iBet uBet web content aggregator. Adding the entire web to your favor.
iBet uBet web content aggregator. Adding the entire web to your favor.



Link to original content: https://doi.org/10.1007/978-3-030-87016-4_44
Motion and Interaction Tracking Tool for Virtual Reality Environments | SpringerLink
Skip to main content

Motion and Interaction Tracking Tool for Virtual Reality Environments

  • Conference paper
  • First Online:
Computational Science and Its Applications – ICCSA 2021 (ICCSA 2021)

Abstract

Evaluating user behavior in virtual reality environments is a challenging task, requiring leading with spatial user freedom and with non-conventional visualization and interaction devices. By gathering and analyzing user movements and interactions, researchers and even game designers can notice important behavioral patterns and correlations. This paper aims to present an automatic motion and interaction tracking tool for virtual reality environments that allows researchers and game developers to move from the pure observational paradigm, such as video recording and questionnaires, to one that considers quantitative data. After gathering users’ data, the tool automatically generates charts to assist the analysis process and also allows the replaying of all user behavior executed in the application. A case study case is shown in which a user navigates and interacts in a virtual reality city performing instrumental activities of daily living (IADL). Using the tool presented here, we conclude that tracking user behavior automatically in a virtual reality environment is possible. To facilitate the software development process, we have developed a Unity Asset, allowing developers to use the tool easily by importing our asset into their projects.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    We use QuickChart (https://quickchart.io/) service to generate chart images on-the-fly. Charts are rendered by Chart.js on web browsers.

  2. 2.

    https://assetstore.unity.com/packages/3d/environments/urban/city-package-10722.

References

  1. Stadler, S., Cornet, H., Novaes Theoto, T., Frenkler, F.: A tool, not a toy: using virtual reality to evaluate the communication between autonomous vehicles and pedestrians. In: tom Dieck, M.C., Jung, T. (eds.) Augmented Reality and Virtual Reality. PI, pp. 203–216. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-06246-0_15

    Chapter  Google Scholar 

  2. Loomis, J.M., Blascovich, J.J., Beall, A.C.: Immersive virtual environment technology as a basic research tool in psychology. Behav. Res. Methods Instrum. Comput. 31, 557–564 (1999). https://doi.org/10.3758/BF03200735

    Article  Google Scholar 

  3. Kim, J.H., Gunn, D.V., Schuh, E., Phillips, B., Pagulayan, R.J., Wixon, D.: Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems (2008). https://doi.org/10.1145/1357054.1357126

  4. Šimkovič, V., Zajíček, V., Hajtmanek, R.: User tracking in VR environment. In: 2019 International Conference on Engineering Technologies and Computer Science (EnT), pp. 80–84 (2019). https://doi.org/10.1109/EnT.2019.00022

  5. Hurst, A., Hudson, S.E., Mankoff, J.: Dynamic detection of novice vs. skilled use without a task model. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp. 271–280. Association for Computing Machinery, New York (2007). https://doi.org/10.1145/1240624.1240669

  6. Hilbert, D.M., Redmiles, D.F.: Extracting usability information from user interface events. ACM Comput. Surv. 32, 384–421 (2000). https://doi.org/10.1145/371578.371593

    Article  Google Scholar 

  7. Brandão, A.F., et al.: Biomechanics sensor node for virtual reality: a wearable device applied to gait recovery for neurofunctional rehabilitation. In: Gervasi, O., et al. (eds.) ICCSA 2020. LNCS, vol. 12255, pp. 757–770. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-58820-5_54

    Chapter  Google Scholar 

  8. Ivory, M.Y., Hearst, M.A.: The state of the art in automating usability evaluation of user interfaces. ACM Comput. Surv. 33, 470–516 (2001). https://doi.org/10.1145/503112.503114

    Article  Google Scholar 

  9. Mellon, L.: Applying metrics driven development to MMO costs and risks. Versan Corporation. 9 (2009)

    Google Scholar 

  10. Canossa, A., Drachen, A.: Evaluating motion: spatial user behaviour in virtual environments MindTrek 2009 // Everyday Life in the Ubiquitous Era // Ambient Media + Social Media + Games. International Journal of Arts and Technology (2010)

    Google Scholar 

  11. Southgate, E.: Using screen capture video to understand learning in virtual reality. In: 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 418–421 (2020). https://doi.org/10.1109/VRW50115.2020.00089

  12. Rea, L.M., Parker, R.A.: Designing and conducting survey research: a comprehensive guide. Jossey-Bass, San Francisco, CA (2014)

    Google Scholar 

  13. Crundall, D.: Driving experience and the acquisition of visual information. http://eprints.nottingham.ac.uk/13917/. Accessed 25 Mar 2021

  14. Deb, S., Strawderman, L., Carruth, D.W., DuBien, J., Smith, B., Garrison, T.M.: Development and validation of a questionnaire to assess pedestrian receptivity toward fully autonomous vehicles. Transp. Res. Part C: Emerging Technol. 84, 178–195 (2017). https://doi.org/10.1016/j.trc.2017.08.029

    Article  Google Scholar 

  15. Tussyadiah, I.P., Wang, D., Jia, C.(: Virtual reality and attitudes toward tourism destinations. In: Schegg, R., Stangl, B. (eds.) Information and Communication Technologies in Tourism 2017, pp. 229–239. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-51168-9_17

    Chapter  Google Scholar 

  16. Davis, J., Steury, K., Pagulayan, R.: A survey method for assessing perceptions of a game. Int. J. Comput. Game Res. 5 (2005)

    Google Scholar 

  17. Karwowski, W.: A Gameplay-Centered Design Framework for Human Factors in Games. CRC Press (2006). https://doi.org/10.1201/9780849375477-283

    Article  Google Scholar 

  18. Brookes, J., Warburton, M., Alghadier, M., Mon-Williams, M., Mushtaq, F.: Studying human behavior with virtual reality: the unity experiment framework. Behav. Res. Methods 52(2), 455–463 (2019). https://doi.org/10.3758/s13428-019-01242-0

    Article  Google Scholar 

  19. Hutchins, E.: The Distributed Cognition Perspective on Human Interaction. Routledge (2006). https://doi.org/10.4324/9781003135517-19

    Article  Google Scholar 

Download references

Acknowledgments

This project has been partially supported by Huawei do Brasil Telecomunicações Ltda (Fundunesp Process # 3123/2020).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Marcelo de Paiva Guimarães .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

de Paiva Guimarães, M., Dias, D.R.C., da Rocha, L.C.D., Ribeiro, E.H., Iope, R.L., Brega, J.R. (2021). Motion and Interaction Tracking Tool for Virtual Reality Environments. In: Gervasi, O., et al. Computational Science and Its Applications – ICCSA 2021. ICCSA 2021. Lecture Notes in Computer Science(), vol 12958. Springer, Cham. https://doi.org/10.1007/978-3-030-87016-4_44

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-87016-4_44

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-87015-7

  • Online ISBN: 978-3-030-87016-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics