Human-Computer Interaction and Presence in Virtual Reality
Human-Computer Interaction and Presence in Virtual Reality
Human-Computer Interaction and Presence in Virtual Reality
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<strong>Human</strong>-<strong>Computer</strong> <strong>Interaction</strong> <strong>and</strong> <strong>Presence</strong> <strong>in</strong><br />
<strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy
<strong>Human</strong>-<strong>Computer</strong> <strong>Interaction</strong> <strong>and</strong> <strong>Presence</strong> <strong>in</strong><br />
<strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy<br />
Proefschrift<br />
ter verkrijg<strong>in</strong>g van de graad van doctor<br />
aan de Technische Universiteit Delft,<br />
op gezag van de Rector Magnificus prof.dr.ir. J.T. Fokkema,<br />
voorzitter van het College voor Promoties,<br />
<strong>in</strong> het openbaar te verdedigen op ma<strong>and</strong>ag 3 maart 2003, om 13:30 uur<br />
door Martijn Jeroen SCHUEMIE<br />
docter<strong>and</strong>us <strong>in</strong> de economie<br />
geboren te Vught
Dit proefschrift is goedgekeurd door de promotor:<br />
Prof.dr.ir. F.W. Jansen<br />
Toegevoegd promotor:<br />
Dr.ir. C.A.P.G. van der Mast<br />
Samenstell<strong>in</strong>g promotiecommissie:<br />
Rector Magnificus, voorzitter<br />
Prof.dr.ir. F.W. Jansen, Technische Universiteit Delft, promotor<br />
Dr.ir. C.A.P.G. van der Mast, Technische Universiteit Delft, toegevoegd promotor<br />
Prof.dr. M.A. Neer<strong>in</strong>cx, Technische Universiteit Delft<br />
Prof.dr.ir. J.L.G. Dietz, Technische Universiteit Delft<br />
Prof.dr. H. de Ridder, Technische Universiteit Delft<br />
Prof.dr. P.M.G. Emmelkamp, Universiteit van Amsterdam<br />
Prof.dr. J.D. Foley, Georgia Institute of Technology<br />
SIKS Dissertation series No. 2003-03<br />
The research reported <strong>in</strong> this thesis has been carried out under the auspices of SIKS, the<br />
Dutch Research School for Information <strong>and</strong> Knowledge Systems.<br />
ISBN 90-6734-166-5
Contents<br />
CONTENTS .......................................................................................................................... V<br />
ACKNOWLEDGEMENTS ................................................................................................IX<br />
1 INTRODUCTION .............................................................................................................. 1<br />
1.1 <strong>Virtual</strong> <strong>Reality</strong>.................................................................................................................... 1<br />
1.2 <strong>Presence</strong>............................................................................................................................. 2<br />
1.3 A new class of applications................................................................................................ 3<br />
1.4 <strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy...................................................................................... 4<br />
1.5 Research goal .................................................................................................................... 5<br />
1.6 Dissertation outl<strong>in</strong>e............................................................................................................ 6<br />
2 RESEARCH APPROACH................................................................................................. 7<br />
2.1 Design method ................................................................................................................... 7<br />
2.1.1 Exist<strong>in</strong>g HCI design methods.................................................................................... 8<br />
2.1.2 VRET Design method............................................................................................... 9<br />
2.1.3 Evaluation ................................................................................................................. 9<br />
2.2 <strong>Presence</strong> model................................................................................................................ 10<br />
2.2.1 Evaluation ............................................................................................................... 10<br />
2.3 Patient <strong>and</strong> therapist UI .................................................................................................. 11<br />
2.3.1 Evaluation ............................................................................................................... 11<br />
2.3.2 Determ<strong>in</strong><strong>in</strong>g usability.............................................................................................. 12<br />
2.3.3 Determ<strong>in</strong><strong>in</strong>g usability <strong>in</strong> VRET .............................................................................. 13<br />
2.3.4 Evaluation of the patient UI .................................................................................... 14<br />
2.3.5 Evaluation of the therapist UI ................................................................................. 14<br />
2.3.6 Further evaluation ................................................................................................... 15<br />
2.4 Conclusions...................................................................................................................... 16<br />
3 ANALYSIS ........................................................................................................................ 17<br />
3.1 A Brief History of VR Exposure Therapy......................................................................... 17<br />
3.1.1 Fear of Heights........................................................................................................ 17<br />
3.1.2 Fear of Fly<strong>in</strong>g.......................................................................................................... 18<br />
3.1.3 Agoraphobia............................................................................................................ 19<br />
3.1.4 Arachnophobia........................................................................................................ 19<br />
3.1.5 Fear of public speak<strong>in</strong>g ........................................................................................... 19<br />
3.1.6 Claustrophobia ........................................................................................................ 19<br />
3.1.7 Conclusions............................................................................................................. 20<br />
3.2 Current Task Analysis methods ....................................................................................... 20<br />
3.2.1 Model<strong>in</strong>g tasks ........................................................................................................ 21<br />
3.2.2 Model<strong>in</strong>g user cognition ......................................................................................... 23<br />
3.2.3 Model<strong>in</strong>g the user <strong>in</strong>terface..................................................................................... 24<br />
3.2.4 Apply<strong>in</strong>g current Task Analysis methods to VRET................................................ 25<br />
3.3 Adapt<strong>in</strong>g exist<strong>in</strong>g TA methods ......................................................................................... 27<br />
3.3.1 <strong>Interaction</strong> cycle...................................................................................................... 28<br />
3.3.2 Procedural <strong>in</strong>formation............................................................................................ 28<br />
v
3.3.3 State <strong>in</strong>formation..................................................................................................... 29<br />
3.3.4 Overview................................................................................................................. 29<br />
3.4 Gather<strong>in</strong>g data................................................................................................................. 30<br />
3.4.1 HCI Data gather<strong>in</strong>g techniques ............................................................................... 30<br />
3.4.2 Data gather<strong>in</strong>g <strong>in</strong> VRET.......................................................................................... 31<br />
3.5 Current VRET practice .................................................................................................... 32<br />
3.5.1 Current state-of-the-art............................................................................................ 32<br />
3.5.2 <strong>Virtual</strong> <strong>Reality</strong> testbed............................................................................................. 34<br />
3.5.3 Case: acrophobia treatment ..................................................................................... 35<br />
3.5.4 Interpret<strong>in</strong>g observations......................................................................................... 36<br />
3.5.5 Identify<strong>in</strong>g sequence ............................................................................................... 38<br />
3.5.6 Conclusions............................................................................................................. 40<br />
3.6 Current In Vivo therapy................................................................................................... 41<br />
3.6.1 Current In Vivo practice.......................................................................................... 41<br />
3.7 Task Model....................................................................................................................... 42<br />
3.7.1 High-level goals ...................................................................................................... 43<br />
3.7.2 Media ...................................................................................................................... 43<br />
3.7.3 Task decomposition ................................................................................................ 44<br />
3.7.4 Functional requirements.......................................................................................... 49<br />
3.7.5 Informational requirements..................................................................................... 50<br />
3.7.6 Usability problems <strong>in</strong> VRET................................................................................... 52<br />
3.8 Conclusions...................................................................................................................... 53<br />
4 PRESENCE....................................................................................................................... 55<br />
4.1 On the nature of presence................................................................................................ 55<br />
4.1.1 Def<strong>in</strong>itions...............................................................................................................55<br />
4.1.2 Theories................................................................................................................... 57<br />
4.1.3 Conclusions on the nature of presence.................................................................... 59<br />
4.2 Impact of presence........................................................................................................... 59<br />
4.2.1 Subjective sensation................................................................................................ 59<br />
4.2.2 Task performance.................................................................................................... 60<br />
4.2.3 Responses <strong>and</strong> emotions ......................................................................................... 60<br />
4.2.4 Simulator sickness................................................................................................... 61<br />
4.2.5 Conclusions on results of presence ......................................................................... 62<br />
4.3 Measur<strong>in</strong>g presence......................................................................................................... 62<br />
4.3.1 Subjective measures: Questionnaires ...................................................................... 62<br />
4.3.2 Other subjective measures....................................................................................... 67<br />
4.3.3 Objective measures: Behavioral.............................................................................. 67<br />
4.3.4 Objective measures: Physiological.......................................................................... 68<br />
4.3.5 Conclusions on measures ........................................................................................ 68<br />
4.4 Causes of presence........................................................................................................... 69<br />
4.4.1 VR characteristics ................................................................................................... 70<br />
4.4.2 User characteristics ................................................................................................. 74<br />
4.4.3 Conclusions on causes of presence ......................................................................... 75<br />
4.5 The role of presence <strong>in</strong> VRET .......................................................................................... 76<br />
4.6 HCI <strong>and</strong> the effectiveness of VRET.................................................................................. 77<br />
4.6.1 The PGMC model ................................................................................................... 78<br />
4.7 Conclusions...................................................................................................................... 79<br />
vi
5 PATIENT'S USER INTERFACE ................................................................................... 81<br />
5.1 Requirements ................................................................................................................... 81<br />
5.2 Design options ................................................................................................................. 82<br />
5.2.1 Input devices ........................................................................................................... 83<br />
5.2.2 Output devices......................................................................................................... 84<br />
5.2.3 Locomotion techniques ........................................................................................... 84<br />
5.2.4 Locomotion <strong>in</strong> immersive VR................................................................................. 85<br />
5.2.5 Evaluations.............................................................................................................. 86<br />
5.2.6 Conclusions............................................................................................................. 88<br />
5.3 Experiment 1: Patient vs. therapist control ..................................................................... 88<br />
5.3.1 Method ....................................................................................................................89<br />
5.3.2 Results..................................................................................................................... 91<br />
5.3.3 Discussion ............................................................................................................... 92<br />
5.4 Experiment 2: Patient vs. therapist control ..................................................................... 93<br />
5.4.1 Method ....................................................................................................................94<br />
5.4.2 Results..................................................................................................................... 96<br />
5.4.3 Discussion ............................................................................................................... 99<br />
5.5 Experiment 3: Patient Control....................................................................................... 100<br />
5.5.1 Method .................................................................................................................. 100<br />
5.5.2 Results................................................................................................................... 104<br />
5.5.3 Discussion ............................................................................................................. 107<br />
5.6 Discussion...................................................................................................................... 107<br />
5.7 Conclusions.................................................................................................................... 108<br />
6 THERAPIST'S USER INTERFACE............................................................................ 111<br />
6.1 Requirements ................................................................................................................. 111<br />
6.2 Design options ............................................................................................................... 111<br />
6.2.1 SUDs record<strong>in</strong>g..................................................................................................... 113<br />
6.2.2 Free viewpo<strong>in</strong>t....................................................................................................... 113<br />
6.2.3 Automatic pilot ..................................................................................................... 114<br />
6.2.4 Graphical controls................................................................................................. 115<br />
6.3 Experiment 4: Exploratory evaluation........................................................................... 115<br />
6.3.1 Method .................................................................................................................. 115<br />
6.3.2 Results................................................................................................................... 116<br />
6.3.3 Discussion ............................................................................................................. 116<br />
6.4 Experiment 5: Patient vs. Therapist control .................................................................. 117<br />
6.4.1 Method .................................................................................................................. 117<br />
6.4.2 Results................................................................................................................... 118<br />
6.4.3 Discussion ............................................................................................................. 121<br />
6.5 Experiment 6: Free viewpo<strong>in</strong>t........................................................................................ 122<br />
6.5.1 Method .................................................................................................................. 122<br />
6.5.2 Results................................................................................................................... 123<br />
6.5.3 Discussion ............................................................................................................. 124<br />
6.6 Discussion...................................................................................................................... 124<br />
6.7 Conclusions.................................................................................................................... 125<br />
7 CONCLUSIONS ............................................................................................................. 127<br />
7.1 Task Analysis method..................................................................................................... 127<br />
7.1.1 Instruct<strong>in</strong>g the computer ....................................................................................... 127<br />
vii
7.1.2 Determ<strong>in</strong><strong>in</strong>g the patient's fear ............................................................................... 129<br />
7.1.3 Usefulness of the TA method................................................................................ 129<br />
7.2 <strong>Presence</strong> model.............................................................................................................. 130<br />
7.2.1 Therapist versus patient control ............................................................................ 130<br />
7.2.2 Patient locomotion technique................................................................................ 131<br />
7.2.3 Usefulness of the presence model ......................................................................... 131<br />
7.3 User Interface design for VRET..................................................................................... 132<br />
7.4 Limitations ..................................................................................................................... 133<br />
7.5 Future research.............................................................................................................. 133<br />
7.6 General conclusions ...................................................................................................... 134<br />
REFERENCES .................................................................................................................. 135<br />
ABBREVIATIONS............................................................................................................ 149<br />
APPENDIX A: QUESTIONNAIRES............................................................................... 151<br />
A.1 Task Analysis................................................................................................................. 151<br />
A.2 Experiment 1 ................................................................................................................. 152<br />
A.3 Experiment 2 ................................................................................................................. 153<br />
A.4 Experiment 3 ................................................................................................................. 154<br />
A.5 Experiment 4 ................................................................................................................. 155<br />
A.6 Experiment 5 ................................................................................................................. 156<br />
A.7 Experiment 6 ................................................................................................................. 158<br />
APPENDIX B: INFORMATION NEEDS....................................................................... 159<br />
SAMENVATTING ............................................................................................................ 165<br />
CURRICULUM VITAE.................................................................................................... 169<br />
SIKS DISSERTATIONS................................................................................................... 171<br />
INDEX ................................................................................................................................ 175<br />
viii
Acknowledgements<br />
The research as described <strong>in</strong> this thesis was part of a truly multi-discipl<strong>in</strong>ary project,<br />
<strong>in</strong>volv<strong>in</strong>g both human-computer <strong>in</strong>teraction <strong>and</strong> cl<strong>in</strong>ical psychology. I th<strong>in</strong>k both discipl<strong>in</strong>es<br />
ga<strong>in</strong>ed from this cooperation, <strong>and</strong> I hope it will cont<strong>in</strong>ue <strong>in</strong>to the distant future.<br />
It has given me much pleasure work<strong>in</strong>g together with a wide variety of people, <strong>and</strong> I would<br />
like to acknowledge them here, although I am bound to forget one or two.<br />
First <strong>and</strong> foremost, I would like to thank my supervisor <strong>and</strong> co-promotor Charles van der<br />
Mast for his excellent guidance dur<strong>in</strong>g this research <strong>and</strong> also for mak<strong>in</strong>g the research<br />
possible <strong>in</strong> the first place. If it wasn’t for Charles, the <strong>Virtual</strong> <strong>Reality</strong> <strong>and</strong> Phobias project<br />
would not have existed.<br />
Furthermore I would like to thank Paul Emmelkamp <strong>and</strong> Merel Krijn of the University of<br />
Amsterdam for their excellent cooperation.<br />
Many thanks to Peter van der Straaten <strong>and</strong> Bas van Abel, who assisted me <strong>in</strong> my research.<br />
Also thanks to Lucas van Gerwen, Johan van Luik, Jos<strong>in</strong>e Arondeus <strong>and</strong> Imke Grootenhuis<br />
of the VALK foundation. Thanks to the technical support staff of both departments two <strong>and</strong><br />
five of the ITS faculty, to Jan Dietz, Philip Sp<strong>in</strong>hoven, Sietske de Vries, Lex Hulsbosch,<br />
Roel<strong>in</strong>e Biemong, Claudius de Wilde de Ligny, Hanneke Verheul, Marthe van der Pol <strong>and</strong><br />
Almuth Wilmsmeyer. To my ‘roommates’ Abraham Guyt <strong>and</strong> Laura Zondervan for<br />
provid<strong>in</strong>g the occasional distraction. To Jan van der Berg for start<strong>in</strong>g my <strong>in</strong>terest <strong>in</strong> a career<br />
<strong>in</strong> science, <strong>and</strong> to my promotor Erik Jansen for his suggestions <strong>and</strong> comments which have<br />
greatly improved this thesis.<br />
ix
1 Introduction<br />
<strong>Human</strong> <strong>Computer</strong> <strong>Interaction</strong> (HCI) is concerned with the way humans <strong>in</strong>teract with<br />
technology. It deals with how humans work with computers <strong>and</strong> how computer systems can<br />
be designed to best facilitate the users <strong>in</strong> achiev<strong>in</strong>g their goals. There is a gap to be bridged,<br />
with computer technology on the one side, <strong>and</strong> the human operator on the other side. In these<br />
times we see rapid technological advancements, <strong>in</strong> terms of computer performance, ever<strong>in</strong>creas<strong>in</strong>g<br />
telecommunication possibilities <strong>and</strong> new <strong>and</strong> improved <strong>in</strong>terface devices such as<br />
lightweight LCD displays <strong>and</strong> magnetic <strong>and</strong> optical track<strong>in</strong>g devices.<br />
With the progression of technology over the years we have also seen improvements <strong>in</strong> the<br />
<strong>in</strong>terface through which the user <strong>in</strong>teracts with a computer system: the User Interface (UI).<br />
The first of what can be called the modern computers, such as the ENIAC (McCartney,<br />
2001) required users to program the computer by connect<strong>in</strong>g cables on a patchboard. Later, a<br />
less cumbersome UI was possible <strong>in</strong> the shape of punch tapes or cards that were used as <strong>in</strong>-<br />
<strong>and</strong> output. The development of computer screens with the possibility of display<strong>in</strong>g text<br />
opened the way for more diversity <strong>in</strong> the UI, allow<strong>in</strong>g the user to <strong>in</strong>teract with the computer<br />
us<strong>in</strong>g a comm<strong>and</strong> driven or menu driven <strong>in</strong>terface. Advances <strong>in</strong> display technology to the<br />
po<strong>in</strong>t where graphics could be displayed on the screen resulted <strong>in</strong> different types of user<br />
<strong>in</strong>terfaces. One of these was the Sketchpad developed by Ivan Sutherl<strong>and</strong> (Sutherl<strong>and</strong>, 1963),<br />
where a user could directly manipulate objects on the screen us<strong>in</strong>g a light pen.<br />
Simultaneously, other <strong>in</strong>put devices such as the mouse were developed. Eventually the UI<br />
paradigm most used today was born: the WIMP <strong>in</strong>terface (W<strong>in</strong>dow, Icon, Menus <strong>and</strong><br />
Po<strong>in</strong>ter), developed not more than twenty years ago (Smith et al, 1982). Here, the user has<br />
two <strong>in</strong>put devices: a keyboard <strong>and</strong> a mouse, <strong>and</strong> can use these to manipulate objects such as<br />
documents, files <strong>and</strong> programs <strong>in</strong> the shape of icons <strong>and</strong> w<strong>in</strong>dows on a two dimensional<br />
display. New technological advances now have made it possible to address the user <strong>in</strong><br />
multiple modalities <strong>and</strong> us<strong>in</strong>g 3D graphics <strong>in</strong> real time. With these new developments <strong>in</strong><br />
technology it is to be expected that new opportunities will arise, requir<strong>in</strong>g new UI paradigms.<br />
Although some UI developments have led to new types of applications, most of the newer<br />
<strong>and</strong> more sophisticated user <strong>in</strong>terfaces do not actually change the functionality of the system;<br />
they do not add to what tasks the user can perform with the system. However, they do change<br />
the usability of the system. Often seen as the ma<strong>in</strong> goal <strong>in</strong> HCI, the 'Holy Grail' so to speak,<br />
the term usability is used to denote the ease with which the user can work with the system, or<br />
to be more precise: the efficiency, effectiveness <strong>and</strong> satisfaction with which the user can<br />
achieve his or her goals with the system (ISO 9241). Usability therefore deals not only with<br />
the functionality provided by the system, but especially with the way <strong>in</strong> which the user can<br />
access this functionality. The usability of a system is one of its ma<strong>in</strong> success factors (Nielsen,<br />
1993). It should therefore be taken <strong>in</strong>to consideration <strong>in</strong> the design of the system.<br />
1.1 <strong>Virtual</strong> <strong>Reality</strong><br />
One new technology for which the WIMP <strong>in</strong>terface is not applicable is <strong>Virtual</strong> <strong>Reality</strong> (VR).<br />
The term VR was co<strong>in</strong>ed <strong>in</strong> 1989 by Jaron Lanier, although Sutherl<strong>and</strong> (Sutherl<strong>and</strong>, 1965;<br />
1968) is usually considered to be the father of this new technology. The term is used to<br />
<strong>in</strong>dicate the use of computers, displays <strong>and</strong> sensors to create the illusion that the user is <strong>in</strong><br />
another environment than the real one, <strong>in</strong> a <strong>Virtual</strong> Environment (VE). VR makes use of real-<br />
1
Chapter 1<br />
time 3D computer generated graphics, which can be displayed on ord<strong>in</strong>ary or stereoscopic<br />
screens or <strong>in</strong>side a VR-helmet. Often, VR uses sensors to determ<strong>in</strong>e the position of the user’s<br />
head to adjust the viewpo<strong>in</strong>t accord<strong>in</strong>gly, giv<strong>in</strong>g the user the impression that the VE<br />
surrounds him or her.<br />
VR systems are used for certa<strong>in</strong> types of tasks for which traditional user <strong>in</strong>terfaces are less<br />
suited. Currently, VR is used amongst others <strong>in</strong> tra<strong>in</strong><strong>in</strong>g <strong>and</strong> education, where users can learn<br />
how to operate complicated mach<strong>in</strong>es such as airplanes or how to work <strong>in</strong> dangerous<br />
environments such as a build<strong>in</strong>g on fire, <strong>in</strong> enterta<strong>in</strong>ment such as videogames, <strong>in</strong><br />
visualization, for <strong>in</strong>stance allow<strong>in</strong>g people to walk through build<strong>in</strong>gs that haven't been build<br />
yet (Brooks et al., 1992) <strong>and</strong> even <strong>in</strong> psychological therapy.<br />
However, most of these applications of VR have not been <strong>in</strong> common use. One reason for<br />
this could be the fact that until now, little research has been devoted to the user <strong>in</strong>terface <strong>and</strong><br />
<strong>in</strong>teraction techniques for immersive VR (Bowman, 1999). In other words, they lack<br />
usability.<br />
Why is it that VR systems are not that easy to use? VR, when it was first <strong>in</strong>troduced, was<br />
hailed as the ultimate display (Sutherl<strong>and</strong>, 1965). Some argued that <strong>in</strong>teraction <strong>in</strong> a VE<br />
should be completely natural, because it replicates the way we <strong>in</strong>teract with the real world<br />
(Nielsen, 1993). However, for several applications, the way we <strong>in</strong>teract <strong>in</strong> the real world is<br />
not very suitable (Bowman, 1999), because we want to use the VR precisely because we<br />
want to be able to do th<strong>in</strong>gs not possible <strong>in</strong> the real world. Furthermore, <strong>in</strong>teraction <strong>in</strong> VR is,<br />
at the current state of technology, not at all similar to how we <strong>in</strong>teract with the real world<br />
(Kaur, 1998). Current limitations to this technology <strong>in</strong>clude the absence of tactile feedback,<br />
limits of the track<strong>in</strong>g device forc<strong>in</strong>g the user to use other, less natural, means to navigate<br />
through a virtual world or limits <strong>in</strong> the realism of the behavior of the system, such as hav<strong>in</strong>g<br />
the ability to walk through walls. For desktop VR, the user is further limited because the<br />
<strong>in</strong>put devices are often not very suitable for 3D. Both mouse <strong>and</strong> joystick work <strong>in</strong> a 2D<br />
plane, thus often impos<strong>in</strong>g a limit on the degrees of freedom that a user has.<br />
1.2 <strong>Presence</strong><br />
S<strong>in</strong>ce there are these difficulties <strong>in</strong> the HCI of VR systems, why should we even want to use<br />
VR? When we look at the applications of VR as mentioned above, we see that they use VR<br />
for a common purpose: to give the illusion of be<strong>in</strong>g <strong>in</strong> a different place than the real world;<br />
of simulat<strong>in</strong>g another environment that is possibly similar to real environments, but has the<br />
advantage of not be<strong>in</strong>g similar <strong>in</strong> certa<strong>in</strong> respects such as the danger, costs or scale of the<br />
environment that is simulated. This illusion of be<strong>in</strong>g <strong>in</strong> a different place is essential for the<br />
effectiveness of these applications.<br />
To denote this illusion, the term presence has been def<strong>in</strong>ed to describe the sense of be<strong>in</strong>g <strong>in</strong> a<br />
virtual world, <strong>and</strong> has been the source of much research. <strong>Presence</strong> <strong>in</strong>dicates the level to<br />
which humans respond to a virtual environment as if it were real. Some authors see presence<br />
as one of the def<strong>in</strong><strong>in</strong>g aspects of VR (Steurer, 1992). Because of presence, users of an<br />
architectural walkthrough will know what it is to be <strong>in</strong> the build<strong>in</strong>g before it is actually build<br />
<strong>and</strong> can gamers experience the sense of be<strong>in</strong>g <strong>in</strong> fantastic worlds. The research <strong>in</strong>to the sense<br />
of presence highlights a shift of focus <strong>in</strong> HCI research that is already tak<strong>in</strong>g place for some<br />
time. Previously, HCI focused ma<strong>in</strong>ly on the cognitive aspects of the user <strong>and</strong> the UI. Slowly<br />
however we are becom<strong>in</strong>g aware that computer systems can also have non-cognitive effects<br />
on the user that should be taken <strong>in</strong>to account when design<strong>in</strong>g the UI. (Reeves & Nass, 1996)<br />
showed that humans have a strong tendency to respond to computers <strong>in</strong> similar ways as they<br />
2
Introduction<br />
do to other humans. In presence we see humans respond<strong>in</strong>g to virtual scenes as if these were<br />
real, at a non-cognitive level. We could say that the computer system no longer only supplies<br />
the user with <strong>in</strong>formation; it also supplies the user with an experience (Laurel, 1993).<br />
1.3 A new class of applications<br />
The capability of VR to address the user at both the cognitive level <strong>and</strong> the non-cognitive<br />
level br<strong>in</strong>gs great opportunities with it. We can create systems that offer users a designed<br />
experience. However, it also <strong>in</strong>troduces complexities <strong>in</strong>to the design of such systems. To<br />
underst<strong>and</strong> these complexities, we will use the taxonomy proposed by (van der Mast, 1995).<br />
This taxonomy states that the complexity of an application from the designer’s po<strong>in</strong>t of view<br />
depends on the <strong>in</strong>tertw<strong>in</strong><strong>in</strong>g of three components: the user, the UI <strong>and</strong> the doma<strong>in</strong>. This<br />
taxonomy identifies at least four classes of applications, based on this <strong>in</strong>tertw<strong>in</strong><strong>in</strong>g:<br />
One, non-reactive applications with functionally isolated doma<strong>in</strong> <strong>and</strong> UI component, e.g. all<br />
conventional adm<strong>in</strong>istrative <strong>and</strong> f<strong>in</strong>ancial applications with simple transactions <strong>and</strong><br />
comm<strong>and</strong> like user <strong>in</strong>terfaces. The complexity is located ma<strong>in</strong>ly <strong>in</strong> the doma<strong>in</strong> component.<br />
Two, applications where the doma<strong>in</strong> mostly or only deals with the UI, e.g. graphical editors.<br />
The complexity is located <strong>in</strong> the UI component <strong>and</strong> <strong>in</strong> the required data structures.<br />
The third class is that where there is poor isolation of UI <strong>and</strong> doma<strong>in</strong> components <strong>and</strong> a very<br />
complex UI component where the user tasks are strongly structures <strong>and</strong> organized, e.g.<br />
process control systems with a graphical UI. The complexity is located <strong>in</strong> the UI, the doma<strong>in</strong><br />
components <strong>and</strong> the <strong>in</strong>tertw<strong>in</strong><strong>in</strong>g.<br />
The fourth class is an application that has the doma<strong>in</strong> positioned <strong>in</strong> the <strong>in</strong>teraction itself<br />
where the user is, to a certa<strong>in</strong> extent, considered to be part of the doma<strong>in</strong>, e.g. software for<br />
enterta<strong>in</strong>ment <strong>and</strong> education. The complexity is located <strong>and</strong> spread over all three<br />
components, <strong>in</strong>clud<strong>in</strong>g the user <strong>and</strong> his or her behavior.<br />
Most VR applications belong to the fourth class, where the user is <strong>in</strong>fluenced by the UI at<br />
both the cognitive <strong>and</strong> non-cognitive level. Applications <strong>in</strong> this class are difficult to develop,<br />
s<strong>in</strong>ce it requires not only an underst<strong>and</strong><strong>in</strong>g of the user, the UI <strong>and</strong> the doma<strong>in</strong>, but also of the<br />
effects that each component has on the other components.<br />
Recently, we have seen even further complications <strong>in</strong> these types of applications; VR is<br />
<strong>in</strong>creas<strong>in</strong>gly be<strong>in</strong>g used by multiple users simultaneously. A good example is the mount<strong>in</strong>g<br />
popularity of multi-player 3D games such as Unreal Tournament <strong>and</strong> Counterstrike, games<br />
specifically designed to be used by more than one player. Furthermore, tra<strong>in</strong><strong>in</strong>g applications<br />
such as professional flight simulators often <strong>in</strong>clude both a tra<strong>in</strong>ee <strong>and</strong> an operator<br />
simultaneously us<strong>in</strong>g the same system but us<strong>in</strong>g different means of <strong>in</strong>teraction. We could<br />
identify these as a new class of applications: Applications <strong>in</strong> which the system is used to<br />
<strong>in</strong>fluence at least one of the users <strong>and</strong> where several users are work<strong>in</strong>g together <strong>in</strong> real time,<br />
often us<strong>in</strong>g different types of user <strong>in</strong>terfaces. Examples of applications <strong>in</strong> this class are the<br />
aforementioned flight simulators, but also other tra<strong>in</strong><strong>in</strong>g applications for <strong>in</strong>stance for soldiers<br />
<strong>in</strong> the battlefield or firefighters <strong>in</strong> hazardous situations. Another example will be discusses <strong>in</strong><br />
extensive detail later on: psychological therapy.<br />
The complexity of these applications lies not only <strong>in</strong> the <strong>in</strong>tertw<strong>in</strong><strong>in</strong>g of the user, UI <strong>and</strong><br />
doma<strong>in</strong> components, but also <strong>in</strong> the <strong>in</strong>teractions between the various users: What are the<br />
characteristics of the <strong>in</strong>teraction between the user <strong>and</strong> the computer <strong>and</strong> of the collaboration<br />
between different users <strong>in</strong> a cooperative VE, especially when they use different means to<br />
<strong>in</strong>teract with the VE? How can we design the computer system to best support this human-<br />
3
Chapter 1<br />
computer <strong>in</strong>teraction <strong>and</strong> this collaboration between the users to optimize the usability? What<br />
effect does this collaboration have on the sense of presence?<br />
To beg<strong>in</strong> answer<strong>in</strong>g these questions, we should start by select<strong>in</strong>g a s<strong>in</strong>gle application that<br />
embodies these new developments. This will enable us to ground our underst<strong>and</strong><strong>in</strong>g <strong>in</strong> a real<br />
world situation <strong>and</strong> it can be our test case to test that underst<strong>and</strong><strong>in</strong>g. The application chosen<br />
for this purpose <strong>in</strong> this dissertation is <strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy (VRET).<br />
1.4 <strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy<br />
In psychological therapy, we can use the fact that VR can affect the user at a non-cognitive<br />
level to carefully adm<strong>in</strong>ister synthetic experiences to the patient necessary to cure his or her<br />
mental illness. Particularly <strong>in</strong> phobia treatment, VR has already been shown to be effective<br />
with a great number of case studies <strong>and</strong> several controlled studies 1 . At this moment, phobia<br />
treatment <strong>in</strong> VR can be said to be outgrow<strong>in</strong>g the experimental stage <strong>and</strong> is already <strong>in</strong> use by<br />
a h<strong>and</strong>ful of early adopters.<br />
Phobias are characterized by a persistent fear of a<br />
specific object or situation. Phobias are the most<br />
common form of anxiety disorders, which themselves<br />
are the most common psychiatric disorders. In 1998 a<br />
study was done <strong>in</strong> the Netherl<strong>and</strong>s on the prevalence of<br />
psychiatric disorders <strong>in</strong> the general population (Bijl et<br />
al., 1998). This study shows that the lifetimeprevalences<br />
of agoraphobia 2 , social phobia <strong>and</strong> specific<br />
phobias are respectively 3.4, 7.8 <strong>and</strong> 10.4 %. This<br />
means that 3.4 % of the general population is or has<br />
been suffer<strong>in</strong>g from agoraphobia dur<strong>in</strong>g his or her life.<br />
7.8 % <strong>and</strong> 10.4 % of the population is or has been<br />
suffer<strong>in</strong>g from respectively a social phobia or a specific<br />
phobia dur<strong>in</strong>g his or her life.<br />
Phobias can be treated by expos<strong>in</strong>g patients to anxietyproduc<strong>in</strong>g<br />
stimuli while allow<strong>in</strong>g the anxiety to<br />
attenuate (Bouman et al., 1992). Traditionally, these<br />
stimuli have been generated by present<strong>in</strong>g the patient<br />
with actual physical situations (In Vivo) or by hav<strong>in</strong>g<br />
the patient imag<strong>in</strong>e the stimulus (In Vitro). Now, VR<br />
offers a third option: <strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy<br />
(VRET). In VRET, the patient is confronted with a<br />
fearful situation by display<strong>in</strong>g a VE with anxiety<br />
provok<strong>in</strong>g elements such as the VE depicted <strong>in</strong> figure<br />
1.1 on a display such as a Head-Mounted Display<br />
(HMD) as shown <strong>in</strong> figure 1.2. Dur<strong>in</strong>g the therapy, the<br />
therapist <strong>in</strong> collaboration with the patient alters the<br />
synthetic experience of the patient <strong>in</strong> such a way that<br />
4<br />
Figure 1.1: VE for treatment of<br />
fear of heights (Courtesy of<br />
<strong>Virtual</strong>ly Better Inc.)<br />
Figure 1.2: Psychological<br />
treatment <strong>in</strong> VR, with the patient<br />
wear<strong>in</strong>g a HMD (Courtesy of<br />
David Ready Ph.D.)<br />
1<br />
For a brief overview of the history of phobia treatment <strong>in</strong> VR, see chapter 3 of this<br />
dissertation.<br />
2<br />
Agoraphobia is the fear of be<strong>in</strong>g <strong>in</strong> places or situations from which escape might be<br />
difficult or embarrass<strong>in</strong>g. (American Psychiatric Association, 1994)
Introduction<br />
the patient can slowly habituate to more <strong>and</strong> more fearful situations. For this, the system<br />
provides two user <strong>in</strong>terfaces: one for the patient <strong>and</strong> one for the therapist. The UI for the<br />
patient <strong>in</strong>corporates advanced VR technology s<strong>in</strong>ce the patient needs to be immersed <strong>in</strong> the<br />
VE, the <strong>in</strong>terface for the therapist is often more conventional. Patient <strong>and</strong> therapist need to<br />
cooperate <strong>and</strong> coord<strong>in</strong>ate their actions, requir<strong>in</strong>g communication <strong>and</strong> <strong>in</strong>teraction us<strong>in</strong>g these<br />
different user <strong>in</strong>terfaces. For systems that are currently <strong>in</strong> use, these <strong>in</strong>terfaces are very crude<br />
<strong>and</strong> simple, ma<strong>in</strong>ly dictated by the limitations of the hardware <strong>in</strong>stead of the needs of the<br />
user. As stated before, it is not yet apparent how to design such <strong>in</strong>terfaces to provide for high<br />
usability.<br />
Furthermore it seems obvious that it is necessary for the patient to have a sense of presence,<br />
feel<strong>in</strong>g present <strong>in</strong> the anxiety-evok<strong>in</strong>g situation to experience a similar emotional response as<br />
<strong>in</strong> In Vivo therapy. Here we see the importance of presence for VRET: If users do not feel<br />
present <strong>in</strong> the fearful situation then they will not experience fear <strong>and</strong> this fear will therefore<br />
not dim<strong>in</strong>ish through habituation. We thus need a system that has the ability to produce a<br />
sense of presence <strong>in</strong> the patient.<br />
The sense of presence a person experiences <strong>in</strong> a VE depends on several factors, such as<br />
display fidelity, the number of modalities stimulated (e.g. vision, sound, touch) <strong>and</strong> the<br />
<strong>in</strong>dividual characteristics of the user. Furthermore, most scholars attribute a special role for<br />
the <strong>in</strong>teraction between human <strong>and</strong> computer <strong>in</strong> generat<strong>in</strong>g a sense of presence. However, the<br />
exact role of this HCI <strong>in</strong> presence <strong>and</strong> thus <strong>in</strong> VRET is not yet clearly understood.<br />
1.5 Research goal<br />
In the previous paragraphs we have established that technological developments have<br />
resulted <strong>in</strong> a new class of applications of this technology where users are exposed to<br />
multimodal synthetic experiences that <strong>in</strong>fluence them at both the cognitive <strong>and</strong> non-cognitive<br />
level. Often, they do not operate these systems alone but are collaborat<strong>in</strong>g with other users<br />
who possibly have different means of <strong>in</strong>teract<strong>in</strong>g with the system.<br />
The design of the user <strong>in</strong>terfaces of such systems is a challenge. We currently lack a st<strong>and</strong>ard<br />
paradigm for <strong>in</strong>teractions with virtual worlds, we have no proven set of <strong>in</strong>teraction<br />
techniques that provides a high degree of usability <strong>and</strong> specifically enables the user to<br />
experience a sense of presence. It is even unclear what changes should be made to the<br />
design process to facilitate the design of these multi-modal <strong>in</strong>teractions between user <strong>and</strong><br />
computer <strong>and</strong> also between the different users.<br />
In this thesis we will make a start at meet<strong>in</strong>g the challenge of design<strong>in</strong>g the user <strong>in</strong>terface for<br />
such systems. In order to do this, we will focus on a case that is representative for these<br />
applications: VRET. By undertak<strong>in</strong>g the task of design<strong>in</strong>g the user <strong>in</strong>terfaces for this<br />
application we should not only ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to the design process required for such<br />
applications. We should also be able to contribute to the construction of a new UI paradigm<br />
that is suitable for these new technologies, similar to the WIMP paradigm for 2D <strong>in</strong>terfaces.<br />
This can be achieved by determ<strong>in</strong><strong>in</strong>g what type of <strong>in</strong>teraction techniques <strong>and</strong> metaphors offer<br />
the highest usability, <strong>in</strong> terms of the ease with which user can work with the system, <strong>and</strong> the<br />
highest effectiveness <strong>in</strong> terms of the effect the system has on the user at the non-cognitive<br />
level.<br />
We will therefore formulate the research goal as follows:<br />
5
Chapter 1<br />
Propose <strong>and</strong> validate guidel<strong>in</strong>es for the <strong>Human</strong>-<strong>Computer</strong> <strong>Interaction</strong> of <strong>Virtual</strong> <strong>Reality</strong><br />
Exposure Therapy Systems for treatment of phobias to improve the usability <strong>and</strong><br />
effectiveness of these systems.<br />
The term HCI <strong>in</strong> the broadest sense <strong>in</strong>cludes all aspects related to the <strong>in</strong>teraction between<br />
human <strong>and</strong> computer, rang<strong>in</strong>g from the hardware technology to the layout of the computer<br />
screen. However, to limit the scope of our research, we will use a more narrow def<strong>in</strong>ition of<br />
HCI, <strong>in</strong>corporat<strong>in</strong>g only the dynamic aspects of HCI. This <strong>in</strong>cludes only those aspects that<br />
change as a consequence of human <strong>in</strong>teraction. Therefore, we will not look at for <strong>in</strong>stance the<br />
fidelity of displays nor at the number of modalities stimulated by the displays, s<strong>in</strong>ce these<br />
aspects do not change as a consequence of user <strong>in</strong>teraction.<br />
1.6 Dissertation outl<strong>in</strong>e<br />
In this chapter, we have <strong>in</strong>troduced the research <strong>and</strong> research goal we will address <strong>in</strong> this<br />
dissertation.<br />
In chapter 2 the research approach will be outl<strong>in</strong>ed that states, <strong>in</strong> brief, that before we can<br />
design the HCI for VRET, we will need a proper way to analyze the way the therapist <strong>and</strong><br />
patient work, <strong>and</strong> a more thorough underst<strong>and</strong><strong>in</strong>g of the way HCI effects presence <strong>and</strong> the<br />
effectiveness of the therapy.<br />
In chapter 3, the history of VRET is reviewed, as well as the task analysis methods currently<br />
available to analyze the VRET process. An adaptation of current task analysis methods that<br />
will enable us to analyze the VRET process is described <strong>and</strong> applied to the case of VRET,<br />
result<strong>in</strong>g <strong>in</strong> a task model <strong>and</strong> an underst<strong>and</strong><strong>in</strong>g of the usability problems fac<strong>in</strong>g VRET<br />
systems today.<br />
In chapter 4 the research on presence will be reviewed, result<strong>in</strong>g <strong>in</strong> a model of the way HCI<br />
might <strong>in</strong>fluence presence <strong>and</strong> therapy effectiveness.<br />
The task analysis <strong>and</strong> presence model will be used to generate requirements for the different<br />
user <strong>in</strong>terfaces of the VRET system <strong>and</strong> to generate new design proposals. These<br />
requirements, proposals <strong>and</strong> their evaluation will be described <strong>in</strong> chapters 5 <strong>and</strong> 6, deal<strong>in</strong>g<br />
with the patient’s <strong>and</strong> therapist’s UI respectively.<br />
In chapter 7 we will discuss the consequences of the results of these design proposal<br />
evaluations for the HCI of VRET <strong>and</strong> for our task analysis method <strong>and</strong> presence model. We<br />
will close this chapter <strong>and</strong> this dissertation with several general conclusions.<br />
6
2 Research approach<br />
<strong>Computer</strong> science research studies artificial as opposed to natural phenomena. It deals with<br />
human creations <strong>and</strong> these human artifacts can be both created <strong>and</strong> studied (March & Smith,<br />
1995). Thus, both natural sciences <strong>and</strong> the design sciences can be applied to <strong>in</strong>formation<br />
technology. The natural sciences are concerned with expla<strong>in</strong><strong>in</strong>g how <strong>and</strong> why th<strong>in</strong>gs are,<br />
design sciences are concerned with devis<strong>in</strong>g artifacts to atta<strong>in</strong> goals. The research described<br />
<strong>in</strong> this dissertation is ma<strong>in</strong>ly concerned with the devis<strong>in</strong>g of artifacts, requir<strong>in</strong>g a design<br />
methodology. This methodology consists of ma<strong>in</strong>ly two activities: build<strong>in</strong>g <strong>and</strong> evaluat<strong>in</strong>g.<br />
The first question <strong>in</strong> determ<strong>in</strong><strong>in</strong>g our research approach then is: what should we build? The<br />
products one can build <strong>in</strong> the design sciences are of four types (March & Smith, 1995):<br />
constructs, models, methods <strong>and</strong> implementations. Constructs or concepts form the<br />
vocabulary of a doma<strong>in</strong>, a model is a set of propositions or statements express<strong>in</strong>g the<br />
relationships among constructs, a method is a set of steps used to perform a task <strong>and</strong> an<br />
implementation or <strong>in</strong>stantiation is the realization of an artifact <strong>in</strong> its environment.<br />
Instantiations operationalise constructs, models <strong>and</strong> methods <strong>and</strong> can demonstrate the<br />
feasibility <strong>and</strong> effectiveness of the methods <strong>and</strong> models they conta<strong>in</strong>. In this research, the<br />
products that we need to build are those that are necessary to facilitate the design of the user<br />
<strong>in</strong>terfaces of the class of applications of which VRET is our prime example. Those products<br />
are:<br />
1. A means of deal<strong>in</strong>g with the question how to design such systems: a design method.<br />
2. An underst<strong>and</strong><strong>in</strong>g of the relationship between the HCI, presence, fear <strong>and</strong> effectiveness<br />
of the therapy: a model describ<strong>in</strong>g the relationships between these constructs.<br />
3. An <strong>in</strong>stantiation <strong>in</strong>corporat<strong>in</strong>g the former two: the design of the <strong>in</strong>terfaces for both the<br />
patient <strong>and</strong> the therapist for VRET.<br />
Whereas natural science tries to underst<strong>and</strong> reality, design sciences attempt to create th<strong>in</strong>gs<br />
that serve human purposes. Its products are therefore assessed aga<strong>in</strong>st criteria of value or<br />
utility. The second question we need to answer to complete our research approach is: what<br />
criteria should be used to evaluate our products? The basic evaluation criteria are: (March &<br />
Smith, 1995; Dolby, 1996)<br />
• Does it work?<br />
• Is it an improvement? (if relevant)<br />
A third criterium can be added: the generalizability: does the product ma<strong>in</strong>ta<strong>in</strong> its value<br />
when placed <strong>in</strong> another environment? This criterium is especially relevant <strong>in</strong> this dissertation<br />
s<strong>in</strong>ce our case of VRET is <strong>in</strong>tended to be, to some extent, representative for the applications<br />
<strong>in</strong> its class. Will the f<strong>in</strong>d<strong>in</strong>gs based on this case hold for other similar applications as well?<br />
The build<strong>in</strong>g <strong>and</strong> evaluat<strong>in</strong>g of the various products will take different approaches <strong>and</strong> will<br />
be discussed separately:<br />
2.1 Design method<br />
A design method sets forth how one should go about design<strong>in</strong>g an <strong>in</strong>teractive system. Two<br />
doma<strong>in</strong>s can be dist<strong>in</strong>guished <strong>in</strong> develop<strong>in</strong>g such a system: behavioral <strong>and</strong> constructional<br />
(Gabbard et al., 1999). The behavioral doma<strong>in</strong> represents the view of the user <strong>and</strong> user<br />
7
Chapter 2<br />
<strong>in</strong>teraction with the system, while the constructional doma<strong>in</strong> represents the view of the<br />
system developer <strong>and</strong> the overall system. The latter doma<strong>in</strong> has been the subject of<br />
traditional <strong>in</strong>formation system development methods. In contrast, develop<strong>in</strong>g the user<br />
<strong>in</strong>teraction component is part of the behavioral doma<strong>in</strong>. To create a system that is usable,<br />
usability has to be taken <strong>in</strong>to account <strong>in</strong> the development process. This requires an altogether<br />
different design method. Already several of such HCI design methods are available <strong>and</strong> these<br />
will be reviewed <strong>in</strong> the next paragraphs.<br />
2.1.1 Exist<strong>in</strong>g HCI design methods<br />
Generic HCI development methods<br />
In the usability eng<strong>in</strong>eer<strong>in</strong>g lifecycle as described by Nielsen<br />
(Nielsen, 1993) we f<strong>in</strong>d a strong emphasis on focus<strong>in</strong>g on the user<br />
<strong>and</strong> his/her task. The various ways <strong>in</strong> which Nielsen proposes we do<br />
this is by <strong>in</strong>volv<strong>in</strong>g the user, also at the earlier stages of development,<br />
<strong>and</strong> by thoroughly analyz<strong>in</strong>g the user <strong>and</strong> the user’s task. The<br />
analysis of the user’s task is referred to as a Task Analysis, <strong>and</strong> for<br />
several scholars (e.g. Sebillotte, 1995; van der Veer & van Welie,<br />
1999) it is basis of HCI design. In general, the HCI design process<br />
starts of with such an analysis of the user’s current way of work<strong>in</strong>g.<br />
Based on any usability problems found, a second model is created,<br />
this time of the desired way of work<strong>in</strong>g, <strong>and</strong> a design of the system<br />
that should support <strong>and</strong> enable this new way of work<strong>in</strong>g. This new<br />
design is then evaluated, often through heavy <strong>in</strong>volvement of the<br />
users, <strong>and</strong> possibly redesigned. The generic design process is<br />
depicted <strong>in</strong> figure 2.1.<br />
Task<br />
Analysis<br />
Usability<br />
problems<br />
Design<br />
alternatives<br />
Design<br />
evaluations<br />
Figure 2.1: Ma<strong>in</strong><br />
steps <strong>in</strong> the generic<br />
HCI development<br />
process<br />
VE development process<br />
VR-systems are a unique class of systems. (Johnson, 1998) warns that traditional HCI<br />
development techniques might be <strong>in</strong>appropriate for VR-systems because first of all it can be<br />
difficult to def<strong>in</strong>e the future user population s<strong>in</strong>ce most VR systems are build for a very<br />
general audience. Second, it can be difficult to def<strong>in</strong>e mean<strong>in</strong>gful tasks for VR-systems<br />
because the majority of VR applications are <strong>in</strong>tended to be used for <strong>in</strong>stance for “learn<strong>in</strong>g<br />
through navigation”, where the user is required to ga<strong>in</strong> an underst<strong>and</strong><strong>in</strong>g of the VE by<br />
navigat<strong>in</strong>g through the space, someth<strong>in</strong>g which is common for tra<strong>in</strong><strong>in</strong>g applications. In this<br />
case, there is no procedural task the user will follow which can be supported by the user<br />
<strong>in</strong>terface of the system. Task analysis <strong>in</strong> VR should therefore be <strong>in</strong>vestigated to underst<strong>and</strong><br />
how these aspects can be <strong>in</strong>corporated.<br />
Apart from this it is likely that iterative development will play a large role <strong>in</strong> VR<br />
development because “unlike most current human-computer <strong>in</strong>terfaces, there are rather<br />
severe design trade-offs, e.g. between responsiveness, world complexity, <strong>and</strong> the quality of<br />
images <strong>and</strong> sounds rendered.” (Stuart, 1996) Furthermore, because of the novelty of VR,<br />
many important aspects <strong>in</strong> VR development are still unknown <strong>and</strong> can only be found through<br />
trail <strong>and</strong> error.<br />
An <strong>in</strong>vestigation of current design practice for VEs (Kaur, 1998) has shown that design is<br />
often <strong>in</strong>formal <strong>and</strong> that an iterative approach is used, partly because most VR-development<br />
tools allow quick adjustments of the VE followed by subsequent view<strong>in</strong>g of the VE by the<br />
8
Research approach<br />
developer. However, very little user test<strong>in</strong>g is done. In general, the steps taken <strong>in</strong> the<br />
development process are:<br />
1. Requirements specifications<br />
2. Gather<strong>in</strong>g of reference materials from real world models<br />
3. Structur<strong>in</strong>g of graphical models, sometimes divid<strong>in</strong>g it between designers<br />
4. Build<strong>in</strong>g objects <strong>and</strong> position<strong>in</strong>g them <strong>in</strong> the VE<br />
5. Enhanc<strong>in</strong>g the environment with texture, light<strong>in</strong>g, sound <strong>and</strong> <strong>in</strong>teraction, <strong>and</strong> optimiz<strong>in</strong>g<br />
the environment<br />
Most time is spend on creat<strong>in</strong>g the appearance of the VE, with little effort spend on usability<br />
issues. Important HCI issues such as <strong>in</strong>teraction techniques <strong>and</strong> <strong>in</strong>put devices are not dealt<br />
with by current VR application developers.<br />
2.1.2 VRET Design method<br />
In the previous paragraphs we have reviewed the steps deemed necessary to develop a<br />
system that is usable. As can be expected, the user plays a key role <strong>in</strong> the process, <strong>and</strong> close<br />
collaboration between developer <strong>and</strong> user is essential. However, <strong>in</strong> practice, the development<br />
of systems <strong>in</strong>corporat<strong>in</strong>g VR is not done accord<strong>in</strong>g to these guidel<strong>in</strong>es, <strong>and</strong> also very little<br />
research has been performed <strong>in</strong>vestigat<strong>in</strong>g how usability can be improved <strong>in</strong> of VR systems.<br />
A problem identified <strong>in</strong> design<strong>in</strong>g VR systems is the analysis of the user’s tasks. For VRET<br />
the TA will be complicated even further because of the <strong>in</strong>tricacies of the communication<br />
between the different users. Hence, our primary focus <strong>in</strong> adapt<strong>in</strong>g current design methods for<br />
VRET will be on improv<strong>in</strong>g the TA method to facilitate the unique characteristics of VRET<br />
applications. This will be discussed <strong>in</strong> detail <strong>in</strong> chapter 3.<br />
2.1.3 Evaluation<br />
The first test of our design method will be to see if it works. The fact that our method works<br />
can be shown most easily by actually apply<strong>in</strong>g this method <strong>in</strong> design<strong>in</strong>g the user <strong>in</strong>terfaces<br />
for VRET, which is what we will do <strong>in</strong> this dissertation. As such, the design method is<br />
simultaneously an <strong>in</strong>tegral part of the research approach. By show<strong>in</strong>g that the <strong>in</strong>stantiation of<br />
our method, i.e. the UI for both the patient <strong>and</strong> the therapist are usable we have shown that<br />
this method can be used.<br />
However, s<strong>in</strong>ce there are already a number of other methods for design<strong>in</strong>g <strong>in</strong>teractive<br />
systems <strong>and</strong> especially for TA, we will also have to show that the method is an improvement.<br />
This is far more complicated <strong>and</strong>, when done correctly, should <strong>in</strong>volve the comparison of the<br />
usability of this method to other methods. A real comparison, where several such methods<br />
are applied to several cases <strong>and</strong> their use evaluated on the use of the method <strong>and</strong> the quality<br />
of its products, is both extremely resource-consum<strong>in</strong>g <strong>and</strong> almost impossible, s<strong>in</strong>ce the<br />
outcome of the application of a design method depends on a great number of variables that<br />
cannot be known beforeh<strong>and</strong> <strong>and</strong> can therefore <strong>in</strong>fluence the results of such a hypothetical<br />
experiment. When propos<strong>in</strong>g a new design method, it is therefore customary <strong>in</strong> computer<br />
science to show that the method is an improvement by argu<strong>in</strong>g for its advantages over other<br />
methods <strong>and</strong> mak<strong>in</strong>g it plausible that it is an improvement. S<strong>in</strong>ce our most important<br />
contribution to the design method will be the TA method, we can evaluate this method <strong>in</strong><br />
terms of the validity of the models that are created us<strong>in</strong>g this method (i.e. their conformity to<br />
reality) <strong>and</strong> their usability <strong>in</strong> the subsequent design<strong>in</strong>g of a new UI.<br />
9
Chapter 2<br />
In a similar ve<strong>in</strong>, the generalizability of a method is hard to prove outright <strong>and</strong> is also done<br />
by argument alone.<br />
2.2 <strong>Presence</strong> model<br />
In order to design a system that is effective, we will need an underst<strong>and</strong><strong>in</strong>g of the way <strong>in</strong><br />
which the HCI affects the effectiveness of the therapy. The simplest way to do this would be<br />
to manipulate one HCI variable at a time <strong>and</strong> observe its effect <strong>in</strong> real therapy. However, this<br />
would be extremely time-consum<strong>in</strong>g <strong>and</strong> require many therapists <strong>and</strong> patients before<br />
significant results are obta<strong>in</strong>ed. We therefore need to divide the problem <strong>in</strong>to smaller<br />
problems, us<strong>in</strong>g <strong>in</strong>termediary concepts such as presence <strong>and</strong> fear. This way we can determ<strong>in</strong>e<br />
the overall effect of HCI on effectiveness by determ<strong>in</strong><strong>in</strong>g the relationships between these<br />
<strong>in</strong>termediary concepts, which are much easier to <strong>in</strong>vestigate <strong>and</strong> at the same time provide us<br />
with a more thorough underst<strong>and</strong><strong>in</strong>g of the underly<strong>in</strong>g process. We can furthermore make<br />
use of the considerable amount of research that has already been performed <strong>in</strong> this area.<br />
Review of this research <strong>and</strong> the formulation of such a model are described <strong>in</strong> detail <strong>in</strong><br />
chapter 4.<br />
2.2.1 Evaluation<br />
S<strong>in</strong>ce this will be the first of such a model attempt<strong>in</strong>g to expla<strong>in</strong> the effectiveness of therapy<br />
<strong>in</strong> terms of the HCI, it is irrelevant to ask whether it is an improvement. We will only have to<br />
show that it works. This can be tested by show<strong>in</strong>g that predictions made us<strong>in</strong>g this model<br />
about the UI for VRET are correct. Here, the hypothetico-deductive method is appropriate:<br />
we can deduce hypotheses from the model <strong>and</strong> test these hypotheses us<strong>in</strong>g empirical data.<br />
These hypotheses should apply to the case of VRET.<br />
The HCI <strong>in</strong> VR <strong>in</strong>cludes navigation <strong>and</strong> object selection <strong>and</strong> manipulation. The <strong>in</strong>teraction<br />
most generic for all phobias <strong>and</strong> other applications than VRET as well is navigation. We will<br />
therefore focus on the patient navigation, which can be divided <strong>in</strong>to wayf<strong>in</strong>d<strong>in</strong>g <strong>and</strong><br />
locomotion. Wayf<strong>in</strong>d<strong>in</strong>g is the cognitive process of determ<strong>in</strong><strong>in</strong>g a path, locomotion is the<br />
control of the viewpo<strong>in</strong>t. In this dissertation, wayf<strong>in</strong>d<strong>in</strong>g techniques will not be discussed,<br />
s<strong>in</strong>ce the virtual environments used are relatively simple, <strong>and</strong> we assume that wayf<strong>in</strong>d<strong>in</strong>g has<br />
no therapeutic value. Thus, the key HCI issues concern<strong>in</strong>g the patient <strong>in</strong>teraction <strong>in</strong> VRET<br />
are related to patient locomotion: should the therapist or the patient have control over the<br />
locomotion of the patient through the VE? If the patient is allowed control over the<br />
locomotion, which <strong>in</strong>teraction technique provides the highest effectiveness?<br />
The presence model that will be presented <strong>in</strong> chapter 4 suggests that presence is essential to<br />
provide the patient with fear, <strong>and</strong> that fear is essential for effective therapy. We can test the<br />
effect of the different choices related to patient locomotion with regard to presence <strong>and</strong> fear.<br />
First of all, we can test the effect of the choice of patient control versus therapist control:<br />
Hypothesis 1: Locomotion controlled by the patient will <strong>in</strong>crease the patient’s sense of<br />
presence.<br />
Hypothesis 2: Locomotion controlled by the patient will <strong>in</strong>crease the fear a phobic user can<br />
experience.<br />
10
Research approach<br />
Second, we can test whether, <strong>in</strong> the case of patient control, there are any differences between<br />
the various locomotion techniques. For presence <strong>and</strong> fear, it seems most likely that a more<br />
natural locomotion technique will lead to higher presence <strong>and</strong> thus to more fear. A more<br />
natural locomotion technique is one with which the user is closely familiar. Therefore,<br />
different locomotion techniques will be natural to different to users. However, the<br />
locomotion technique most common to all users is that which we use <strong>in</strong> everyday reality:<br />
walk<strong>in</strong>g with our own two feet <strong>and</strong> look<strong>in</strong>g around by turn<strong>in</strong>g our head <strong>and</strong> body.<br />
Tak<strong>in</strong>g this notion of natural <strong>in</strong> consideration, we can formulate the hypotheses:<br />
Hypothesis 3: A more natural locomotion technique for the patient will <strong>in</strong>crease the presence<br />
a user experiences<br />
Hypothesis 4: A more natural locomotion technique for the patient will <strong>in</strong>crease the fear a<br />
phobic user can experience.<br />
2.3 Patient <strong>and</strong> therapist UI<br />
The patient <strong>and</strong> therapist each have their own UI to <strong>in</strong>teract with the system. The designs for<br />
the patient <strong>and</strong> therapist UI describe what the HCI should look like for both users, the<br />
functionality offered by the system <strong>and</strong> the way <strong>in</strong> which the user can access this<br />
functionality. They can said to be <strong>in</strong>stantiations of the design method comb<strong>in</strong>ed with the<br />
presence model s<strong>in</strong>ce they will be built us<strong>in</strong>g these two research products.<br />
2.3.1 Evaluation<br />
To determ<strong>in</strong>e whether these user <strong>in</strong>terfaces work, we will need to underst<strong>and</strong> their<br />
consequences for the usability <strong>and</strong> effectiveness of the system.<br />
The effectiveness of the system could be evaluated by determ<strong>in</strong><strong>in</strong>g the effectiveness of the<br />
entire treatment us<strong>in</strong>g the VR system, but as stated <strong>in</strong> the previous paragraphs on the<br />
presence model, this would be extremely complicated <strong>and</strong> time consum<strong>in</strong>g. We will<br />
therefore use <strong>in</strong>termediary concepts such as presence <strong>and</strong> fear, <strong>and</strong> evaluate whether the user<br />
<strong>in</strong>terfaces are effective <strong>in</strong> generat<strong>in</strong>g a sense of presence <strong>and</strong> adequate fear levels <strong>in</strong> the<br />
patients. We then need to show that presence <strong>and</strong> fear contribute to higher treatment<br />
effectiveness.<br />
To evaluate the usability of the user <strong>in</strong>terfaces, we need to go <strong>in</strong>to the doma<strong>in</strong> of software<br />
usability as already <strong>in</strong>troduced <strong>in</strong> the previous chapter. There, we used the ISO def<strong>in</strong>ition of<br />
usability (ISO 9241): The effectiveness, efficiency, <strong>and</strong> satisfaction with which specified<br />
users achieve specified goals <strong>in</strong> particular environments. Effectiveness is def<strong>in</strong>ed as the<br />
accuracy <strong>and</strong> completeness with which users achieve specified tasks <strong>and</strong> efficiency is the<br />
resources expended <strong>in</strong> relation to the accuracy <strong>and</strong> completeness with which users achieve<br />
goals. Satisfaction is a subjective measure <strong>and</strong> concerns the comfort <strong>and</strong> acceptability of use<br />
by end users.<br />
(Nielsen, 1993) uses a def<strong>in</strong>ition that is specified <strong>in</strong> elements that are more specific, as<br />
shown <strong>in</strong> table 2.1.<br />
11
Chapter 2<br />
ISO 9241 Nielsen<br />
Efficiency<br />
Efficiency<br />
Learnability<br />
Memorability<br />
Effectiveness Errors/Safety<br />
Satisfaction Satisfaction<br />
Table 2.1: Usability as <strong>in</strong> (ISO 9241) <strong>and</strong> (Nielsen, 1993), adapted from (van Welie, 2001)<br />
The usability aspects def<strong>in</strong>ed by Nielsen provide a practical operationalisation that we will<br />
use <strong>in</strong> this dissertation. In literature, several methods have been proposed for determ<strong>in</strong><strong>in</strong>g the<br />
usability of a system, which will be reviewed <strong>in</strong> the next paragraph.<br />
2.3.2 Determ<strong>in</strong><strong>in</strong>g usability<br />
A wide range of different methods for perform<strong>in</strong>g usability evaluations have been proposed,<br />
each with its own body of advocates (Holyer, 1993). Unfortunately, even though attempts<br />
have been made to compare these methods, most of these are hampered by <strong>in</strong>adequacies <strong>in</strong><br />
the design of these studies (Gray & Salzman, 1998).<br />
Usability evaluation can take place by <strong>in</strong>vestigat<strong>in</strong>g conformity of the design to heuristics<br />
<strong>and</strong> guidel<strong>in</strong>es. Another possibility is to test one or several prototypes with real users.<br />
Usually, several evaluation methods are comb<strong>in</strong>ed. For <strong>in</strong>stance, Hix et al, when develop<strong>in</strong>g<br />
a VE for battlefield visualization, used heuristic evaluation followed by user evaluation of a<br />
s<strong>in</strong>gle prototype, <strong>and</strong> summative evaluation, where users are required to compare two<br />
designs (Hix et al., 1999). The ma<strong>in</strong> reason for first perform<strong>in</strong>g heuristic evaluation is that<br />
this type of evaluation is relatively cheap; no prototype had to be constructed.<br />
Heuristic evaluation<br />
Heuristic or expert evaluations are performed by usability experts who check the design for<br />
possible usability problems. Guidel<strong>in</strong>es often form the basis of such an evaluation, <strong>and</strong> these<br />
will be discussed <strong>in</strong> more detail <strong>in</strong> the next paragraph.<br />
Another method for heuristic evaluation is the use of a cognitive walkthrough. Here, the<br />
usability experts will go through the design follow<strong>in</strong>g a scenario of a user work<strong>in</strong>g with the<br />
system, often depend<strong>in</strong>g on the expertise of the evaluator to identify possible usability<br />
problems. This process can even be automated us<strong>in</strong>g a Programmable User Model (Amant,<br />
1999) that evaluates whether for each task there is a cha<strong>in</strong> of user <strong>in</strong>terface comm<strong>and</strong>s that<br />
will lead to the successful completion of that task.<br />
The proposed task situation can be modeled <strong>in</strong> more detail us<strong>in</strong>g a TA method. This model<br />
can then be used to make predictions about the usability <strong>and</strong> the performance of the design.<br />
Several methods apply techniques rem<strong>in</strong>iscent of the time studies used <strong>in</strong> the Scientific<br />
Management method (Taylor, 1911), extend<strong>in</strong>g these to cognitive labor as well as physical<br />
labor. For <strong>in</strong>stance the GOMS method <strong>in</strong>cludes a Keystroke-Level model (Card et al., 1983)<br />
that can be used to predict the time required to complete a certa<strong>in</strong> task.<br />
Guidel<strong>in</strong>es <strong>and</strong> pr<strong>in</strong>ciples<br />
Guidel<strong>in</strong>es <strong>and</strong> pr<strong>in</strong>ciples can help the evaluator <strong>in</strong> apply<strong>in</strong>g exist<strong>in</strong>g usability knowledge to<br />
the design. Pr<strong>in</strong>ciples are high-level usability requirements <strong>and</strong> are too general to be applied<br />
12
Research approach<br />
directly, so they have to be translated <strong>in</strong>to design guidel<strong>in</strong>es. Guidel<strong>in</strong>es can be applied<br />
directly dur<strong>in</strong>g the design phase as well as dur<strong>in</strong>g an evaluation.<br />
Several extensive sets of guidel<strong>in</strong>es have been developed for traditional user <strong>in</strong>terfaces, e.g.<br />
(Apple, 1987) (ISO 9241, 1997). Some work has been done <strong>in</strong> creat<strong>in</strong>g guidel<strong>in</strong>es<br />
specifically for VR-systems. Gabbard <strong>and</strong> Hix determ<strong>in</strong>ed a large number of general<br />
guidel<strong>in</strong>es based on literature studies <strong>and</strong> <strong>in</strong>terviews with researchers (Gabbards & Hix,<br />
1997). (Kaur, 1998) developed a number of guidel<strong>in</strong>es based on models of human <strong>in</strong>teraction<br />
cycli dur<strong>in</strong>g <strong>in</strong>teraction with VEs supported by user evaluations of several non-immersive<br />
virtual environments.<br />
Guidel<strong>in</strong>es are often very general, mak<strong>in</strong>g it difficult to <strong>in</strong>terpret them <strong>in</strong> a specific context.<br />
A solution could be to generate guidel<strong>in</strong>es that are context <strong>and</strong> artifact specific (Sutcliffe &<br />
Caroll, 1999). This will reduce the applicability of the guidel<strong>in</strong>es <strong>in</strong> other doma<strong>in</strong>s but will<br />
<strong>in</strong>crease the effectiveness of apply<strong>in</strong>g the guidel<strong>in</strong>e with<strong>in</strong> the specific context <strong>and</strong> doma<strong>in</strong>.<br />
User evaluation<br />
User evaluation requires users to test a prototype of the system. The users can be asked to<br />
simply explore the system, or can be given specific tasks to complete. This task can be<br />
representative of the type of work that the system will eventually be used for, it can also be a<br />
task aimed at specifically test<strong>in</strong>g a part of the user <strong>in</strong>terface. For <strong>in</strong>stance a st<strong>and</strong>ard battery<br />
of tasks for VEs can be used, <strong>in</strong>clud<strong>in</strong>g tasks such as navigat<strong>in</strong>g <strong>in</strong> a corridor or read<strong>in</strong>g a<br />
virtual eye chart (Lampton et al., 1994).<br />
Information that can be gathered from the user dur<strong>in</strong>g the test <strong>in</strong>cludes performance<br />
<strong>in</strong>dicators such as completion time <strong>and</strong> number <strong>and</strong> severity of errors, as well as more<br />
subjective <strong>in</strong>formation (Kalawsky et al., 1999).<br />
Subjective <strong>in</strong>formation can be acquired us<strong>in</strong>g for <strong>in</strong>stance the th<strong>in</strong>k-aloud protocol described<br />
<strong>in</strong> the paragraph on data gather<strong>in</strong>g techniques <strong>in</strong> chapter 3. Kaur (Kaur, 1998) used this<br />
method to identify usability problems <strong>in</strong> several desktop-VR applications.<br />
A variant of the th<strong>in</strong>k-aloud protocol is the co-operative evaluation, a method requir<strong>in</strong>g two<br />
users to use the system together, which is shown to be effective <strong>in</strong> evaluat<strong>in</strong>g a desktop VR<br />
system (Marsh & Wright, 1999).<br />
Another way to acquire subjective <strong>in</strong>formation on the usability of a system is through use of<br />
a questionnaire. Questionnaires, such as the VRUSE (Kalawsky, 1998), have been developed<br />
specifically for VR-systems.<br />
Instead of test<strong>in</strong>g a s<strong>in</strong>gle design, several alternatives can be compared through user test<strong>in</strong>g,<br />
a process known as summative evaluation.<br />
2.3.3 Determ<strong>in</strong><strong>in</strong>g usability <strong>in</strong> VRET<br />
Heuristic evaluation <strong>and</strong> the use of guidel<strong>in</strong>es <strong>and</strong> pr<strong>in</strong>ciples require a thorough<br />
underst<strong>and</strong><strong>in</strong>g of the UI <strong>and</strong> the type of user <strong>in</strong>terfaces. Unfortunately, for VR very little is<br />
yet known about the UI <strong>and</strong> its effect on the user. Furthermore, we cannot use our own TA<br />
method to evaluate the design proposals based on that method, s<strong>in</strong>ce this would be begg<strong>in</strong>g<br />
the question. We therefore must rely on more empirical evaluation methods, <strong>in</strong>corporat<strong>in</strong>g<br />
real users, <strong>in</strong> order to establish the usability of the different design options. As discussed<br />
before, user evaluation can be performed by gather<strong>in</strong>g subjective <strong>in</strong>formation from the users<br />
themselves through use of for <strong>in</strong>stance questionnaires or the th<strong>in</strong>k-aloud protocol, or by<br />
gather<strong>in</strong>g more objective <strong>in</strong>formation about the performance of the user on specific tasks.<br />
When consider<strong>in</strong>g the results of the <strong>in</strong>vestigations of this dissertation, one must however<br />
13
Chapter 2<br />
keep <strong>in</strong> m<strong>in</strong>d that subjective evaluations are, by their very nature, more prone to errors <strong>and</strong><br />
misunderst<strong>and</strong><strong>in</strong>gs, reduc<strong>in</strong>g the reliability of some of the f<strong>in</strong>d<strong>in</strong>gs.<br />
2.3.4 Evaluation of the patient UI<br />
The usability of the UI for the patient is of relative little importance when compared to the<br />
effectiveness of this <strong>in</strong>terface <strong>in</strong> treat<strong>in</strong>g the patient. Evaluation of this effectiveness has<br />
already been discussed previously with relation to the evaluation of the presence model. The<br />
usability for the patient should however not be ignored completely <strong>and</strong> dur<strong>in</strong>g the<br />
experiments described <strong>in</strong> this thesis the ease with which patients can achieve goals dur<strong>in</strong>g<br />
therapy can be measured by record<strong>in</strong>g the accuracy with which they can position themselves<br />
<strong>in</strong> the VE <strong>and</strong> their subjective evaluation of the UI, <strong>and</strong> especially the locomotion technique.<br />
2.3.5 Evaluation of the therapist UI<br />
First of all, we can expect locomotion by the patient to also have an effect on the HCI of the<br />
therapist. We believe that patient control over the locomotion will relieve the therapist of the<br />
task of mov<strong>in</strong>g the patient through the VE <strong>and</strong> will thus reduce the complexity of the HCI for<br />
the therapist. However, this is not completely obvious s<strong>in</strong>ce it will require more cooperation<br />
<strong>and</strong> communication for the therapist to get the patient to move to a specific location. We will<br />
formulate the fifth hypothesis as follows:<br />
Hypothesis 5: Locomotion controlled by the patient will reduce the complexity of the HCI for<br />
the therapist.<br />
By far the easiest way to test this hypothesis is by simply ask<strong>in</strong>g the users for their subjective<br />
evaluation <strong>in</strong> a comparative evaluation of the two types of control: patient control <strong>and</strong><br />
therapist control over the patient’s position. For this two evaluation tools are most feasible:<br />
an evaluation similar to the th<strong>in</strong>k-aloud protocol <strong>and</strong> post-test questionnaires. Unfortunately,<br />
as will be expla<strong>in</strong>ed <strong>in</strong> more detail <strong>in</strong> chapter 3, the th<strong>in</strong>k-aloud protocol is note very suitable<br />
<strong>in</strong> the case of VRET, s<strong>in</strong>ce it will disturb patient-therapist communication. We will therefore<br />
rely on post-test user comments when review<strong>in</strong>g video record<strong>in</strong>gs of those users at work with<br />
the system <strong>and</strong> responeses to questionnaires.<br />
Current user <strong>in</strong>terfaces of VRET systems do not have a screen specifically designed for the<br />
therapist but show the same image to the therapist as displayed <strong>in</strong> the HMD of the patient.<br />
This setup severely limits the flow of <strong>in</strong>formation to the therapist. To solve the usability<br />
problems relat<strong>in</strong>g to this lack of <strong>in</strong>formation, such as problems <strong>in</strong> navigat<strong>in</strong>g the patient <strong>and</strong><br />
dependence on elaborate <strong>in</strong>structions to operate the equipment, we propose to provide the<br />
therapist with a graphical user <strong>in</strong>terface (GUI) especially designed for the therapist. This<br />
GUI could then also assist the therapist <strong>in</strong> determ<strong>in</strong><strong>in</strong>g the fear level of the patient. This GUI<br />
will <strong>in</strong>corporate both 3D elements, display<strong>in</strong>g the VE from various viewpo<strong>in</strong>ts, <strong>and</strong> 2D<br />
elements similar to current GUIs. We expect that such an <strong>in</strong>terface will <strong>in</strong>crease the usability<br />
of the system.<br />
Hypothesis 6: An extended therapist UI <strong>in</strong> the shape of a comb<strong>in</strong>ed 2D – 3D console will<br />
<strong>in</strong>crease the usability of the system.<br />
Similar to the previous hypothesis, a comparative evaluation seems appropriate, this time<br />
compar<strong>in</strong>g the current user <strong>in</strong>terfaces without the extended console to a newly designed<br />
14
Research approach<br />
<strong>in</strong>terface that does provide the therapist with a comb<strong>in</strong>ed 2D – 3D console. Aga<strong>in</strong>, post-test<br />
questionnaires <strong>and</strong> therapist comments dur<strong>in</strong>g video review will be used to measure the users<br />
subjective evaluation of each of usability of the two alternatives.<br />
This hypothesis can be specified to describe the various elements that we propose to<br />
<strong>in</strong>corporate <strong>in</strong> this <strong>in</strong>terface.<br />
First of all, we can <strong>in</strong>clude a tool specifically designed to aid the therapist <strong>in</strong> keep<strong>in</strong>g track of<br />
the patient’s fear. Therapists often request patients to report their fear <strong>in</strong> Subjective Units of<br />
Discomfort (SUD), a scale from one to ten. Our tool could record these SUDs, thus help<strong>in</strong>g<br />
the therapist <strong>in</strong> ga<strong>in</strong><strong>in</strong>g an underst<strong>and</strong><strong>in</strong>g of the changes <strong>in</strong> the fear of the patient over time.<br />
Hypothesis 6a: Provid<strong>in</strong>g a tool for keep<strong>in</strong>g track of the patient’s fear will <strong>in</strong>crease usability<br />
for the therapist.<br />
To solve the problems related to mov<strong>in</strong>g the patient through the VE we propose to add a<br />
second 'external' viewpo<strong>in</strong>t with a projection of real world objects <strong>and</strong> an autopilot based on<br />
a 2D map.<br />
Hypothesis 6b: Provid<strong>in</strong>g the therapist with an ‘external’ viewpo<strong>in</strong>t of the VE with a<br />
projection of real world objects will <strong>in</strong>crease usability for the therapist.<br />
Hypothesis 6c: Provid<strong>in</strong>g the therapist with an autopilot based on a 2D map will <strong>in</strong>crease<br />
usability for the therapist.<br />
We can expect that especially the external viewpo<strong>in</strong>t of the VE might be able to reduce<br />
navigation errors by the therapist <strong>and</strong> reduce the time to complete tasks <strong>in</strong> the VE. It is<br />
possible to test this <strong>in</strong> a more objective way than is possible for the other elements of the<br />
comb<strong>in</strong>ed 2D/3D elements. Specifically for the external viewpo<strong>in</strong>t, we can therefore perform<br />
a comparative evaluation to determ<strong>in</strong>e whether the addition of this viewpo<strong>in</strong>t reduces errors<br />
<strong>and</strong> <strong>in</strong>creases speed when perform<strong>in</strong>g the task of navigat<strong>in</strong>g a patient through a VE.<br />
F<strong>in</strong>ally, we can also <strong>in</strong>clude st<strong>and</strong>ard graphical control widgets <strong>in</strong> our GUI, by which the<br />
therapist can operate the VE. This will provide the therapist with affordances regard<strong>in</strong>g the<br />
possible options <strong>and</strong> how to enable them, thus reduc<strong>in</strong>g the need for elaborate <strong>in</strong>structions<br />
<strong>and</strong> manuals.<br />
Hypothesis 6d: Provid<strong>in</strong>g the therapist with graphical controls over specific elements <strong>in</strong> the<br />
VE will <strong>in</strong>crease the usability for the therapist.<br />
The test<strong>in</strong>g of the hypothesis will be described <strong>in</strong> chapter 5 <strong>and</strong> 6, which deal with the<br />
patient’s <strong>and</strong> therapist’s UI respectively.<br />
2.3.6 Further evaluation<br />
S<strong>in</strong>ce there already are systems available for treatment of phobias, we will need to show that<br />
the user <strong>in</strong>terfaces of our system are an improvement over these other systems. To do this we<br />
will create an <strong>in</strong>ventory of the characteristics of the user <strong>in</strong>terfaces of these systems <strong>and</strong><br />
determ<strong>in</strong>e the current state-of-the-art. Compar<strong>in</strong>g our designs with this state-of-the-art will<br />
have to show that we have made an improvement.<br />
15
Chapter 2<br />
The designs for the patient <strong>and</strong> therapist UI are the products of the design method comb<strong>in</strong>ed<br />
with the presence model. As such they are valuable <strong>in</strong> evaluat<strong>in</strong>g these research products as<br />
discussed <strong>in</strong> the previous paragraphs. Needless to say, they are also valuable s<strong>in</strong>ce they are<br />
prescriptive of what user <strong>in</strong>terfaces should look like for VRET applications. Furthermore,<br />
some aspects of these user <strong>in</strong>terfaces are generalizable to other types of applications with<strong>in</strong><br />
the same class as VRET as well. For a few aspects, such as the locomotion technique for the<br />
patient, we might even expect that these will contribute to a golden st<strong>and</strong>ard for what a UI<br />
for VR technology should look like, similar to the WIMP <strong>in</strong>terface for 2D graphical user<br />
<strong>in</strong>terfaces. However, prov<strong>in</strong>g this generalizability falls beyond the scope of this dissertation<br />
<strong>and</strong> will only be looked <strong>in</strong>to briefly.<br />
2.4 Conclusions<br />
In this chapter we have discussed the research approach necessary to fulfill our research goal.<br />
S<strong>in</strong>ce the research goal entails the design of artifacts, we have stated that a design<br />
methodology is appropriate. The artifacts that need to be designed are: a design method, a<br />
model describ<strong>in</strong>g the relationship between the HCI <strong>and</strong> the effectiveness of VRET therapy<br />
us<strong>in</strong>g the concept of presence, <strong>and</strong> the designs of the user <strong>in</strong>terfaces for our system that are a<br />
product of the former two artifacts.<br />
These artifacts will have to be built <strong>and</strong> will have to be evaluated. Build<strong>in</strong>g the design<br />
method <strong>and</strong> presence model will be described <strong>in</strong> chapter 3 <strong>and</strong> 4 respectively. The design of<br />
the user <strong>in</strong>terfaces will proceed accord<strong>in</strong>g to these products <strong>and</strong> will form the basis for<br />
evaluat<strong>in</strong>g them. In chapter 3, our TA method will be applied to the case of VRET. The<br />
evaluation of the designs result<strong>in</strong>g from this analysis <strong>and</strong> the presence model will be<br />
discussed <strong>in</strong> chapter 5 <strong>and</strong> 6.<br />
16
3 Analysis<br />
As stated <strong>in</strong> the previous chapter our primary focus when creat<strong>in</strong>g a new design method<br />
specifically tailored for develop<strong>in</strong>g applications such as VRET is on the Task Analysis (TA)<br />
phase of the design process. Accord<strong>in</strong>g to most researchers, the TA is the basis for design<strong>in</strong>g<br />
<strong>in</strong>teractive systems. It is used not only for identify<strong>in</strong>g usability problems but also forms the<br />
basis for future HCI designs.<br />
We will beg<strong>in</strong> this chapter by tak<strong>in</strong>g a closer look at our application of choice: VRET. We<br />
will do this by review<strong>in</strong>g the brief history of VRET. After this, we will look at exist<strong>in</strong>g TA<br />
methods <strong>and</strong> the extent to which they can be applied to applications such as VRET. Several<br />
adaptations will be proposed to improve the exist<strong>in</strong>g TA methods.<br />
By subsequently apply<strong>in</strong>g our adapted TA method to VRET, we can both demonstrate how<br />
the TA can be applied <strong>and</strong> evaluate its usefulness. For this, we will need to look at the<br />
possible sources of data concern<strong>in</strong>g VRET <strong>and</strong> the techniques that can be used for gather<strong>in</strong>g<br />
this data. Gather<strong>in</strong>g <strong>and</strong> analyz<strong>in</strong>g the data us<strong>in</strong>g our TA will result <strong>in</strong> a Task Model (TM) of<br />
the HCI <strong>in</strong> VRET <strong>and</strong> <strong>in</strong>sight <strong>in</strong>to the areas <strong>in</strong> which the HCI could be improved.<br />
3.1 A Brief History of VR Exposure Therapy<br />
Phobias are a common mental disorder <strong>and</strong> can be divided <strong>in</strong>to three ma<strong>in</strong> types (American<br />
Psychiatric Association, 1994):<br />
• Agoraphobia: The fear of be<strong>in</strong>g <strong>in</strong> places or situations from which escape might be<br />
difficult or embarrass<strong>in</strong>g.<br />
• Social phobia: The fear of situations <strong>in</strong> which the person is exposed to possible scrut<strong>in</strong>y<br />
by others <strong>and</strong> fears that he or she may do someth<strong>in</strong>g or act <strong>in</strong> way that will be<br />
humiliat<strong>in</strong>g or embarrass<strong>in</strong>g.<br />
• Specific phobia: The fear of a circumscribed stimulus (object or situation), such as the<br />
fear of heights or the fear of enclosed spaces.<br />
Researchers have already experimented with treatments of a wide variety of these phobias<br />
us<strong>in</strong>g VR. In the follow<strong>in</strong>g paragraph we will review these experiments to ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to<br />
the current status of VR phobia treatment.<br />
3.1.1 Fear of Heights<br />
The first studies concern<strong>in</strong>g treatment of phobias us<strong>in</strong>g VR were conducted at the end of<br />
1993 (Rothbaum et al., 1995) as a collaborative effort by computer scientists <strong>and</strong> therapists<br />
from three Atlanta universities: Georgia Tech, Clark Atlanta <strong>and</strong> Emory. The phobia selected<br />
was acrophobia: the fear of heights. Seventeen students, selected for their fear of heights,<br />
participated <strong>in</strong> this study. Subjects were r<strong>and</strong>omly assigned to either a treatment group or a<br />
wait-list control group. The treatment group had one pre-treatment session to learn how to<br />
work with the VR equipment. After this they participated <strong>in</strong> seven weekly 35- to 45-m<strong>in</strong>ute<br />
sessions dur<strong>in</strong>g which they were exposed to three virtual height situations: an elevator, a<br />
series of bridges <strong>and</strong> a series of balconies. Anxiety, avoidance, distress, <strong>and</strong> negative attitude<br />
towards height decreased significantly for the treatment group but not for the wait-list group.<br />
Seven of the ten persons to complete the VR treatment exposed themselves to height<br />
17
Chapter 3<br />
situations <strong>in</strong> real life dur<strong>in</strong>g the treatment period although they were not specifically<br />
<strong>in</strong>structed to do so.<br />
Clark University as well as Georgia Tech <strong>in</strong> collaboration with Emory performed follow-up<br />
case studies that confirmed that the fear of heights reported by patients was reduced after VR<br />
exposure therapy (North et al., 1996b).<br />
Almost simultaneously with the acrophobia studies <strong>in</strong> Atlanta a physician at Kaiser<br />
Permanente was do<strong>in</strong>g similar work <strong>in</strong> California <strong>in</strong> collaboration with the VR Company<br />
Division Inc (Lamson, 1994). Here, 40 subjects were exposed to one 50-m<strong>in</strong>ute session<br />
where they completed a chosen task such as cross<strong>in</strong>g the Golden Gate Bridge or rid<strong>in</strong>g <strong>in</strong> a<br />
glass-enclosed elevator. Accord<strong>in</strong>g to the researchers, after this session, all of the subjects<br />
were able to complete a task of rid<strong>in</strong>g up <strong>and</strong> down a glass elevator while look<strong>in</strong>g outside.<br />
At the Delft University of Technology, <strong>in</strong> close collaboration with the University of<br />
Amsterdam, research of treatment of fear of heights <strong>in</strong> VR was cont<strong>in</strong>ued, start<strong>in</strong>g with a<br />
pilot study (Schuemie et al, 2000), after which the research described <strong>in</strong> part <strong>in</strong> this<br />
dissertation was performed.<br />
3.1.2 Fear of Fly<strong>in</strong>g<br />
Both Georgia Tech <strong>and</strong> Clark Atlanta followed up their acrophobia research with<br />
<strong>in</strong>dependent fear- of fly<strong>in</strong>g studies. Georgia Tech conducted a case study (Rothbaum et al.,<br />
1996) us<strong>in</strong>g a virtual plane which simulated a passenger seated by the w<strong>in</strong>dow <strong>in</strong> a st<strong>and</strong>ard<br />
commercial jet. The passenger could look out the w<strong>in</strong>dow <strong>and</strong> see the ground <strong>and</strong> chang<strong>in</strong>g<br />
sky scenes. The patient, a 42-year-old female with a debilitat<strong>in</strong>g fear <strong>and</strong> avoidance of fly<strong>in</strong>g,<br />
was taught traditional anxiety management techniques. After this she received six twiceweekly<br />
sessions of approximately 35-45 m<strong>in</strong>utes. Dur<strong>in</strong>g each virtual exposure the subject<br />
was allowed to progress at her own pace along a natural progression of scenarios: sitt<strong>in</strong>g <strong>in</strong><br />
the plane with eng<strong>in</strong>es off, sitt<strong>in</strong>g <strong>in</strong> the plane with the eng<strong>in</strong>es on, taxi<strong>in</strong>g the runway,<br />
smooth takeoff, smooth flight, close pass over the airport, l<strong>and</strong><strong>in</strong>g, rough takeoff, turbulent<br />
flight, <strong>and</strong> rough l<strong>and</strong><strong>in</strong>g. The patient's fear of fly<strong>in</strong>g reduced significantly, although the<br />
contribution of VR graded exposure cannot be determ<strong>in</strong>ed given the prior <strong>in</strong>clusion of the<br />
anxiety management techniques.<br />
At Clark Atlanta two <strong>in</strong>dependent case studies for fear of fly<strong>in</strong>g were performed (North et<br />
al., 1996a). The VR scenes simulated an Apache army helicopter depart<strong>in</strong>g <strong>and</strong> then fly<strong>in</strong>g<br />
over an airport <strong>and</strong> a city scene. A virtual therapist, with whom the patient could<br />
communicate dur<strong>in</strong>g the trials, rode <strong>in</strong> a seat next to the patient <strong>in</strong> the computer-generated<br />
scenes. Sound <strong>and</strong> vibration were <strong>in</strong>cluded for realism. The patients were left <strong>in</strong> an anxietyprovok<strong>in</strong>g<br />
scene until they reported an anxiety level of zero. After respectively five <strong>and</strong> eight<br />
exposure sessions, both patients reported a significant reduction <strong>in</strong> fear of fly<strong>in</strong>g.<br />
Recently a controlled study was performed compar<strong>in</strong>g VRET to both exposure treatment <strong>in</strong><br />
vivo <strong>and</strong> a waitlist, with 15 subjects <strong>in</strong> each of the three conditions. (Rothbaum et al., 2000)<br />
All subjects <strong>in</strong> the treatment conditions first received 4 sessions of anxiety management<br />
tra<strong>in</strong><strong>in</strong>g after which VR treatment consisted of exposure to the VE used <strong>in</strong> the experiment<br />
described above. In vivo exposure consisted of visit<strong>in</strong>g an airport <strong>and</strong> an airplane on the<br />
ground. Results showed no significant difference <strong>in</strong> effectiveness between the two treatment<br />
groups, <strong>and</strong> a significant difference between treatment groups <strong>and</strong> the waitlist.<br />
18
Analysis<br />
3.1.3 Agoraphobia<br />
In an experiment, 60 subjects suffer<strong>in</strong>g from agoraphobia were exposed to a variety of<br />
scenes: A series of balconies, an empty room, a dark barn, a covered bridge, an elevator, a<br />
canyon with series of bridges <strong>and</strong> balloons. When the research, which lasted a year, was<br />
completed <strong>in</strong> February 1995 a significant decrease <strong>in</strong> patient anxiety was found. (Coble et al.,<br />
1995)<br />
3.1.4 Arachnophobia<br />
Researchers at the <strong>Human</strong> Interface Technology Lab at<br />
the University of Wash<strong>in</strong>gton performed a case study of<br />
treatment of arachnophobia, the fear of spiders (Carl<strong>in</strong><br />
et al, 1997). The subject was a 37-year old s<strong>in</strong>gle<br />
woman who displayed severe fear of spiders, even<br />
result<strong>in</strong>g <strong>in</strong> extensive obsessive-compulsive behavior.<br />
Over a period of three months she participated <strong>in</strong> twelve<br />
weekly sessions approximately 50 m<strong>in</strong>utes long. After<br />
one month the visual stimuli was enhanced with tactile<br />
augmentation; an object resembl<strong>in</strong>g a spider was<br />
attached to a track<strong>in</strong>g sensor, its position correspond<strong>in</strong>g<br />
to a virtual object: the spider. The patient could then<br />
touch the spider to enhance realism. At some time<br />
dur<strong>in</strong>g therapy the patient exposed herself to real<br />
Figure 3.1: <strong>Virtual</strong> world used <strong>in</strong><br />
the treatment of arachnophobia<br />
(Courtesy of Hunter Hoffman,<br />
University of Wash<strong>in</strong>gton)<br />
phobic stimuli without be<strong>in</strong>g specifically <strong>in</strong>structed to do so, similar to certa<strong>in</strong> patients <strong>in</strong> the<br />
acrophobia-studies. The patient’s rat<strong>in</strong>g of fear of spiders, as measured by self-report <strong>and</strong> a<br />
survey, decreased to the po<strong>in</strong>t where she was able to resume outdoor camp<strong>in</strong>g activities.<br />
3.1.5 Fear of public speak<strong>in</strong>g<br />
Frequently identified among the top most prevalent phobias, fear of public speak<strong>in</strong>g was the<br />
subject of another study at Clark Atlanta University (Hodges et al, 1997). Compar<strong>in</strong>g control<br />
<strong>and</strong> test groups of undergraduates, subjects were placed <strong>in</strong> front of a virtual auditorium that<br />
gradually filled with virtual people. Simulation of room <strong>and</strong> crowd noise <strong>in</strong>cluded laughter,<br />
commentary, <strong>and</strong> applause. The treatment schedule consisted of eight, 10- to 15-m<strong>in</strong>ute<br />
weekly sessions. Two assessment measurements, the Attitude Towards Public Speak<strong>in</strong>g <strong>and</strong><br />
SUDs (Subjective Units of Discomfort) scale showed significant reduction of anxiety<br />
symptoms after virtual therapy treatment.<br />
3.1.6 Claustrophobia<br />
At the University of Valencia <strong>in</strong> Spa<strong>in</strong> a case study was performed (Alcaniz et al, 1998)<br />
treat<strong>in</strong>g claustrophobia: the fear of conf<strong>in</strong>ed spaces. The subject, a 43-year-old widow, was<br />
referred by the Mental Health Services because of her strong fear, anxiety <strong>and</strong> <strong>in</strong>ability to<br />
undergo a necessary CTS (Computed Tomography Scan). A CTS requires a patient to rema<strong>in</strong><br />
<strong>in</strong> a conf<strong>in</strong>ed space for some time.<br />
Great detail was put <strong>in</strong>to the virtual environment, consist<strong>in</strong>g of three adjacent rooms: a<br />
balcony or small garden of two by five meter, a four by five meter room with doors <strong>and</strong> a big<br />
w<strong>in</strong>dow which communicated with the balcony <strong>and</strong> a three by three meter room which<br />
communicated with the previous one. This last room did not have any furniture or w<strong>in</strong>dows<br />
19
Chapter 3<br />
<strong>and</strong> the ceil<strong>in</strong>g <strong>and</strong> the floor were darker, with wooden textures to give a sensation of greater<br />
enclosure. Once the door was closed, the patient could lock it. There was also a wall that<br />
could move at the patient’s will mak<strong>in</strong>g a loud noise with four possibilities for advanc<strong>in</strong>g<br />
toward the patient leav<strong>in</strong>g her locked up <strong>in</strong> a space of one square meter. Patient anxiety <strong>and</strong><br />
avoidance-behavior was measured us<strong>in</strong>g several scales, each of which decreased dur<strong>in</strong>g<br />
therapy <strong>and</strong> were ma<strong>in</strong>ta<strong>in</strong>ed at follow-up. Interest<strong>in</strong>gly, the patient reported several times<br />
that “the wall produces even more fear <strong>in</strong> me than the CTS does”, suggest<strong>in</strong>g that virtual<br />
experiences can be made to be even more frighten<strong>in</strong>g than real ones.<br />
3.1.7 Conclusions<br />
At this moment VR exposure therapy can still be said to be <strong>in</strong> an experimental phase.<br />
Research, mostly <strong>in</strong> the form of case studies, has been focused solely on the effectiveness of<br />
VRET. In the development of VRET, it has become clear that it can be regarded as a<br />
substitute for exposure <strong>in</strong> vivo. Patients are exposed to the stimuli they fear <strong>and</strong> this helps <strong>in</strong><br />
reduc<strong>in</strong>g the phobia.<br />
Currently, VR is used solely dur<strong>in</strong>g the exposure itself. For phobias, no research has yet been<br />
performed <strong>in</strong>to us<strong>in</strong>g VR as for <strong>in</strong>stance a diagnosis tool, <strong>in</strong> contrast with other mental<br />
disorders such as ADHD (Rizzo et al., 2000).<br />
3.2 Current Task Analysis methods<br />
When creat<strong>in</strong>g a model of a situation for the sake of system design, the analysis is usually<br />
performed us<strong>in</strong>g a pre-described method. This gives some assurance that all relevant aspects<br />
will be captured, <strong>and</strong> that the result of the analysis, the model, does not <strong>in</strong>clude too much<br />
irrelevant <strong>in</strong>formation.<br />
In the early days, model<strong>in</strong>g <strong>in</strong> system design was focused on describ<strong>in</strong>g the way the system<br />
20<br />
Level 1<br />
Level 2<br />
Level 3<br />
Pragmatics<br />
Semantics<br />
Knowledge<br />
User(s)<br />
<strong>Computer</strong>(s)<br />
Cognitions<br />
Syntax<br />
Lexicon<br />
User Interface<br />
Goals<br />
Tasks Doma<strong>in</strong><br />
Media<br />
Objects<br />
Objects<br />
Figure 3.2: Overview of the Task Analysis doma<strong>in</strong>
Analysis<br />
works (Benyon & Imaz, 1999). With the <strong>in</strong>troduction of HCI issues, it became more<br />
important to model the way the user works <strong>and</strong> what role the system can have. This has<br />
resulted <strong>in</strong> a wide variety of model<strong>in</strong>g techniques, as illustrated <strong>in</strong> (Kirwan & A<strong>in</strong>sworth,<br />
1992) <strong>and</strong> (Scheffer, 1995). Even though most of these techniques are placed <strong>in</strong> the category<br />
of Task Analysis (TA), there are a great number of differences between the <strong>in</strong>dividual<br />
techniques (Whitefield & Hill, 1994). In figure 3.2 the potential doma<strong>in</strong> of TA methods is<br />
depicted, consist<strong>in</strong>g of three levels of detail. On level 1, only the tasks are recognized <strong>and</strong> the<br />
doma<strong>in</strong> on which these tasks may have an effect. Most TA methods however also <strong>in</strong>clude<br />
details of level 2 3 , dist<strong>in</strong>guish<strong>in</strong>g between users, possibly between computer systems <strong>and</strong><br />
different objects <strong>in</strong> the doma<strong>in</strong> that are <strong>in</strong> some way <strong>in</strong>volved <strong>in</strong> the tasks under analysis.<br />
There also is a wide variety of TA methods that deal with specific details of one of these<br />
components, such as the user’s cognitions or the pragmatics, semantics, syntax or lexicon of<br />
the communication between user <strong>and</strong> computer or even between different users, <strong>and</strong> the<br />
media through which this communication takes place.<br />
In the follow<strong>in</strong>g paragraphs an overview is presented of the most popular TA methods.<br />
3.2.1 Model<strong>in</strong>g tasks<br />
A model of the task performed by the user can aid the designer <strong>in</strong> captur<strong>in</strong>g system<br />
requirements <strong>and</strong> <strong>in</strong> problem identification where some system failure has occurred.<br />
Accord<strong>in</strong>g to (van der Veer & van Welie, 1999), two types of TM can be dist<strong>in</strong>guished:<br />
• Task Model 1 (TM1): model of the current task situation<br />
• Task Model 2 (TM2): model of the future task situation<br />
The current task situation is the way the task is performed at this moment, before any<br />
improvements to the system have been made. Model<strong>in</strong>g the current situation will enable the<br />
developer to better underst<strong>and</strong> the requirements of the task at h<strong>and</strong> <strong>and</strong> determ<strong>in</strong>e<br />
shortcom<strong>in</strong>gs <strong>in</strong> the current way of work<strong>in</strong>g. The model of the future situation describes the<br />
way the task will be performed after a proposed new design has been implemented, <strong>and</strong> will<br />
highlight how redesign<strong>in</strong>g the system will change the task.<br />
However, others claim that there should be only a s<strong>in</strong>gle TM, applicable to both current <strong>and</strong><br />
future task situations. One of the dangers <strong>in</strong> us<strong>in</strong>g a s<strong>in</strong>gle TM for system design is that this<br />
can lead to non-creative redesign of exist<strong>in</strong>g artifacts (Benyon, 1992). To avoid this problem,<br />
the TM should then limit itself to model<strong>in</strong>g the user’s high-level goals, which are<br />
<strong>in</strong>dependent of the exist<strong>in</strong>g task implementation. One way to ensure that the model only<br />
conta<strong>in</strong>s elements at this abstraction level is us<strong>in</strong>g Sub-Goal Templates, which def<strong>in</strong>e a<br />
specific boundary for the level of detail. (Richardson et al., 1998)<br />
A TM can not only be used to describe an exist<strong>in</strong>g or designed situation; it can also be used<br />
to evaluate a proposed way of work<strong>in</strong>g. For <strong>in</strong>stance, the Goals, Operator, Method <strong>and</strong><br />
Selection rules (GOMS) method (Card et al., 1983) <strong>in</strong>cludes a keystroke-level model for<br />
estimat<strong>in</strong>g the time required to perform a certa<strong>in</strong> action us<strong>in</strong>g a proposed design.<br />
In general, the doma<strong>in</strong> of these types of TA is limited to level 1 <strong>and</strong> 2 of figure 3.2. It<br />
describes the tasks, consist<strong>in</strong>g of behaviors <strong>and</strong> structures to support those behaviors <strong>and</strong><br />
<strong>in</strong>cludes hardware, software <strong>and</strong> users. The tasks are performed with<strong>in</strong> a work doma<strong>in</strong>. The<br />
work doma<strong>in</strong> conta<strong>in</strong>s physical or abstract objects relevant to the tasks. For <strong>in</strong>stance, an<br />
3<br />
This level 2 is the only level dist<strong>in</strong>guished by (Whitefield & Hill, 1994), on which figure<br />
3.2 is based.<br />
21
Chapter 3<br />
object could be a text document <strong>and</strong> task behaviors could be typ<strong>in</strong>g, read<strong>in</strong>g documents,<br />
mov<strong>in</strong>g text etc.<br />
A task is a set of behaviors directed towards a task goal. A task goal can be either a work<br />
goal or an enabl<strong>in</strong>g goal. A work goal is related to a change <strong>in</strong> the work doma<strong>in</strong>, an enabl<strong>in</strong>g<br />
goal relates to a change <strong>in</strong> the structures designed to support the tasks, for <strong>in</strong>stance load<strong>in</strong>g<br />
the text-process<strong>in</strong>g software. A TM describes part of the TA doma<strong>in</strong>. Unfortunately, the<br />
different methods use different term<strong>in</strong>ology, mak<strong>in</strong>g comparison complicated.<br />
Usually a TM will conta<strong>in</strong> a description of the task behaviors. Methods such as Hierarchical<br />
Task Analysis (HTA) (Annet & Duncan, 1967; Shepher, 1998), Groupware Task Analysis<br />
(GTA) (van der Veer & van Welie, 1999), Méthode Analytique de Description (MAD)<br />
Figure 3.3: Partial task decomposition us<strong>in</strong>g the GTA method. ‘And’ denotes<br />
the subtask can be performed <strong>in</strong> parallel, ‘seq’ <strong>in</strong>dicates the tasks must be<br />
performed <strong>in</strong> sequence.<br />
(Sebillotte, 1995), GOMS <strong>and</strong> User Interface Model<strong>in</strong>g (UIM) (Lif, 1999) uses a hierarchical<br />
decomposition of the tasks, where top-level tasks are divided <strong>in</strong>to subtasks. The lowest level<br />
tasks are often called “unit tasks” 4 . These tasks can be further divided <strong>in</strong>to actions. These<br />
differ from tasks <strong>in</strong> that actions derive their mean<strong>in</strong>g from the task they are a part of; they<br />
have no mean<strong>in</strong>g on their own. Users are seldom aware of the actions that are part of a<br />
specific task. The hierarchy usually also <strong>in</strong>cludes <strong>in</strong>formation on the sequence <strong>in</strong> which the<br />
tasks are executed, see for <strong>in</strong>stance figure 3.3. Other methods, such as Contextual Design<br />
(Beyer & Holtzblatt, 1998) do not use an explicit decomposition but focus more on<br />
sequence, us<strong>in</strong>g an explicit sequence model.<br />
In the previous description the term “task” was used, even though some of the methods<br />
mentioned use the concept “goal”. This is no big difference, s<strong>in</strong>ce tasks <strong>and</strong> goals <strong>in</strong> most<br />
frameworks have a one-on-one relationship (van der Veer & van Welie, 1999).<br />
Several methods, such as Contextual Design, GTA <strong>and</strong> UIM also <strong>in</strong>clude a description of the<br />
objects of the work doma<strong>in</strong>. Task can then be related to these objects. Furthermore, the three<br />
methods mentioned here also allow tasks to be related to roles 5 that can be performed by<br />
4 GTA dist<strong>in</strong>guishes between "unit task", which is the lowest task level that people want to<br />
consider <strong>in</strong> referr<strong>in</strong>g to their work, <strong>and</strong> "basic task", which is the unit level of task<br />
delegation, is def<strong>in</strong>ed by the tool that is used <strong>in</strong> perform<strong>in</strong>g the work, like a s<strong>in</strong>gle comm<strong>and</strong><br />
<strong>in</strong> a comm<strong>and</strong> driven application.<br />
5 GTA <strong>and</strong> Contextual Design refer to sets of tasks that can be assigned to an actor as 'roles'.<br />
UIM uses the term 'work situation' for a very similar concept.<br />
22
Analysis<br />
actors. Besides this, Contextual Design <strong>and</strong> GTA also support the model<strong>in</strong>g of the user’s<br />
physical, conceptual, social <strong>and</strong> cultural environment.<br />
Several methods for model<strong>in</strong>g collaborative work focus also on communication between<br />
users. The Flow Model <strong>in</strong> Contextual Design models communication between users as part<br />
of the flow from task to task.<br />
3.2.2 Model<strong>in</strong>g user cognition<br />
A slightly different approach than model<strong>in</strong>g the task is model<strong>in</strong>g the cognitive processes <strong>in</strong><br />
the head of the user when perform<strong>in</strong>g the task. Some of these TA methods deal specifically<br />
with a specific section of level 3 of the TA doma<strong>in</strong> as depicted <strong>in</strong> figure 3.2. Others also<br />
<strong>in</strong>clude details of level 1 <strong>and</strong> 2 to relate the cognitive processes to higher order tasks.<br />
The result<strong>in</strong>g <strong>in</strong>sight <strong>in</strong>to the skills <strong>and</strong> knowledge used to perform a task can be used to aid<br />
<strong>in</strong> the design or evaluation of a user <strong>in</strong>terface, as well as <strong>in</strong> determ<strong>in</strong><strong>in</strong>g the content of<br />
tra<strong>in</strong><strong>in</strong>g applications for convey<strong>in</strong>g these skills <strong>and</strong> knowledge to the users. For <strong>in</strong>stance,<br />
Task Knowledge Structures (TKS) (Johnson & Johnson, 1991) describes how knowledge<br />
about how to perform a task is stored <strong>in</strong> the memory of the user. Users ma<strong>in</strong>ta<strong>in</strong> a<br />
representation of the goals he or she is try<strong>in</strong>g to achieve, similar to the task decomposition<br />
described <strong>in</strong> the previous paragraph. Furthermore, the user has knowledge about objects <strong>and</strong><br />
the actions that can be performed on them as well as strategies <strong>and</strong> plans for meet<strong>in</strong>g the<br />
goals.<br />
Cognitive Task Analysis (CTA) (Barnard & May, 1999) uses the theory of Interact<strong>in</strong>g<br />
Cognitive Subsystems (ICS). This theory represents the human <strong>in</strong>formation-process<strong>in</strong>g<br />
mechanism as a parallel architecture, built up from n<strong>in</strong>e <strong>in</strong>dependent but architecturally<br />
uniform subsystems. Each subsystems receives <strong>in</strong>formation (at an <strong>in</strong>put array), stores it <strong>and</strong><br />
abstracts regularities over time (<strong>in</strong> an image record), <strong>and</strong> produces output (by a number of<br />
parallel transformation processes). Although the subsystems are operationally identical, the<br />
nature of the <strong>in</strong>formation that they receive <strong>and</strong> operate on differs, <strong>and</strong> this def<strong>in</strong>es their<br />
identity <strong>and</strong> role. In consequence, each subsystem can be thought of as deal<strong>in</strong>g with a dist<strong>in</strong>ct<br />
level of mental representation. Cognitive Task Models (CTM) describe the user’s cognitive<br />
process<strong>in</strong>g dur<strong>in</strong>g task performance <strong>in</strong> terms of these ICS.<br />
Intention<br />
Sequence of actions<br />
Execution of sequence<br />
Goals<br />
The The world world<br />
Evaluation of <strong>in</strong>terpretation<br />
Interpret<strong>in</strong>g the perception<br />
Perceiv<strong>in</strong>g state of the world<br />
Execution Evaluation<br />
Figure 3.4: Norman’s seven stage cycle of <strong>in</strong>teraction (Norman,<br />
1988)<br />
23
Chapter 3<br />
CTA is resource <strong>in</strong>tensive <strong>and</strong> has been of limited use to design practitioners. In response to<br />
this, the Applied Cognitive Task Analysis (ACTA) method was proposed (Militello &<br />
Hutton, 1998), which uses a practical approach to TA, l<strong>in</strong>k<strong>in</strong>g sub-models of this method to<br />
<strong>in</strong>terview techniques. Us<strong>in</strong>g the ACTA method, an overview of the tasks is created as well as<br />
the aspects of expertise needed to perform these tasks. By challeng<strong>in</strong>g the user with a task<br />
scenario dur<strong>in</strong>g an <strong>in</strong>terview, <strong>in</strong>sight can be ga<strong>in</strong>ed <strong>in</strong>to the cognitive processes of the user,<br />
result<strong>in</strong>g <strong>in</strong> a list of the cognitive dem<strong>and</strong>s of the task.<br />
A generic model of user cognition dur<strong>in</strong>g <strong>in</strong>teraction with computer systems or any other<br />
part of a person’s environment is proposed by (Norman, 1988), as depicted <strong>in</strong> Figure 3.4.<br />
The user responds to changes <strong>in</strong> the world. In the case of collaborative work, such as <strong>in</strong><br />
VRET, these changes can be caused by other users or by the computer. The different stages<br />
<strong>in</strong>volved <strong>in</strong> the user <strong>in</strong>teraction are: establish<strong>in</strong>g goals, form<strong>in</strong>g the <strong>in</strong>tention, specify<strong>in</strong>g the<br />
action sequence, execut<strong>in</strong>g the sequence, perceiv<strong>in</strong>g the system state, <strong>in</strong>terpret<strong>in</strong>g the system<br />
state <strong>and</strong> evaluat<strong>in</strong>g the system state.<br />
3.2.3 Model<strong>in</strong>g the user <strong>in</strong>terface<br />
In addition to model<strong>in</strong>g the task <strong>and</strong> possibly the cognitive processes of the user it is possible<br />
to create a model of the proposed or exist<strong>in</strong>g user <strong>in</strong>terface to underst<strong>and</strong> the implications of<br />
the specific user <strong>in</strong>terface design for the usability of the system.<br />
A model of the proposed <strong>in</strong>terface can conta<strong>in</strong> only the functionality of the system, where<br />
implementation details <strong>and</strong> details of the underly<strong>in</strong>g hardware are suppressed. Terms used to<br />
denote such a model are the User’s <strong>Virtual</strong> Mach<strong>in</strong>e (van der Veer & van Welie, 1999) or,<br />
accord<strong>in</strong>g to the Contextual Design method, the User Environment Design (UED) (Beyer &<br />
Holtzblatt, 1998). The UED uses the concept of focus areas; coherent ‘places’ <strong>in</strong> the system<br />
where only those functions needed for perform<strong>in</strong>g a specific task are present.<br />
The method of Foley (Foley et al., 1996) describes the functional design of a user <strong>in</strong>terface at<br />
four levels: the conceptual design, semantic design, syntactical design <strong>and</strong> lexical design.<br />
The conceptual design describes the mental model that the user must be able to form. It<br />
describes any metaphors used <strong>and</strong> how these metaphors are coupled to parts of the user<br />
<strong>in</strong>terface. The semantic design describes what will be the result of specific user actions <strong>in</strong> the<br />
<strong>in</strong>terface. The syntactical design describes the user <strong>in</strong>terface <strong>in</strong> terms of state transitions, <strong>and</strong><br />
the lexical design describes the <strong>in</strong>put <strong>and</strong> output of the system, <strong>in</strong> terms of <strong>in</strong>put devices <strong>and</strong><br />
layout <strong>and</strong> appearance of the user <strong>in</strong>terface.<br />
Instead of model<strong>in</strong>g the functional requirements, EID (Ecological Interface Design) focuses<br />
on the <strong>in</strong>formation that should be presented <strong>in</strong> the user <strong>in</strong>terface to aid the users <strong>in</strong> their<br />
decision mak<strong>in</strong>g. Aimed at systems that are used to control complicated processes such as<br />
nuclear reactors, EID models the process to be controlled at different levels of abstraction.<br />
By select<strong>in</strong>g the right level that is necessary for the type of problem solv<strong>in</strong>g applied by the<br />
user, those representations that have to be <strong>in</strong>corporated <strong>in</strong>to the UI are found (Burnst, 2000;<br />
Vicente et al., 1995).<br />
The Language / Action Perspective (W<strong>in</strong>ograd, 1987) focuses specifically on the<br />
communication between users <strong>and</strong> between user <strong>and</strong> computer, the latter be<strong>in</strong>g determ<strong>in</strong>ed<br />
for a great deal by the design of the UI. Accord<strong>in</strong>g to the Language / Action Perspective,<br />
us<strong>in</strong>g language is similar to perform<strong>in</strong>g an action; ask<strong>in</strong>g someone to do someth<strong>in</strong>g is similar<br />
to press<strong>in</strong>g a button: it changes the state of the world. Instead of look<strong>in</strong>g at the form of<br />
language, the Language / Action Perspective emphasizes the pragmatics of language, what<br />
people do with language. People perform Speech Acts with language (Searle, 1969; Searle,<br />
24
Analysis<br />
1979; Habermas, 1981; Dietz & Widdershoven, 1991), which can be analyzed to determ<strong>in</strong>e<br />
the structure of a user's task.<br />
Layered Protocol Theory (LPT) (Farrel et al., 1999; Taylor et al., 1999) considers HCI to be<br />
equivalent to a dialog between humans. In a dialog, people act to reduce the difference<br />
between a perceived current state <strong>and</strong> desired condition for that state, chang<strong>in</strong>g how they act<br />
if the perceived state is not converg<strong>in</strong>g to the desired state. This will take place at various<br />
levels of abstraction. For <strong>in</strong>stance, at a high level the user may desire a file to be transported<br />
to a different location on the computer. On a lower level the user will desire the computer to<br />
know which file is the subject of the operation.<br />
Communication takes place over certa<strong>in</strong> media, such as verbal communication through<br />
sound or text <strong>in</strong>put through a keyboard. The Comms Usage Diagram (CUD) as proposed by<br />
(Watts & Monk, 1998) describes the behavior of users, the communication they have <strong>and</strong> the<br />
media they use.<br />
A user <strong>in</strong>terface of a VE usually <strong>in</strong>corporates both discrete <strong>and</strong> cont<strong>in</strong>uous <strong>in</strong>- <strong>and</strong> output.<br />
(Smith & Duke, 1999) propose a notation based on Petri-Nets, <strong>in</strong>clud<strong>in</strong>g model<strong>in</strong>g<br />
components represent<strong>in</strong>g cont<strong>in</strong>uous processes.<br />
3.2.4 Apply<strong>in</strong>g current Task Analysis methods to VRET<br />
In the previous paragraph we have reviewed a wide variety of model<strong>in</strong>g approaches used <strong>in</strong><br />
HCI design. The question now rema<strong>in</strong>s: which approach, if any, are suited for applications<br />
such as VRET? For this, we will have to look at the characteristics of these applications<br />
Collaborative work<br />
In VRET, there are two users who are work<strong>in</strong>g together: the therapist <strong>and</strong> the patient. We<br />
therefore need an approach that takes multiple users <strong>in</strong>to consideration such as Contextual<br />
Design, GTA or UIM. These methods usually consider a work situation where users<br />
cooperate with<strong>in</strong> a relatively large time frame, sometimes a-synchronous. Communication<br />
between users is depicted us<strong>in</strong>g a flow diagram or similar. However, <strong>in</strong> VRET we see a very<br />
close collaboration between users <strong>in</strong> a short time frame, where real-time communications<br />
play an important role <strong>and</strong> users work <strong>in</strong> synchrony. Furthermore, this communication does<br />
not necessarily follow a predeterm<strong>in</strong>ed sequence, as will become evident later on. Apply<strong>in</strong>g a<br />
flow diagram might therefore not be an optimal choice <strong>in</strong> this situation. A very promis<strong>in</strong>g<br />
approach is the Language / Action Perspective, which focuses specifically on the<br />
communication between user <strong>and</strong> computer, but could also be used to <strong>in</strong>clude human-tohuman<br />
communication.<br />
Implementation dependency<br />
VR is a type of highly <strong>in</strong>teractive UI that is still under development. There are, at this<br />
moment, no st<strong>and</strong>ard ways of <strong>in</strong>teract<strong>in</strong>g with immersive VR systems. Many of the<br />
<strong>in</strong>tricacies of the HCI <strong>in</strong> VRET therefore lie <strong>in</strong> determ<strong>in</strong><strong>in</strong>g the correct <strong>in</strong>teraction techniques<br />
<strong>and</strong> specifics of the implementation of those techniques. In terms of the method of Foley<br />
(Foley et al., 1996), we need to look not only at the conceptual <strong>and</strong> semantic design, but also<br />
at the syntactic <strong>and</strong> lexical design.<br />
As stated before, there are those who believe that a TM should be implementation<br />
<strong>in</strong>dependent <strong>and</strong> only <strong>in</strong>clude the user's goals. However, for applications such as VRET, this<br />
will not do. We need to model how specific design implementations <strong>in</strong>fluence the user's<br />
work. We will need to look at detail level 3 of the TA doma<strong>in</strong>, model<strong>in</strong>g the user’s<br />
25
Chapter 3<br />
<strong>in</strong>teractions <strong>and</strong> whether these meet the requirements of the cognitive processes of the user.<br />
At this detail level we cannot use the same model for the exist<strong>in</strong>g <strong>and</strong> the future situation,<br />
s<strong>in</strong>ce these will have different implementation specific details. We will need two models:<br />
TM1 <strong>and</strong> TM2.<br />
Multi-modality<br />
<strong>Interaction</strong> <strong>in</strong> these applications uses multiple modalities. Users communicate with each<br />
other through use of the computer, <strong>and</strong> <strong>in</strong> this case also directly by talk<strong>in</strong>g. The computer<br />
responds to different types of <strong>in</strong>puts, such as the keyboard, joystick, but also headtrack<strong>in</strong>g,<br />
<strong>and</strong> produces output <strong>in</strong> different types of modalities such as vision, sound or even haptics.<br />
These modalities cannot be viewed separately; they are co-dependent <strong>and</strong> <strong>in</strong>fluence one<br />
another. We therefore need a method that can model these modalities. Aga<strong>in</strong>, the Language /<br />
Action Perspective looks promis<strong>in</strong>g s<strong>in</strong>ce it considers communication <strong>in</strong> different modalities<br />
to be equal. However, different modalities might afford different possibilities for<br />
communication <strong>and</strong> we should therefore look at which modality is used for which type of<br />
communication, possibly similar to the CUD.<br />
Level 1<br />
Level 2<br />
Level 3<br />
Modell<strong>in</strong>g<br />
User<br />
Cognition<br />
Modell<strong>in</strong>g<br />
the UI<br />
Modell<strong>in</strong>g<br />
Tasks<br />
Pragmatics<br />
Semantics<br />
Knowledge<br />
User(s)<br />
<strong>Computer</strong>(s)<br />
Cognitions<br />
Syntax<br />
Lexicon<br />
User Interface<br />
Tasks Doma<strong>in</strong><br />
Objects<br />
Figure 3.5 shows what part of the potential doma<strong>in</strong> of TA is covered by the various<br />
discussed methods. Most TA methods limit themselves to detail level 1 <strong>and</strong> 2. The reason for<br />
this is that <strong>in</strong> reality users perform a great number of tasks that are <strong>in</strong>terrelated, but these<br />
tasks themselves are often straightforward <strong>and</strong> uncomplicated. An HCI-designer is therefore<br />
Goals<br />
Media<br />
Objects<br />
Figure 3.5: Doma<strong>in</strong>s of the various TA methods as subsets of<br />
the complete potential doma<strong>in</strong> of TA.<br />
best served with an overview of all the tasks that need to be supported.<br />
In VRET there are a limited number of tasks be<strong>in</strong>g performed by the users, however, these<br />
tasks are of a complex nature, tak<strong>in</strong>g place <strong>in</strong> a close collaborative sett<strong>in</strong>g <strong>and</strong> requir<strong>in</strong>g<br />
communication over various modalities. This requires a detail analysis of how tasks are<br />
performed, requir<strong>in</strong>g a TA of detail level 3. There are several TA methods that cover part of<br />
this detail level, but none that can show a complete picture of how the system <strong>and</strong> the users<br />
26
Analysis<br />
<strong>in</strong>fluence each other. To best facilitate the design of user <strong>in</strong>terfaces for VRET, we will most<br />
likely need a comb<strong>in</strong>ation of the exist<strong>in</strong>g methods at level 3.<br />
3.3 Adapt<strong>in</strong>g exist<strong>in</strong>g TA methods<br />
Similar to most TA methods, we can <strong>in</strong>clude a task hierarchy <strong>in</strong>to our analysis. This will<br />
allow us to <strong>in</strong>clude low-level details of the implementation <strong>and</strong> place these <strong>in</strong>to the context<br />
of structures at a higher level of abstraction. Because we are look<strong>in</strong>g explicitly at the<br />
implementation level of our work situation, it is a good idea to create a dist<strong>in</strong>ction between<br />
those parts of the task hierarchy that are dependent on the current task implementation <strong>and</strong><br />
those that are not <strong>and</strong> should therefore hold for other task implementations as well.<br />
The def<strong>in</strong>ition of the various tasks <strong>and</strong> actions could be performed arbitrarily, at the analists<br />
discretion. However, to ensure that the analysis becomes less dependend on the <strong>in</strong>dividual<br />
analist, an exist<strong>in</strong>g framework can be used. One such framework that can be applied <strong>in</strong> this<br />
case is the Language / Action Perspective By view<strong>in</strong>g the <strong>in</strong>teraction as part of a<br />
conversation between users <strong>and</strong> the computer, we can <strong>in</strong>corporate the collaborative aspects<br />
of these types of applications. Us<strong>in</strong>g speech act theory, we can categorize the actions of users<br />
<strong>and</strong> computers <strong>in</strong> several categories. (Habermas, 1981; Dietz & Widdershoven, 1991):<br />
• Imperative: order<strong>in</strong>g the listener to perform an action, usually implicitely stat<strong>in</strong>g that the<br />
speaker holds the power over the listener to dem<strong>and</strong> this action.<br />
• Constative: commit the speaker to someth<strong>in</strong>g be<strong>in</strong>g the case - to the truth of the<br />
expressed proposition<br />
• Regulative: either request<strong>in</strong>g the listener to perform a certa<strong>in</strong> action, or promis<strong>in</strong>g that<br />
the speaker will perform an action.<br />
• Expressive: express a psychological state about a state of affairs (e.g., apologiz<strong>in</strong>g <strong>and</strong><br />
prais<strong>in</strong>g)<br />
These categories can help <strong>in</strong> identify<strong>in</strong>g the lowest level of our task hierarchy <strong>and</strong> can aid <strong>in</strong><br />
def<strong>in</strong><strong>in</strong>g these tasks <strong>in</strong> an objective fashion, <strong>in</strong> other words, mak<strong>in</strong>g the particular choice of<br />
def<strong>in</strong>itions <strong>in</strong>dependent of a particular analyst.<br />
Speech acts are not unrelated events, but participate <strong>in</strong> larger conversational structures<br />
(Floris & Ludlow, 1981). An analysis of the sequence <strong>in</strong> which events occur can provide<br />
<strong>in</strong>sight <strong>in</strong>to the typical structure of a therapy session. Several methods exist for uncover<strong>in</strong>g<br />
the sequence of events <strong>in</strong> human-computer <strong>in</strong>teraction. The most commonly used are<br />
cognitive analysis <strong>and</strong> graph-matrix analysis (McGrew, 1997). As will become clear later on,<br />
the <strong>in</strong>teraction <strong>in</strong> VRET systems is of such an unpredictable nature that cognitive analysis,<br />
where the observer must aggregate, analyze <strong>and</strong> abstract the task structure, is not very<br />
suitable. The more quantitative approach of graph-matrix analysis can be used <strong>in</strong> this case.<br />
The advantage of a task hierarchy is that we can use it to check whether a design meets all<br />
functional requirements. We can do this by determ<strong>in</strong><strong>in</strong>g whether all high level<br />
implementation-<strong>in</strong>dependent goals are supported by lower level tasks <strong>and</strong> whether these<br />
tasks can be performed with the actions available to the user. However, we are also <strong>in</strong>terested<br />
<strong>in</strong> how implementation specific details affect the HCI <strong>and</strong> for this we will first need a closer<br />
look at the way users <strong>in</strong>teract with systems, <strong>and</strong> especially at the user’s cognitions.<br />
27
Chapter 3<br />
3.3.1 <strong>Interaction</strong> cycle<br />
For this we can use the <strong>in</strong>teraction cycle proposed by Norman <strong>and</strong> described <strong>in</strong> paragraph<br />
3.2.2. as a cycle where the user evaluates the state of the world, compares this to certa<strong>in</strong><br />
goals that the user has <strong>and</strong> executes certa<strong>in</strong> actions to alter the state of the world. In this<br />
context, Norman states that there are two gulfs that need to be bridged by the user <strong>in</strong>terface<br />
of a system to make it usable. The gulf of execution refers to the user not know<strong>in</strong>g how to<br />
perform an action, the gulf of evaluation refers to the user not be<strong>in</strong>g able to evaluate the state<br />
of the system.<br />
For the gulf of execution to be bridged, the system should first of all provide the required<br />
functionality, i.e. support a specific user action. This can be checked us<strong>in</strong>g the task hierarchy<br />
as mentioned before. Furthermore, the user must also know that the action is available <strong>and</strong><br />
know how to execute the action. This knowledge has to be derived from a source of<br />
<strong>in</strong>formation <strong>and</strong> we will call this type of <strong>in</strong>formation procedural <strong>in</strong>formation.<br />
To bridge the gulf of evaluation, the system should provide <strong>in</strong>formation about the state of the<br />
system <strong>and</strong> results of user actions. We shall call this type of <strong>in</strong>formation state <strong>in</strong>formation.<br />
Furthermore, the user must be able to <strong>in</strong>terpret this <strong>in</strong>formation <strong>and</strong> evaluate it <strong>in</strong> terms of the<br />
user’s goals <strong>and</strong> <strong>in</strong>tentions.<br />
3.3.2 Procedural <strong>in</strong>formation<br />
Procedural <strong>in</strong>formation refers to the <strong>in</strong>formation<br />
needed to underst<strong>and</strong> how to operate the system.<br />
It is part of what (Norman, 1988) calls ‘the<br />
user’s model’. The user’s model is usually<br />
implicit <strong>and</strong> is based on the system image. The<br />
system image consists not only of the<br />
appearance of the computer <strong>and</strong> the content of<br />
the screen, but also of any manuals or tra<strong>in</strong><strong>in</strong>g<br />
that are provided with the system.<br />
The system <strong>and</strong> the system image are based on<br />
the design of the system. We must therefore<br />
ensure that our design creates a system image<br />
from which the user can <strong>in</strong>fer a correct user’s<br />
model. One way of do<strong>in</strong>g this would be to create<br />
very accurate manuals <strong>and</strong> provide extensive<br />
design<br />
model<br />
Designer<br />
System<br />
system<br />
image<br />
User<br />
user’s<br />
model<br />
Figure 3.6: The designer creates the<br />
system after a design model. The user<br />
<strong>in</strong>fers a model of the system based on the<br />
system image (Norman, 1988)<br />
tra<strong>in</strong><strong>in</strong>g. However, part of our def<strong>in</strong>ition of usability is that the system is easy to learn <strong>and</strong><br />
therefore the user should be able to <strong>in</strong>fer the correct model with m<strong>in</strong>imal use of either.<br />
<strong>Human</strong>s <strong>and</strong> other animals have the ability to <strong>in</strong>fer what actions are possible <strong>in</strong> their<br />
environment. In everyday life, we have learned to recognize the affordances (Gibson, 1979),<br />
or possibilities <strong>and</strong> opportunities of our environment. For <strong>in</strong>stance, the ground affords<br />
walk<strong>in</strong>g, a chasm affords fall<strong>in</strong>g <strong>and</strong> hurt<strong>in</strong>g, an apple might afford eat<strong>in</strong>g <strong>and</strong> a tiger affords<br />
be<strong>in</strong>g eaten. We can use this knowledge to h<strong>in</strong>t users at the affordances of the system<br />
(Norman, 1993). For <strong>in</strong>stance, an empty text box with a bl<strong>in</strong>k<strong>in</strong>g cursor affords enter<strong>in</strong>g text<br />
or a button affords be<strong>in</strong>g pressed. We should therefore extend our task model to check<br />
whether the system provides perceivable affordances to the user for each action.<br />
28
Analysis<br />
3.3.3 State <strong>in</strong>formation<br />
Not only does the user need to know how the system works <strong>in</strong> general, the user also needs to<br />
know what the state of the system is at a specific moment <strong>in</strong> time. For <strong>in</strong>stance, the therapist<br />
would need to know not only how to maneuver a patient through a VE, but also what part of<br />
the VE the patient is see<strong>in</strong>g right now. Also, the therapist would need to know what the fear<br />
level of the patient is at this moment. For this, the user will need <strong>in</strong>formation <strong>in</strong> a timely<br />
fashion <strong>and</strong> this <strong>in</strong>formation will have to be communicated to the user through use of a<br />
medium such as the computer screen or the verbal comments of the other user. In our model,<br />
we can keep track of which medium provides which state <strong>in</strong>formation.<br />
State <strong>in</strong>formation can be stored <strong>in</strong> the head, but it can also be stored <strong>in</strong> the world. This is<br />
done by us<strong>in</strong>g cognitive artifacts (Norman, 1993): elements of the environment to which a<br />
mean<strong>in</strong>g is assigned by the user. These elements can be arbitrary objects <strong>in</strong> the environment<br />
but they can also be part of the user <strong>in</strong>terface for the system, such as a throttle lever <strong>in</strong> an<br />
airplane which serves to operate the throttle <strong>and</strong> at the same time rem<strong>in</strong>ds the pilot of the<br />
selected throttle level.<br />
These cognitive artifacts can, at the same time, serve as communication tools with others.<br />
For <strong>in</strong>stance, the throttle lever mentioned <strong>in</strong> the previous example can also <strong>in</strong>form the copilot<br />
of the throttle level selected by the pilot. In such a situation, the cognitive activity can<br />
be said to be distributed over several persons <strong>and</strong> objects, which is called Distributed<br />
Cognition (DC) (Hutch<strong>in</strong>s, 1995).<br />
The concept of DC can be used <strong>in</strong> HCI design to improve usability by allow<strong>in</strong>g designers to<br />
identify those user <strong>in</strong>terface components that might assist cognitive process<strong>in</strong>g as cognitive<br />
artifacts (Halverson, 1994) or even serve as means of communication between users.<br />
3.3.4 Overview<br />
The proposed TA method starts with an analysis of the current way of work<strong>in</strong>g by classify<strong>in</strong>g<br />
events <strong>in</strong> the HCI us<strong>in</strong>g the Language / Action perspective. The relationships between these<br />
events can be made clear by analyz<strong>in</strong>g the sequence <strong>in</strong> which these events typically occur.<br />
By relat<strong>in</strong>g these task events to higher-level goals that can be determ<strong>in</strong>ed with the help of<br />
therapists, a task hierarchy can be constructed. For each task the <strong>in</strong>formation needs can then<br />
be def<strong>in</strong>ed, both for procedural <strong>and</strong> state <strong>in</strong>formation. By compar<strong>in</strong>g these <strong>in</strong>formation needs<br />
to the <strong>in</strong>formation supplied by the system, we can determ<strong>in</strong>e whether these needs are met. If<br />
not, there is a problem <strong>in</strong> either bridg<strong>in</strong>g the gulf of execution or gulf of evaluation, <strong>and</strong> we<br />
have identified a possible source of usability problems. The state <strong>in</strong>formation flows can also<br />
be <strong>in</strong>cluded <strong>in</strong> the task hierarchy by creat<strong>in</strong>g a diagram with a representations of both the<br />
task hierarchy <strong>and</strong> the several media through which communication takes place. Such<br />
diagrams are shown <strong>in</strong> figures 3.19 through 3.24.<br />
The TA method described here <strong>in</strong>cludes a hierarchical task decomposition similar to HTA<br />
<strong>and</strong> GTA, cover<strong>in</strong>g detail level 1 <strong>and</strong> 2 of the TA doma<strong>in</strong>. Furthermore, several areas of level<br />
3 are also covered as depicted <strong>in</strong> figure 3.7. The <strong>in</strong>teraction cycle proposed by Norman is<br />
used to underst<strong>and</strong> the user’s cognitions, the Language / Action Perspective is used to<br />
represent both the human-computer <strong>in</strong>teraction <strong>and</strong> the <strong>in</strong>teraction between both users. The<br />
media used for these <strong>in</strong>teractions or communications is also modeled, us<strong>in</strong>g a simple notation<br />
technique.<br />
In the proposed TA method, these level 3 components are furthermore related to one another<br />
<strong>and</strong> to the level 1 <strong>and</strong> 2 task hierarchy. The user’s cognitions are related to the goals or tasks<br />
that a user is try<strong>in</strong>g to achieve, <strong>and</strong> we can try to determ<strong>in</strong>e whether the <strong>in</strong>teraction as<br />
29
Chapter 3<br />
described us<strong>in</strong>g the Language /<br />
Action perspective provides enough<br />
procedural <strong>in</strong>formation to bridge the<br />
gulf of execution <strong>and</strong> sufficient state<br />
<strong>in</strong>formation to bridge the gulf of<br />
evaluation, thus enabl<strong>in</strong>g the user to<br />
have the proper cognitions to perform<br />
his or her tasks. These <strong>in</strong>teractions<br />
can then be related to the different<br />
media available to the users.<br />
The proposed TA method should give<br />
<strong>in</strong>sight <strong>in</strong>to the <strong>in</strong>tricacies of the<br />
VRET process <strong>and</strong> possibly provide<br />
<strong>Interaction</strong><br />
cycle<br />
Language/action<br />
perspective<br />
Pragmatics<br />
Semantics<br />
Knowledge<br />
Cognitions<br />
Syntax<br />
Lexicon<br />
User Interface<br />
h<strong>in</strong>ts <strong>and</strong> clues to any usability problems that exist with<strong>in</strong> a current HCI design. To test<br />
whether it is a useful method, we will apply it to the case of acrophobia treatment us<strong>in</strong>g VR,<br />
which will be described <strong>in</strong> paragraph 3.5 to 3.8 of this chapter. But first of all we will<br />
consider how to gather the data for our analysis.<br />
Goals<br />
Media<br />
Media<br />
usage<br />
Figure 3.7: Areas covered by the proposed TA<br />
method components.<br />
3.4 Gather<strong>in</strong>g data<br />
Because the designer is usually not an expert <strong>in</strong> the doma<strong>in</strong> of the user, task analysis cannot<br />
be based on assumptions of the designer. To create a TA of the VRET process, data should<br />
be gathered about the way the user really works by means that ensure the result<strong>in</strong>g<br />
description of the work is valid.<br />
3.4.1 HCI Data gather<strong>in</strong>g techniques<br />
Several general techniques have been reported <strong>in</strong> the literature, the most popular be<strong>in</strong>g:<br />
Interviews<br />
Open <strong>in</strong>terviews usually start with a s<strong>in</strong>gle open question such as: “tell me about your work”,<br />
followed by a more or less <strong>in</strong>formal discussion. In structured <strong>in</strong>terviews the <strong>in</strong>terviewer uses<br />
a predeterm<strong>in</strong>ed list of questions. An alternative form is the semidirected <strong>in</strong>terview<br />
(Sebillotte, 1995). Here, the <strong>in</strong>terview can start with a predeterm<strong>in</strong>ed question, <strong>and</strong> based on<br />
the answer, can formulate a new question, follow<strong>in</strong>g predeterm<strong>in</strong>ed rules.<br />
The advantage of <strong>in</strong>terviews is that they are a relatively easy <strong>and</strong> cheap means of gett<strong>in</strong>g a<br />
wide variety of data. Furthermore, <strong>in</strong>terviews might be the only viable option when<br />
observation of the user at work is not possible, as is the case <strong>in</strong> traditional phobia treatment<br />
because of patient confidentiality.<br />
A disadvantage of <strong>in</strong>terviews is the fact that users may not be able to correctly verbalize their<br />
knowledge; users are not always consciously aware of all low-level details <strong>in</strong> their work.<br />
Observational techniques<br />
Observations can be made of the user at work. People react differently when they are be<strong>in</strong>g<br />
observed so the observations should be as unobtrusive as possible. Instead of direct<br />
observation one can also use video-record<strong>in</strong>gs or time-lapse photography. To ga<strong>in</strong> an<br />
underst<strong>and</strong><strong>in</strong>g of the cognitive processes <strong>in</strong>volved <strong>in</strong> the task, the “th<strong>in</strong>k-aloud” protocol can<br />
be used. Here, users are asked to verbalize their thoughts while us<strong>in</strong>g the system.<br />
30
Analysis<br />
Unfortunately, this will most likely affect the users <strong>in</strong> their work as they are constantly<br />
rem<strong>in</strong>ded of the observer. To reduce this effect, the “cooperative evaluation” protocol has<br />
been proposed. Here, two users are required to use the system simultaneously, forc<strong>in</strong>g them<br />
to communicate about the system, without the users be<strong>in</strong>g aware of an observer. For<br />
applications where the users already need to communicate with each other extensively such<br />
as VRET, both the “th<strong>in</strong>k-aloud” protocol <strong>and</strong> the “cooperative evaluation” protocol are<br />
unsuitable however, because these protocols most likely will <strong>in</strong>terfere with the normal<br />
communication.<br />
(Johnson, 1998) furthermore states that another disadvantage for us<strong>in</strong>g the “th<strong>in</strong>k-aloud”<br />
protocol when applied to VR-systems, is that users will be unable to expla<strong>in</strong> what contributes<br />
to a successful VE <strong>in</strong>terface because they have difficulty <strong>in</strong> try<strong>in</strong>g to articulate a “3D<br />
language”. However, other researchers found no such problems (Marsh, 1999; Kaur, 1998).<br />
Another way to ga<strong>in</strong> more <strong>in</strong>-depth <strong>in</strong>sight <strong>in</strong>to the users <strong>and</strong> their environment is through<br />
ethnographic methods. Here, the designer temporarily becomes part of the user group,<br />
usually as an apprentice. The goal is to study users <strong>in</strong> their natural behavior, to uncover all<br />
relevant phenomena <strong>in</strong> the task doma<strong>in</strong> that are not explicitly verbalizable.<br />
Contextual <strong>in</strong>quiry<br />
Contextual <strong>in</strong>quiry (Beyer & Holtzblatt, 1998) can be called a comb<strong>in</strong>ation of <strong>in</strong>terview <strong>and</strong><br />
observation. Here, the user is <strong>in</strong>terviewed while at work, where he or she can demonstrate<br />
how tasks are performed. Instead of us<strong>in</strong>g a prescribed path for the <strong>in</strong>terview, it is advised to<br />
shape the <strong>in</strong>terview by us<strong>in</strong>g a relationship model. One such model is the master/apprentice<br />
model, where the user must take on the role of master <strong>and</strong> the designer must take on the role<br />
of apprentice.<br />
Trace-analysis<br />
For some activities, it is not possible to make observations, for <strong>in</strong>stance because the activity<br />
<strong>in</strong>volves the confidential relationship between therapist <strong>and</strong> client or because the activity<br />
only occurs <strong>in</strong> case of emergencies. In such a case, <strong>in</strong>direct observation might still be made<br />
based on certa<strong>in</strong> documents such as logs.<br />
In practice, data gather<strong>in</strong>g will be performed us<strong>in</strong>g several of the aforementioned techniques.<br />
We will now need to consider which techniques are appropriate for VRET.<br />
3.4.2 Data gather<strong>in</strong>g <strong>in</strong> VRET<br />
As stated at the beg<strong>in</strong>n<strong>in</strong>g of this chapter, only a few early adopters are already us<strong>in</strong>g VRET<br />
<strong>in</strong> practice today. It is therefore a problem to try <strong>and</strong> analyze real VRET practice. To create a<br />
TA of VRET, we will therefore use two different sources of <strong>in</strong>formation:<br />
1. Current VRET practice <strong>in</strong> the laboratory.<br />
2. Current traditional exposure therapy.<br />
For each source of <strong>in</strong>formation, different data gather<strong>in</strong>g techniques will be used<br />
Ad.1: Current VRET practice <strong>in</strong> the laboratory<br />
An important source of <strong>in</strong>formation will be the VRET as performed <strong>in</strong> our laboratory <strong>and</strong> the<br />
laboratory of our partner, the University of Amsterdam. Here, therapists are treat<strong>in</strong>g patients<br />
31
Chapter 3<br />
as part of ongo<strong>in</strong>g <strong>in</strong>vestigations <strong>in</strong>to the effectiveness of VRET. The advantage of hav<strong>in</strong>g<br />
such a laboratory sett<strong>in</strong>g is that we can have full access to therapists, patients <strong>and</strong> the<br />
computer system. However, there are still limitations as to the possibilities for data<br />
gather<strong>in</strong>g. As discussed earlier, the “th<strong>in</strong>k-aloud” protocol <strong>and</strong> the “cooperative evaluation”<br />
protocol are unsuitable for collaborative systems such as VRET, s<strong>in</strong>ce these protocols are<br />
very likely to <strong>in</strong>terfere with the normal communication between users. We will therefore<br />
contend with simple video-observations. These should be unobtrusive, <strong>and</strong> not effect<strong>in</strong>g the<br />
therapy process. Furthermore, we question the therapists about their actions dur<strong>in</strong>g VRET.<br />
The system used should be representative for the state-of-the-art currently <strong>in</strong> use <strong>in</strong><br />
laboratories (<strong>and</strong> possibly practices) around the world. This way, we should be able to<br />
generalize the f<strong>in</strong>d<strong>in</strong>gs <strong>in</strong> our laboratory sett<strong>in</strong>gs to other systems as well. For this, we have<br />
used a web-based questionnaire to create a survey of the characteristics of systems currently<br />
available on the market. The system we used was designed to be flexible <strong>in</strong> terms of its user<br />
<strong>in</strong>terface, <strong>and</strong> it was configured to be similar to the state-of-the-art found <strong>in</strong> the survey.<br />
Ad.2: Current traditional exposure therapy<br />
There exists a great deal of literature about the theory <strong>and</strong> practice of traditional therapy for<br />
phobias. By review<strong>in</strong>g guidel<strong>in</strong>es set forth <strong>in</strong> this literature regard<strong>in</strong>g the therapy process<br />
itself, we can ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to the way traditional therapy is performed.<br />
In reality, therapy practice might not exactly follow literature. We also need <strong>in</strong>sight <strong>in</strong>to the<br />
current practice of <strong>in</strong> vivo exposure therapy to create a system that therapists will actually<br />
use <strong>in</strong> practice. This source of <strong>in</strong>formation is especially important s<strong>in</strong>ce it can provide <strong>in</strong>sight<br />
<strong>in</strong>to the context <strong>in</strong> which a future system will be used.<br />
Unfortunately, due to patient confidentiality it is not possible to observe actual therapy<br />
sessions. We have therefore contended with <strong>in</strong>terview<strong>in</strong>g several therapists from different<br />
<strong>in</strong>stitutions. For this we have used semi-directed <strong>in</strong>terviews.<br />
3.5 Current VRET practice<br />
3.5.1 Current state-of-the-art<br />
Even though VRET is still <strong>in</strong> an experimental phase, already several groups have produced<br />
<strong>and</strong> are sell<strong>in</strong>g VR-systems for treatment of phobias. Through a web-based questionnaire,<br />
personal contact with the developers <strong>and</strong> h<strong>and</strong>s-on experience with several of the systems, an<br />
<strong>in</strong>ventory of the user <strong>in</strong>terfaces has been created. In table 3.1 an overview of these systems is<br />
presented with a reference to the website about these systems <strong>and</strong> a list of the phobias that<br />
the systems were designed for.<br />
Table 3.2 shows several specifics of the user <strong>in</strong>terface for the patient. All systems use a<br />
Head-Mounted Display (HMD) <strong>and</strong> offer at least visual <strong>and</strong> auditory stimuli. Some systems<br />
can generate vibration to simulate for <strong>in</strong>stance eng<strong>in</strong>e vibrations <strong>in</strong> a car or airplane. Most<br />
HMDs are tracked with 3 Degrees of Freedom (DoF), measur<strong>in</strong>g rotation around 3 axis. Two<br />
of the systems <strong>in</strong>corporate 6 DoF track<strong>in</strong>g, also measur<strong>in</strong>g translation <strong>in</strong> 3 dimensions.<br />
32
Analysis<br />
Name system URL website Phobias (other disorders)<br />
Hanyang University bme.hanyang.ac.kr/vr Acrophobia, Fear of driv<strong>in</strong>g, Fear of<br />
speak<strong>in</strong>g, Agoraphobia<br />
<strong>Virtual</strong>ly Better www.virtuallybetter.com Acrophobia, Fear of fly<strong>in</strong>g, Fear of<br />
speak<strong>in</strong>g, Agoraphobia, Fear of<br />
thunderstorms, (Post traumatic stress<br />
disorder for Vietnam veterans)<br />
VRHealth www.vrhealth.com Claustrophobia, (Panic disorders),<br />
(Eat<strong>in</strong>g disorders)<br />
Previ www.previsl.com Fear of Fly<strong>in</strong>g, Claustrophobia, (Eat<strong>in</strong>g<br />
disorders)<br />
DriVR www.driVR.com Fear of Driv<strong>in</strong>g<br />
VRT-2002 science.kennesaw.edu/~<br />
mnorth/vrt1/vrt1.html<br />
Acrophobia, Fear of fly<strong>in</strong>g, Agoraphobia,<br />
(Obsessive Compulsive<br />
disorders), (Attention Deficit<br />
Disorders)<br />
CYBERmed www.<strong>in</strong>sight.co.at Fear of fly<strong>in</strong>g<br />
Table 3.1: Overview of the commercial VR-systems currently available for phobia<br />
treatment, with reference to the website about these systems <strong>and</strong> a list of the phobias (<strong>and</strong><br />
other mental disorders) that these systems are designed for.<br />
Name system Display Modalities Headtrack<strong>in</strong>g Other <strong>in</strong>put devices<br />
Hanyang<br />
University<br />
HMD Sight<br />
Sound<br />
Vibration<br />
<strong>Virtual</strong>ly Better HMD Sight<br />
Sound<br />
Vibration<br />
VRHealth HMD Sight<br />
Sound<br />
Previ HMD Sight<br />
Sound<br />
DriVR HMD Sight<br />
Sound<br />
3 DoF Tracked device<br />
Driv<strong>in</strong>g controls<br />
6 DoF Tracked device<br />
Driv<strong>in</strong>g controls<br />
3 DoF Joypad<br />
3 DoF Mouse<br />
3 DoF Driv<strong>in</strong>g Controls<br />
VRT-2002 HMD Sight<br />
Sound<br />
Vibration<br />
6 DoF Tracked device<br />
CYBERmed HMD Sight<br />
Sound<br />
3 DoF<br />
Table 3.2: The user <strong>in</strong>terface for the patient, with the type of display, modalities addressed<br />
by the system, type of headtrack<strong>in</strong>g (DoF = Degrees of Freedom) <strong>and</strong> other <strong>in</strong>put devices.<br />
Table 3.3 shows some characteristics of the user <strong>in</strong>terface for the therapist. Because all<br />
systems use an HMD, the therapist cannot look at the same display as the patient. Instead a<br />
monitor is provided which shows the same image displayed <strong>in</strong> the HMD. Both therapist <strong>and</strong><br />
patient will therefore see the VE from the patient’s viewpo<strong>in</strong>t. Usually the ma<strong>in</strong> <strong>in</strong>put is the<br />
33
Chapter 3<br />
keyboard. Before the therapy session, the therapist can alter certa<strong>in</strong> parameters of the VE.<br />
Dur<strong>in</strong>g the exposure session, the therapist can alter certa<strong>in</strong> elements <strong>in</strong> the VE. We see<br />
several systems where the therapist can control the viewpo<strong>in</strong>t of the patient <strong>and</strong> several<br />
systems where the patient is <strong>in</strong> control of his or her viewpo<strong>in</strong>t.<br />
34<br />
Name system Display Viewpo<strong>in</strong>t Input devices Controls<br />
Hanyang<br />
University<br />
<strong>Virtual</strong>ly<br />
Better<br />
Different<br />
Display than<br />
patient<br />
Different<br />
Display than<br />
patient<br />
VRHealth Different<br />
Display than<br />
patient<br />
Previ Different<br />
Display than<br />
patient<br />
DriVR Different<br />
Display than<br />
patient<br />
VRT-2002 Different<br />
Display than<br />
patient<br />
CYBERmed Different<br />
Display than<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Same<br />
viewpo<strong>in</strong>t as<br />
patient<br />
Keyboard<br />
Joystick<br />
Tracked<br />
device<br />
Elements<br />
Pre-VE<br />
modifications<br />
Keyboard Elements<br />
Viewpo<strong>in</strong>t<br />
Pre-VE<br />
modifications<br />
Keyboard None<br />
Keyboard Elements<br />
Viewpo<strong>in</strong>t<br />
Pre-VE<br />
Keyboard<br />
Joystick<br />
Tracked<br />
device<br />
WIMP (pre-<br />
VE)<br />
Keyboard<br />
Joystick<br />
Tracked<br />
device<br />
WIMP (pre-<br />
VE)<br />
? ?<br />
modifications<br />
Pre-VE<br />
modifications<br />
Elements<br />
Viewpo<strong>in</strong>t<br />
Pre-VE<br />
modifications<br />
Table 3.3: User <strong>in</strong>terface for the therapist, with type of display, viewpo<strong>in</strong>t displayed, types<br />
of <strong>in</strong>put devices <strong>and</strong> type of control the therapist has.<br />
3.5.2 <strong>Virtual</strong> <strong>Reality</strong> testbed<br />
To <strong>in</strong>vestigate the human-computer <strong>in</strong>teraction <strong>in</strong> current VRET-systems <strong>and</strong> to evaluate<br />
modifications to the user <strong>in</strong>terfaces a testbed was created (Schuemie & van der Mast, 2001).<br />
The system was designed to meet the follow<strong>in</strong>g requirements:<br />
1. The system had to be easy to modify. It should be possible to test various types of<br />
<strong>in</strong>terfaces for both therapist <strong>and</strong> patient.<br />
2. The system must have the potential for effective therapy. Unfortunately, very little is yet<br />
known about the specific requirements needed for evok<strong>in</strong>g phobic responses <strong>in</strong> VR. We
Analysis<br />
have assumed that stereoscopy would be important for acrophobia, s<strong>in</strong>ce this greatly<br />
enhances the perception of depth.<br />
3. The system should not be too expensive. S<strong>in</strong>ce the system is <strong>in</strong>tended for use by<br />
therapists, the system should be affordable for <strong>in</strong>stitutions with a small budget<br />
The choice was made for a PCbased<br />
system with off-the-shelve<br />
components. The display was a<br />
Visette Pro stereoscopic HMD<br />
with a field of view of 70 degrees<br />
diagonal. The position of the<br />
HMD was tracked us<strong>in</strong>g the<br />
Ascension Flock of Birds, a six<br />
DoF tracker. The two images,<br />
respectively for the left <strong>and</strong> right<br />
eye, were generated us<strong>in</strong>g two<br />
Intergraph Intense3D Pro 2200s<br />
cards with 16 megabytes of<br />
texture memory each. These cards<br />
were chosen because the output of<br />
these cards can be synchronized<br />
us<strong>in</strong>g a so-called GenLock, a<br />
necessary requirement for most<br />
TCP/IP<br />
Delphi<br />
WorldUp<br />
OpenGL<br />
W<strong>in</strong>dows NT<br />
Delphi<br />
WorldUp<br />
Direct 3D<br />
W<strong>in</strong>dows 98<br />
Patient’s computer<br />
Therapist’s computer<br />
Intense 3D Pro<br />
GenLock<br />
Intense 3D Pro<br />
keyboard, mouse<br />
joystick<br />
3D card<br />
Flock<br />
of Birds<br />
Figure 3.8: Overview of the testbed configuration used<br />
for the VRET.<br />
HMDs. Dur<strong>in</strong>g the years of the research described <strong>in</strong> this dissertation, these cards were<br />
replaced with a s<strong>in</strong>gle, much faster graphics card: the 3D-Labs Oxygen GVX420.<br />
A second computer was used to display the user <strong>in</strong>terface for the therapist, <strong>and</strong> the two<br />
computers communicated over a st<strong>and</strong>ard Ethernet network us<strong>in</strong>g the TCP/IP protocol. This<br />
made it possible to connect the two computers over great distances, but this was never used<br />
<strong>in</strong> our experiments.<br />
The VR software package used was WorldUp R4 by Sense8. This high level toolkit made it<br />
possible to develop new VEs with<strong>in</strong> several days. Furthermore, it has support for a wide<br />
variety of <strong>in</strong>put <strong>and</strong> output devices. For extended functionality, such as two-dimensional<br />
graphical user <strong>in</strong>terfaces, network communication, database access <strong>and</strong> complicated<br />
computations, Borl<strong>and</strong> Delphi 5 was used to create Dynamic L<strong>in</strong>k Libraries (DLLs) which<br />
were called from WorldUp. An overview of the system is presented <strong>in</strong> figure 3.8.<br />
3.5.3 Case: acrophobia treatment<br />
To <strong>in</strong>vestigate the human-computer <strong>in</strong>teraction <strong>in</strong> VRET, therapists of the University of<br />
Amsterdam used the system to treat patients cl<strong>in</strong>ically diagnosed as hav<strong>in</strong>g fear of heights.<br />
These treatments were also part of two <strong>in</strong>vestigations <strong>in</strong> compar<strong>in</strong>g VRET to exposure <strong>in</strong><br />
vivo (Emmelkamp et al., 2002; Krijn et al., <strong>in</strong> preparation). The choice for acrophobia was<br />
based on the fact that this is one of the less complicated phobias.<br />
Subjects<br />
The therapists <strong>in</strong>volved were four master students <strong>and</strong> a PhD student <strong>in</strong> cl<strong>in</strong>ical psychology,<br />
who already had some experience <strong>in</strong> phobia treatment. Patients were <strong>in</strong>dividuals suffer<strong>in</strong>g<br />
from acrophobia as their ma<strong>in</strong> compla<strong>in</strong>t, who referred themselves for treatment after<br />
35
Chapter 3<br />
announcements <strong>in</strong> the national media offer<strong>in</strong>g<br />
psychological treatment for acrophobia. To be <strong>in</strong>cluded<br />
<strong>in</strong> the study, patients had to fulfill the DSM-IV<br />
(American Psychiatric Association, 1994) criteria of<br />
acrophobia, acrophobia had to be the ma<strong>in</strong> problem,<br />
<strong>and</strong> patients had to be unable to complete a Behavioral<br />
Avoidance Test. In all, 68 subjects completed the VR<br />
treatment.<br />
VR system<br />
The user <strong>in</strong>terfaces for patient <strong>and</strong> therapist were<br />
similar to the current state-of-the-art. The patient wore<br />
the HMD with six DoF track<strong>in</strong>g. Besides visual<br />
stimulation, auditory stimuli were provided <strong>in</strong> the form<br />
of w<strong>in</strong>d <strong>and</strong> people talk<strong>in</strong>g. The patients could only<br />
move their viewpo<strong>in</strong>ts as far as the limited range of the<br />
tracker <strong>and</strong> the limited range of physical movement <strong>in</strong><br />
reality allowed.<br />
Further movement of the patient’s viewpo<strong>in</strong>t could be<br />
performed by the therapist by use of a joystick or by<br />
us<strong>in</strong>g an autopilot; Press<strong>in</strong>g a number on the keyboard<br />
resulted <strong>in</strong> the system automatically mov<strong>in</strong>g the patient<br />
from the current location to the location correspond<strong>in</strong>g<br />
to the number pressed. The video signal for the HMD<br />
was also displayed on a monitor, allow<strong>in</strong>g the therapist<br />
to see what the patient could see.<br />
The three virtual environments were based on real<br />
situations. The first environment was Magnaplaza, a<br />
mall <strong>in</strong> the center of Amsterdam, which features<br />
several floors <strong>and</strong> escalators, as shown <strong>in</strong> figure 3.10.<br />
The second environment <strong>in</strong>cluded a firestair besides a<br />
three-story build<strong>in</strong>g, as shown <strong>in</strong> figure 3.11. The last<br />
environment was the rooftop terrace of a seven-story<br />
build<strong>in</strong>g of the University of Amsterdam, overlook<strong>in</strong>g<br />
the Magnaplaza mall across the street, as depicted <strong>in</strong><br />
figure 3.12. None of these environments conta<strong>in</strong>ed<br />
elements which could be changed by the therapist.<br />
3.5.4 Interpret<strong>in</strong>g observations<br />
20 treatment sessions of the case described <strong>in</strong> the<br />
previous paragraphs were recorded on video, allow<strong>in</strong>g<br />
the observations to be made <strong>in</strong> an unobtrusive way.<br />
Subjects were asked for permission to make the<br />
record<strong>in</strong>gs before the therapy.<br />
The observations were classified us<strong>in</strong>g the Language /<br />
Action Perspective. As such, press<strong>in</strong>g a button can be<br />
similar to utter<strong>in</strong>g a sentence, allow<strong>in</strong>g us to <strong>in</strong>clude<br />
36<br />
Figure 3.9: The physical setup as<br />
used for the therapy.<br />
Figure 3.10: VE of Magnaplaza<br />
mall.<br />
Figure 3.11:VE of firestairs.<br />
Figure 3.12: VE of rooftop terrace.
