2019
DOI: 10.1007/s41233-019-0029-1
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Questionnaires embedded in virtual environments: reliability and positioning of rating scales in virtual environments

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Cited by 18 publications
(15 citation statements)
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References 33 publications
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“…As a result, the measurements thus obtained may not fully reflect the range of different emotions that were experienced over the entire course of the VE experience. This suggests a need for immersive affective self-report tools to assess VR evoked emotions, preferably at multiple instances during the VR experience itself (Bouchard et al, 2004;Regal et al, 2019;Oliveira et al, 2020). Recent studies showed that the inclusion of an affective rating tool in the VE can speed up user response by almost a factor of five compared to paper and pencil methods (Krüger et al, 2020), while the superposition of a two-dimensional affective response grid over 360 • videos affords continuous affective ratings (Voigt-Antons et al, 2020;Xue et al, 2020).…”
Section: Related Workmentioning
confidence: 99%
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“…As a result, the measurements thus obtained may not fully reflect the range of different emotions that were experienced over the entire course of the VE experience. This suggests a need for immersive affective self-report tools to assess VR evoked emotions, preferably at multiple instances during the VR experience itself (Bouchard et al, 2004;Regal et al, 2019;Oliveira et al, 2020). Recent studies showed that the inclusion of an affective rating tool in the VE can speed up user response by almost a factor of five compared to paper and pencil methods (Krüger et al, 2020), while the superposition of a two-dimensional affective response grid over 360 • videos affords continuous affective ratings (Voigt-Antons et al, 2020;Xue et al, 2020).…”
Section: Related Workmentioning
confidence: 99%
“…Future studies should therefore (1) track the instantaneous viewing direction to check what parts of the scene or which events participants actually perceived, and (2) afford a more frequent rating procedure to ensure that participants can rate affectively distinct parts of a VR movies individually, thus eliminating the need to give an overall rating to videos containing episodes of opposite valence. This can for instance be achieved by continuously blending the EmojiGrid in the field-of-view of the observer (e.g., Voigt-Antons et al, 2020) or placing it as a billboard at a fixed location in the scene (e.g., Regal et al, 2019).…”
Section: Limitations Of the Present Studymentioning
confidence: 99%
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“…Other ways of administering these forms, e.g. by virtual questionnaire within the HMD as suggested by Regal et al in [88], might be viable for maintaining participant engagement during the experiment.…”
Section: Study Limitationsmentioning
confidence: 99%
“…Moreover, particularly for unsupervised remote (i.e., online) VR studies, the break of the study flow may cause the participants to drop off before finishing the experiment. VR research has started administering questionnaires inside the Virtual Environment (VE); therefore, the participants do not need to leave the VE to fill out questionnaires and can stay closer to the experience which improves the study flow along with the User Experience (UX) of the the study [3,22,24]. However, the process of filling out questionnaires is interrupting and burdening, and in many cases it causes participants to terminate the study [17,29].…”
Section: Introduction and Related Workmentioning
confidence: 99%