reality Experience: a Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique
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CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING Volume 19, Number 3, 2016 ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2015.0130 The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique Pedro J. Rosa,1–5 Diogo Morais,1,2 Pedro Gamito,1,2,6 Jorge Oliveira,1,2 and Tomaz Saraiva6 Abstract Immersive virtual reality is thought to be advantageous by leading to higher levels of presence. However, and despite users getting actively involved in immersive three-dimensional virtual environments that incorporate sound and motion, there are individual factors, such as age, video game knowledge, and the predisposition to immersion, that may be associated with the quality of virtual reality experience. Moreover, one particular concern for users engaged in immersive virtual reality environments (VREs) is the possibility of side effects, such as cybersickness. The literature suggests that at least 60% of virtual reality users report having felt symptoms of cybersickness, which reduces the quality of the virtual reality experience. The aim of this study was thus to profile the right user to be involved in a VRE through head-mounted display. To examine which user characteristics are associated with the most effective virtual reality experience (lower cybersickness), a multiple correspondence analysis combined with cluster analysis technique was performed. Results revealed three distinct profiles, showing that the PC gamer profile is more associated with higher levels of virtual reality effectiveness, that is, higher predisposition to be immersed and reduced cybersickness symptoms in the VRE than console gamer and nongamer. These findings can be a useful orientation in clinical practice and future research as they help identify which users are more predisposed to benefit from immersive VREs. Introduction and body, the higher the immersive potential.10,11 However, immersion may not be only mediated by technological issues virtual reality environment (VRE) allows users to but by negative side effects and individual factors as well.12 Afeel present in the simulated environment in which they Immersive tendency, an individual’s tendency to become are immersed through interaction with virtual objects.1 immersed in VREs, is believed to be intimately associated However, VRE can be differentiated in terms of immersion.2 with cybersickness.13 This type of motion sickness is char- For instance, immersive VRE can be achieved through mul- acterized by symptoms, such as sweating, drowsiness, dis- tiple or room-sized screens,3 head-mounted display (HDM) orientation, nausea, and vomiting, compromising the sense of sets (e.g., Oculus Rift),4 or single projection5 involving an presence and the whole VR experience.14 egocentric navigation in VRE.6 In contrast, in nonimmersive Based on previous literature, an individual with a greater VRE, or desktop VR, users navigate exocentrically in a three- predisposition to become more immersed in VRE will tend to dimensional environment that can be directly manipulated via experience lesser cybersickness symptoms and vice ver- conventional graphics workstation using a high-resolution sa.12,13 Moreover, and despite several studies have shown monitor, keyboard, and mouse.6–9 that immersion tendencies are positively correlated with The rule is clear: The closer the system is to human per- presence, that is, an illusion state of ‘‘being there,’’15–17 no ception, that is, the matching between multimodal information studies have focused on the relationship between individual channels (e.g., visual, auditory, or tactile) to the user’s head factors and user’s immersive trait-like tendency. If there are 1COPELABS, Lusophone University, Lisbon, Portugal. 2School of Psychology and Life Sciences, Lusophone University, Lisbon, Portugal. 3Instituto Universita´rio de Lisboa (ISCTE-IUL), Cis-IUL, Lisbon, Portugal. 4Centro de Investigac¸a˜o de Psicologia do ISMAT, Portima˜o, Portugal. 5GIINCO–Grupo Internacional de Investigacio´n Neuro-Conductual, Barranquilla, Colombia. 6School of Communication, Architecture, Arts and Information Technology, Lusophone University, Lisbon, Portugal. 209 210 ROSA ET AL. FIG. 1. From top left to bottom right (clockwise) the several tasks needed to be completed to achieve the fi- nal goal: finding the airport (bottom right image). endogenous factors, such as demographic characteristics, also considered the gaming lifestyle of the user, which was perceptual, cognitive, and motor abilities, or even personal- assessed through eight items. Four items related to ‘‘computer ity that may impact on presence,18–21 it seems logical that the experience,’’ ‘‘experience with IMAX,’’ ‘‘experience with combination of individual characteristics may be also asso- VR,’’ and ‘‘gaming frequency’’ were taken from the ITC- ciated with a certain level of immersive tendency and, thus, Sense of Presence Inventory (ITC-SOPI).25 may impact on cybersickness and subsequently the quality of The items ‘‘experience with IMAX’’ and ‘‘experience with the VR experience.22 VR’’ were measured through a dichotomous response (yes/no), Since cybersickness impacts the dropout, it would be whereas the item ‘‘computer experience’’ was evaluated helpful to clarify the relationship between the trait-like ten- through a 4-point Likert scale (1 = none to 4 = expert), and the dency to immersion, cybersickness, and which individual item ‘‘gaming frequency’’ was measured by a 5-point Likert characteristics that are linked to both. To date and to the best scale (1 = never to 5 = every day). of our knowledge, no studies on immersion tendencies have presented a multidimensional approach that allows the anal- ysis of relationships between the individual variables that Table 1. Gaming Lifestyle Indicators might be associated with the user’s immersive tendency and and its Representation cybersickness and between different levels of those variables. A multiple correspondence analysis (MCA) combined Variables Categories n %NR with a cluster analysis (CA) technique was performed to Computer Basic 26 36.6 profile the best-suited user for VRE, that is, the user profile experience Intermediate/ 45 63.4 associated with lower levels of cybersickness, that is, an advanced indicator of better quality experience in VRE. An evident Total 71 100.0 0 advantage of this combined statistical technique over other Frequency of Never playing 21 29.6 multivariate approaches yielding joint graphical displays, is gaming Occasionally 34 47.9 that it facilitates the analysis and detection of the relation- Frequently or more 16 22. 5 ships between variables.23 This technique enabled us, in than frequently contrast to previous studies, to better understand the asso- Total 71 100.0 0 ciation patterns across a large set of individual determinants Experience with No 14 20.0 IMAX Yes 56 80.0 of cybersickness in a multidimensional space, allowing the Total 70 100.0 1 creation of typologies of VRE users. Previous experience No 33 49.3 with VR Yes 34 50.7 Methods Total 67 100.0 4 Favorite gaming PC 23 51.1 Participants platform Console 22 48.9 Seventy-one undergraduate and master’s students from the Total 45 100.0 26 Lusophone University of Humanities and Technologies in How many games <3 29 40.8 q Lisbon were enrolled in this study. Regarding gender, 33.8% 3 42 59.2 were males (n = 24) and 66.2% were females (n = 47), with Total 71 100.0 0 How do you play Alone 29 46.8 mean ages of 24.69 years (SD = 7.67) and 23.10 years Accompanied 33 53.2 (SD = 7.01), respectively. Total 62 100.0 9 Game controller Keyboard/ 39 62.9 Measures mouse In terms of sociodemographic factors, only age was con- Joystick/ 22 37.1 game pad sidered in our analysis. The exclusion of gender from analysis Total 62 100.0 9 is based on current evidences that game experience explains better the variability in immersion and cybersickness.24 We NR, nonresponse. IMMERSIVE VIRTUAL REALITY EXPERIENCE 211 Table 2. Distribution of Age, Immersion The Simulator Sickness Questionnaire (SSQ)28 was used to Tendencies, and Cybersickness assess cybersickness. The SSQ has a 4-point scale to rate 16 symptoms of simulator sickness, such as nausea, eye fatigue, Variables Categories n %NRand vertigo. The SSQ produces a total score and three subscale Age Adolescent 12 16.9 scores: Nausea, Ocular–Motor Problems, and Disorientation. Young adult 52 73.2 In terms of internal consistency, the SSQ presented fair reli- Adult 7 9.9 ability (Cronbach’s a = 0.71).29 A good internal consistency Total 71 100.0 0 was found for SSQ in the present study (Cronbach’s a = 0.83). Immersion Low 18 25.4 tendencies Low to moderate 18 25.4 Moderate to high 16 22.5 Procedure and apparatus High 19 26.8 Upon arriving to the experimental laboratory, the partici- Total 71 100.0 0 pants were explained the general purpose of the study. The Cybersickness Low 16 24.6 Low-to-moderate 16 24.6 whole procedure was described, and participants were asked Moderate-to-high 16 24.6 to complete the informed consent form, being informed that High 17 26.2 they leave the experiment at any time they wanted to. A Total 65 100.0 6 protocol consisting of a sociodemographic and gaming life- style questions and the ITQ were filled out before the ex- NR, nonresponse. perimental task. The VRE, in the first-person perspective, was developed in Four more items related to game experience were adapted Hammer (ValveÔ) and composed of a hazardous and from the Survey of Spatial Representation and Activities puzzle-solving path to an airport. This VRE was part of a (SSRA),26 such as ‘‘favorite platform for playing,’’ ‘‘number larger set of VREs developed by the Laboratory of Com- of video games bought per year,’’ ‘‘how does the user play,’’ putational Psychology at the Lusophone University and was and ‘‘game controller used for playing,’’ and were added to usually used as neutral or training VRE.