Analysis<br />
several modalities of communication <strong>in</strong> our analysis.<br />
Based on a prelim<strong>in</strong>ary video analysis of several therapy sessions, the follow<strong>in</strong>g speech acts<br />
were identified by the author of this dissertation:<br />
For the therapist:<br />
1. Regulative: Ask<strong>in</strong>g the patient to look <strong>in</strong> a certa<strong>in</strong> direction<br />
2. Regulative: Ask<strong>in</strong>g the patient to move <strong>in</strong> a direction<br />
3. Regulative: Ask<strong>in</strong>g the patient to change their posture (e.g., release their h<strong>and</strong>s from the<br />
rail<strong>in</strong>g)<br />
4. Regulative: Ask<strong>in</strong>g the patient to report their level of fear. Often the patient was<br />
<strong>in</strong>structed to use a scale from one to ten to report their fear, a so-called Subjective Unit<br />
of Discomfort (SUD) (Wolpe, 1958)<br />
5. Imperative: Instruct<strong>in</strong>g the computer to change the location of the patient <strong>in</strong> the VE,<br />
either through use of the joystick or keyboard<br />
6. Constative: Inform the patient about the rationale of the therapy<br />
7. Constative: Inform the patient about the VE<br />
8. Constative: Inform the patient that the therapist will change the location of patient <strong>in</strong> the<br />
VE<br />
For the patient:<br />
9. Regulative: Ask a question to the therapist<br />
10. Imperative: Control the viewpo<strong>in</strong>t <strong>in</strong> the VE through use of the track<strong>in</strong>g device<br />
11. Expressive: Indicat<strong>in</strong>g the level of fear the patient is currently experienc<strong>in</strong>g. This can be<br />
either verbally or through a change <strong>in</strong> posture (e.g., clutch<strong>in</strong>g the rail<strong>in</strong>g, crouch<strong>in</strong>g)<br />
For the computer:<br />
12. Constative: Display of the current state of the VE from the patient’s viewpo<strong>in</strong>t to the<br />
patient through the HMD<br />
13. Constative: Display of the current state of the VE from the patient’s viewpo<strong>in</strong>t to the<br />
therapist on a monitor<br />
Figure 3.13 shows the l<strong>in</strong>es of communication<br />
between the users <strong>and</strong> the computer. The dotted<br />
l<strong>in</strong>es <strong>in</strong>dicate that the communication is of a<br />
cont<strong>in</strong>uous nature, mak<strong>in</strong>g it difficult to discern<br />
discrete events. For now, we have therefore not<br />
taken this communication <strong>in</strong>to account <strong>in</strong> our<br />
analysis of the sequence of events. Although<br />
controll<strong>in</strong>g the location of the patient <strong>in</strong> the VE<br />
us<strong>in</strong>g the joystick (event type 5) can be<br />
cont<strong>in</strong>uous <strong>in</strong> nature, the therapists used this<br />
only <strong>in</strong> a discrete fashion, mov<strong>in</strong>g the patient to<br />
a certa<strong>in</strong> location <strong>and</strong> then stopp<strong>in</strong>g the<br />
movement. This allowed us to take these types<br />
of events <strong>in</strong>to consideration. Sometimes dur<strong>in</strong>g<br />
1,2,3,4,6,7,8<br />
Patient Therapist<br />
9,11<br />
10<br />
5<br />
12 13<br />
<strong>Computer</strong><br />
Figure 3.13: Communication between<br />
users <strong>and</strong> the computer. Dotted l<strong>in</strong>es<br />
<strong>in</strong>dicate a cont<strong>in</strong>uous flow of <strong>in</strong>formation.<br />
Numbers <strong>in</strong>dicate the category of events.<br />
the therapy a long period elapsed while no discrete event occurred. When such a period<br />
lasted longer than 15 seconds, this was recorded as a ‘silence’.<br />
37
Chapter 3<br />
3.5.5 Identify<strong>in</strong>g sequence<br />
To reduce the impact of simulator sickness, therapy sessions were divided <strong>in</strong>to two segments<br />
of approximately 20 m<strong>in</strong>utes. The video record<strong>in</strong>gs of an arbitrary number (13) of such<br />
segments, <strong>in</strong>clud<strong>in</strong>g all five different therapists <strong>and</strong> seven different patients, were observed<br />
for our TA by the author of this dissertation. In all, 1420 events were classified us<strong>in</strong>g the<br />
categories mentioned above.<br />
1.Regulative: Look 242<br />
2.Regulative: Move 50 50<br />
3.Regulative: Posture 35 35<br />
4.Regulative: Report 306<br />
5.Imperative: Control VE 161<br />
6.Constative: Rationale 14 14<br />
7.Constative: VE 18 18<br />
8.Constative: Move<br />
Patient<br />
109<br />
9.Regulative: Question 17 17<br />
11:Expressive: Fear 374<br />
Silence 92<br />
Figure 3.14: Histogram of the speech acts that occurred dur<strong>in</strong>g therapy.<br />
92<br />
Only a small fraction of the recorded events occurred simultaneously. A small number of<br />
events overlapped, for <strong>in</strong>stance the therapist sometimes asked a patient to look over the<br />
rail<strong>in</strong>g while still mov<strong>in</strong>g towards that rail<strong>in</strong>g. In such cases, the start of the event was used<br />
to determ<strong>in</strong>e the sequence.<br />
47<br />
Silence<br />
92<br />
80<br />
57<br />
109<br />
T. regulative:<br />
report fear<br />
P.expressive:<br />
fear<br />
28<br />
300<br />
94<br />
306<br />
161<br />
62<br />
242<br />
T.constative:<br />
movement<br />
374 109<br />
101<br />
T. imperative:<br />
Control VE<br />
83<br />
T. regulative:<br />
look<br />
Figure 3.15: Graph show<strong>in</strong>g the same transitions between events as shown <strong>in</strong> table 3.4.<br />
However, only the 10 most prevalent transition types are shown to reduce visual complexity.<br />
The numbers near the arrows <strong>in</strong>dicate the absolute number of transitions, the numbers <strong>in</strong> the<br />
boxes <strong>in</strong>dicate the absolute number of times the event occurred.<br />
38<br />
161<br />
242<br />
306<br />
117<br />
374
Therapist<br />
1. Regulative: Look<br />
2. Regulative: Move<br />
3. Regulative: Posture<br />
Analysis<br />
Figure 3.14 shows a histogram of the occurrence of events dur<strong>in</strong>g the therapy sessions. Here,<br />
we can already see that there are several types of events that are predom<strong>in</strong>ant dur<strong>in</strong>g therapy.<br />
To ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to the sequence of events we can look at the transitions from one event to<br />
the other. Table 3.4 shows the absolute number of transitions between the events dur<strong>in</strong>g the<br />
therapy sessions. Most events are related to a large portion of the other types of events.<br />
4. Regulative: Report<br />
5. Regulative: Control VE<br />
6. Constative: Rationale<br />
7. Constative: VE<br />
8. Constative: Move<br />
Patient<br />
9. Regulative: Question<br />
Therapist<br />
1. Regulative: Look 11 14 5 117 24 1 0 15 5 22 28<br />
2. Regulative: Move 15 0 3 18 4 0 0 4 0 5 1<br />
3. Regulative: Posture 9 3 0 14 4 0 0 2 0 2 1<br />
4. Regulative: Report 1 0 0 2 0 0 0 0 3 300 0<br />
5. Imperative: Control VE 83 18 6 18 10 2 2 10 0 10 2<br />
6. Constative: Rationale 2 0 0 5 0 0 0 6 0 1 0<br />
7. Constative: VE 5 0 1 4 2 2 0 1 0 0 3<br />
8. Constative: Move 5 0 1 1 101 0 0 1 0 0 0<br />
Patient<br />
9. Regulative: Question 1 0 0 0 0 3 13 0 0 0 0<br />
11.Expressive: Fear 94 13 18 80 12 6 3 62 7 22 57<br />
Silence 15 2 1 47 4 0 0 8 2 13 0<br />
Table 3.4: Absolute number of transitions between events. Left are the preced<strong>in</strong>g events, on<br />
the top are the follow<strong>in</strong>g events.<br />
In all 76 different types of transitions have been observed. The number of types of transitions<br />
displayed should be smaller to reduce the visual complexity of the result<strong>in</strong>g transition graph.<br />
Analysis showed that the ten most prevalent types of transitions accounted for 68% of all<br />
transitions. Figure 3.15 shows the transition graph with only these 10 transitions. Now, we<br />
can get a good idea of the structure of a typical therapy session:<br />
Often dur<strong>in</strong>g the therapy, the therapist will ask the patient to report her/his fear level. Based<br />
on the response of the patient, the therapist will either choose to<br />
1. ask the patient to further elaborate on what he or she is experienc<strong>in</strong>g. Further analysis<br />
showed that when a patient‘s report of his/her fear level is immediately followed by<br />
another question about the patient’s fear, it is slightly more likely for this second<br />
question to be of a more qualitative nature (47 transitions), <strong>in</strong>stead of simply ask<strong>in</strong>g the<br />
patient how afraid they are at that moment (33 transitions)<br />
2. let the patient rema<strong>in</strong> <strong>in</strong> the current situation (to allow the fear to dim<strong>in</strong>ish further),<br />
which can often be identified by a silence event<br />
3. move the patient or ask the patient to look <strong>in</strong> another direction, usually with the goal to<br />
<strong>in</strong>crease the fear the patient is experienc<strong>in</strong>g<br />
11.Expressive: Fear<br />
Silence<br />
39
Chapter 3<br />
When the therapist chooses to move the patient to another location, this is often preceded by<br />
an announcement by the therapist that he or she will do so. Further analysis showed the<br />
joystick to be preferred over the autopilot: only 19% of the movement acts were performed<br />
with the autopilot. After hav<strong>in</strong>g moved the patient to a new position, the therapist almost<br />
always asks the patient to look <strong>in</strong> a certa<strong>in</strong> direction, followed by a request for the patient to<br />
report his or her level of fear.<br />
Apart from look<strong>in</strong>g at the absolute number of transitions, we can also look at the relative<br />
number of transitions. Table 3.5 shows the fractions of transitions from one event to the<br />
other, compared to the total number of transitions from that event. These fractions can be<br />
seen as probabilities, show<strong>in</strong>g that very few transition types can clearly be predicted.<br />
However, the transitions from some of the most prevalent event types are far more<br />
determ<strong>in</strong>istic, such as the transition from event type 4 to event type 11, which is the subconversational<br />
structure of the therapist try<strong>in</strong>g to determ<strong>in</strong>e the fear level of the patient.<br />
Therapist<br />
1. Regulative: Look<br />
2. Regulative: Move<br />
3. Regulative: Posture<br />
Therapist<br />
1. Regulative: Look 5 6 2 48 10 0 0 6 2 9 12<br />
2. Regulative: Move 30 0 6 36 8 0 0 8 0 1 2<br />
3. Regulative: Posture 26 9 0 40 11 0 0 6 0 6 3<br />
4. Regulative: Report 0 0 0 1 0 0 0 0 1 98 0<br />
5. Imperative: Control VE 52 11 4 11 6 1 1 6 0 6 1<br />
6. Constative: Rationale 14 0 0 36 0 0 0 43 0 7 0<br />
7. Constative: VE 28 0 6 22 11 11 0 6 0 0 17<br />
8. Constative: Move 5 0 1 1 93 0 0 1 0 0 0<br />
Patient<br />
9. Regulative: Question 6 0 0 0 0 18 76 0 0 0 0<br />
11.Expressive: Fear 25 3 5 21 3 2 1 17 2 6 15<br />
Silence 16 2 1 51 4 0 0 9 2 14 0<br />
Table 3.5: Transition probabilities <strong>in</strong> percentages between events: probability of the top<br />
event occurr<strong>in</strong>g next, given the fact that the left event has just occurred. Grey <strong>in</strong>dicates the<br />
probability is higher than 50%<br />
3.5.6 Conclusions<br />
In the previous paragraph the typical course of a therapy session has been analyzed <strong>and</strong><br />
described. In this sense the description is similar to a scenario as often used <strong>in</strong> HCI design.<br />
However, our analysis also <strong>in</strong>cludes detailed <strong>in</strong>formation of the relative occurrence of the<br />
various sequences of events, <strong>and</strong> therefore provides a more thorough basis for the design<br />
process. It will form an important part of our overall task model as described <strong>in</strong> paragraph<br />
40<br />
4. Regulative: Report<br />
5. Regulative: Control VE<br />
6. Constative: Rationale<br />
7. Constative: VE<br />
8. Constative: Move<br />
Patient<br />
9. Regulative: Question<br />
11.Expressive: Fear<br />
Silence
Analysis<br />
3.7, <strong>and</strong> s<strong>in</strong>ce it provides quantitative <strong>in</strong>formation concern<strong>in</strong>g the various task elements, it<br />
can be used to identify opportunities for <strong>in</strong>creas<strong>in</strong>g the usability such as frequent repetitive<br />
tasks that could be automated or determ<strong>in</strong><strong>in</strong>g which improvement will have the highest<br />
impact on overall system usability.<br />
3.6 Current In Vivo therapy<br />
Most phobias can be treated effectively with exposure therapy. (Bouman et al., 1992) Here,<br />
the patient is exposed to stimuli that produces the anxiety <strong>and</strong> by a process known as<br />
habituation the fear will gradually dim<strong>in</strong>ish. Usually, the patient is gradually exposed to<br />
more fearful stimuli. Until recently, the stimuli could be either imag<strong>in</strong>ary or real (<strong>in</strong> vivo).<br />
A review of literature shows gradual exposure therapy <strong>in</strong> general to consist of the follow<strong>in</strong>g<br />
steps: (Bouman et al., 1992) (Davidson & Neale, 1996) (Orlemans et al., 1995)<br />
1. Function analysis. Determ<strong>in</strong><strong>in</strong>g the actual cause of the symptoms <strong>and</strong> its context.<br />
2. Determ<strong>in</strong><strong>in</strong>g type of therapy <strong>and</strong> goals to be achieved.<br />
3. Sett<strong>in</strong>g up a hierarchy of anxiety-produc<strong>in</strong>g situations. In this hierarchy, the scariest<br />
situations for the patient are placed at the top.<br />
4. Exposure. Follow<strong>in</strong>g the hierarchy, patients are gradually exposed to more fearful<br />
situations. The patient rema<strong>in</strong>s <strong>in</strong> a specific situation until the anxiety has decreased to a<br />
certa<strong>in</strong> level.<br />
5. Evaluation. The effectiveness of the therapy, usually measured aga<strong>in</strong>st the predef<strong>in</strong>ed<br />
goal, is evaluated <strong>and</strong> can <strong>in</strong>itiate other psychological help.<br />
3.6.1 Current In Vivo practice<br />
In the daily practice of therapists, treatment may not be performed exactly accord<strong>in</strong>g to<br />
literature. To create a usable design, we need to underst<strong>and</strong> the real problems that the users<br />
are fac<strong>in</strong>g. Unfortunately, because of privacy reasons <strong>and</strong> patient confidentiality, it is not<br />
possible to observe <strong>and</strong> record real therapy sessions. As an alternative, we have <strong>in</strong>terviewed<br />
therapists about their work.<br />
Six therapists from five different <strong>in</strong>stitutions <strong>in</strong> the west of the Netherl<strong>and</strong>s have been found<br />
will<strong>in</strong>g to participate <strong>in</strong> this study. A semidirected <strong>in</strong>terview (Sebillote, 1995) was used, with<br />
questions regard<strong>in</strong>g the therapist’s experience with different phobias, work method, possible<br />
problems with the current way of work<strong>in</strong>g <strong>and</strong> suggestions for the system to be designed.<br />
The protocol for the <strong>in</strong>terviews is provided <strong>in</strong> appendix A. The <strong>in</strong>terviews took place <strong>in</strong> the<br />
offices of the therapists <strong>and</strong> were recorded on tape for later analysis. The results of these<br />
<strong>in</strong>terviews have been summarized <strong>in</strong> the next paragraphs.<br />
Patient population<br />
In the <strong>in</strong>terviews, the therapists reported that most patients have more than one problem. A<br />
choice is made about which one of these problems will be solved dur<strong>in</strong>g therapy. Of all<br />
phobias, therapists encountered agoraphobia the most. Agoraphobia is def<strong>in</strong>ed as the fear of<br />
be<strong>in</strong>g <strong>in</strong> places or situations from which escape might be difficult or embarrass<strong>in</strong>g, such as<br />
be<strong>in</strong>g <strong>in</strong> a crowd, travel<strong>in</strong>g <strong>in</strong> an automobile, bus, plane or be<strong>in</strong>g <strong>in</strong> an elevator (American<br />
Psychiatric Association, 1994).<br />
Other phobias, such as claustrophobia <strong>and</strong> acrophobia, are quite common but people do not<br />
often seek therapy for these phobias alone.<br />
41
Chapter 3<br />
Therapy process<br />
The first part of the therapy is more or less st<strong>and</strong>ardized <strong>in</strong> the Netherl<strong>and</strong>s. Patients, after<br />
hav<strong>in</strong>g been referred by their doctor or other <strong>in</strong>stitutes, partake <strong>in</strong> one or two <strong>in</strong>take-sessions.<br />
Dur<strong>in</strong>g these sessions, the function analysis is performed <strong>and</strong> the patient’s background <strong>and</strong><br />
problems are exam<strong>in</strong>ed. Some therapists use st<strong>and</strong>ard questionnaires dur<strong>in</strong>g this phase,<br />
others rely solely on <strong>in</strong>terviews.<br />
In a staff meet<strong>in</strong>g, the conclusions of the <strong>in</strong>take-sessions are discussed <strong>and</strong> a course of<br />
treatment is decided, along with the choice of which therapist is go<strong>in</strong>g to perform the<br />
treatment. Often the choice of treatment is based on the availability of therapists <strong>and</strong> their<br />
expertise.<br />
There are several different types of treatment for phobias, the most common ones used are<br />
behavioral therapy <strong>and</strong> cognitive therapy, or a comb<strong>in</strong>ation of these two.<br />
In behavioral therapy, the therapist <strong>and</strong> patient first determ<strong>in</strong>e a hierarchy of fearful<br />
situations <strong>and</strong> a number of goals that should be achieved. Then the patient is exposed to<br />
situations accord<strong>in</strong>g to the hierarchy, where the patient is required to endure the situations<br />
until the fear dim<strong>in</strong>ishes before proceed<strong>in</strong>g to the next situations. Sometimes, the hierarchy<br />
needs to be adjusted <strong>and</strong> sometimes the entire therapy must be revised.<br />
In cognitive therapy the focus is on the cognitions that the patient has. An <strong>in</strong>ventory of the<br />
cognitions relevant to the phobia is made, such as ‘I’m go<strong>in</strong>g to fa<strong>in</strong>t’, ‘I’m go<strong>in</strong>g to fall’,<br />
‘everybody is watch<strong>in</strong>g me’ or ‘I can’t breathe’. This can be done through <strong>in</strong>terview or by<br />
lett<strong>in</strong>g the patient keep a diary for some time. These cognitions are then discussed <strong>and</strong><br />
challenged by the therapist. For this the therapist often uses ‘behavioral tests’, where the<br />
patient is exposed to the stimuli they fear to test whether their cognitions will come true. The<br />
patient is required to stay <strong>in</strong> a situation until their fear dim<strong>in</strong>ishes before mov<strong>in</strong>g on to a<br />
more difficult situation. In effect, both behavioral <strong>and</strong> cognitive therapy will be quite similar<br />
dur<strong>in</strong>g the actual exposure, as commented by several therapists: the patient will be<br />
confronted with a fearful situation, <strong>and</strong> will move on to a more fearful situation once he or<br />
she is no longer afraid <strong>in</strong> the current situation.<br />
Dur<strong>in</strong>g exposure <strong>in</strong> both behavioral <strong>and</strong> cognitive treatment, several therapists <strong>in</strong>struct their<br />
patients to report their fear on a scale from zero to ten. Two therapists also <strong>in</strong>cluded<br />
relaxation techniques <strong>in</strong>to their therapy. Before the exposure therapy itself, the patient was<br />
tra<strong>in</strong>ed <strong>in</strong> these techniques <strong>and</strong> dur<strong>in</strong>g exposure, the patient could use these techniques to<br />
decrease the anxiety he or she was feel<strong>in</strong>g.<br />
Not all exposure is performed under direct guidance of the therapist. Sometimes the patients<br />
have to perform 'homework', where they have to exposure themselves to anxiety provok<strong>in</strong>g<br />
situations. The next session, the patient will have to report their progress to the therapist.<br />
Problems <strong>and</strong> suggestions<br />
One of the biggest problems therapists are fac<strong>in</strong>g today is a lack of time, forc<strong>in</strong>g them to do<br />
less <strong>and</strong> less exposure <strong>in</strong> vivo because of required travel-time. Several therapists compla<strong>in</strong>ed<br />
about the lack of <strong>in</strong>teraction with their patients dur<strong>in</strong>g homework exposure.<br />
3.7 Task Model<br />
Based on the gathered data we can now form a model of the VRET process. We will use our<br />
adaptation of the exist<strong>in</strong>g TA methods.<br />
42
Analysis<br />
3.7.1 High-level goals<br />
At a sufficiently high abstraction level the task model is implementation <strong>in</strong>dependent. It is<br />
therefore the same regardless of the VR system used or even whether VR is used at all. At<br />
this level, our TM should be identical for both the current VRET situation <strong>and</strong> the In Vivo<br />
exposure therapy situation. However, we will focus on that part of the therapy process that is<br />
changed when VR is <strong>in</strong>troduced: the exposure of the patient to the anxiety provok<strong>in</strong>g stimuli.<br />
We do not at this moment expect VR to change for <strong>in</strong>stance the diagnosis or plann<strong>in</strong>g parts<br />
of the therapy, even though perhaps with <strong>in</strong>creased underst<strong>and</strong><strong>in</strong>g of VR maybe one day VR<br />
will be applied <strong>in</strong> these parts of the therapy process as well.<br />
Figure 3.16 shows the high-level goals or tasks<br />
of the therapist. Naturally, the ma<strong>in</strong> goal of the<br />
therapist is to cure the patient. Dur<strong>in</strong>g exposure,<br />
the therapist will change the fear a patient is<br />
experienc<strong>in</strong>g by manipulat<strong>in</strong>g the stimuli the<br />
patient is exposed to <strong>and</strong> will determ<strong>in</strong>e whether<br />
the patients fear is either too high or too low,<br />
possibly chang<strong>in</strong>g the fear aga<strong>in</strong> accord<strong>in</strong>gly.<br />
Cure patient<br />
Determ<strong>in</strong>e fear Change exposure Solve ambiguity<br />
Figure 3.16: Therapist's goals<br />
Also, dur<strong>in</strong>g therapy, the therapist will respond to any questions the patient might have, thus<br />
solv<strong>in</strong>g any ambiguity on the side of the patient. Even though this does not directly<br />
contribute to cur<strong>in</strong>g the patient, it will facilitate the patient to perform his/her tasks.<br />
Figure 3.17 shows the high level goals of the<br />
patient dur<strong>in</strong>g exposure treatment. The patient<br />
will want to get rid of his or her fear. The<br />
patient believes that this can be achieved <strong>in</strong> the<br />
long run by follow<strong>in</strong>g the therapist’s <strong>in</strong>structions,<br />
thus cur<strong>in</strong>g the phobia. Unfortunately,<br />
people with phobias will have a tendency to<br />
avoid fearful situations <strong>and</strong> this tendency could<br />
conflict with the therapist’s <strong>in</strong>structions.<br />
Follow therapist<br />
<strong>in</strong>structions<br />
Get rid of of fear<br />
Avoid fearful<br />
situations<br />
Figure 3.17: Goals of the patient<br />
Solve ambiguity<br />
Also, the patient will sometimes need to <strong>in</strong>quire about certa<strong>in</strong> matters to resolve any<br />
ambiguity about the therapy.<br />
3.7.2 Media<br />
An important part of the task implementation is the media available for communication.<br />
Figure 3.18 shows an overview of the media available for the users <strong>in</strong> the VRET situation.<br />
The therapist can control the VE by us<strong>in</strong>g either keyboard or joystick <strong>and</strong> can view the VE<br />
on the screen. Furthermore, the computer system can generate sound. Both therapist <strong>and</strong><br />
patient can hear these sounds <strong>and</strong> can also produce sound themselves (i.e. talk). The patient<br />
can see the images <strong>in</strong> the HMD <strong>and</strong> can change his or her viewpo<strong>in</strong>t <strong>in</strong> the VE by chang<strong>in</strong>g<br />
his or her body posture. We will def<strong>in</strong>e the posture as the location <strong>and</strong> orientation of the<br />
patient’s body, <strong>and</strong> the configuration of the several parts of the body. Specifically the<br />
movements of the patient’s head are monitored by the tracker. Here, we see a case of<br />
Distributed Cognition: the changes <strong>in</strong> the posture of the patient are also directly observed by<br />
the therapist <strong>and</strong> can be used to determ<strong>in</strong>e the patient’s experience.<br />
43
Chapter 3<br />
44<br />
<strong>Computer</strong> system<br />
therapist<br />
controls<br />
keyboard/<br />
joystick<br />
therapist<br />
screen<br />
therapist<br />
therapist<br />
screen<br />
tracker<br />
HMD<br />
screens<br />
speakers/<br />
headphones<br />
sound<br />
HMD<br />
sound<br />
patient posture<br />
sound<br />
patient<br />
patient<br />
posture<br />
Figure 3.18: Overview of the media used for<br />
communication<br />
3.7.3 Task decomposition<br />
As shown <strong>in</strong> the prelim<strong>in</strong>ary analysis of the video-observations, there is not a clear<br />
predeterm<strong>in</strong>ed sequence of events <strong>in</strong> VRET. We will therefore use a representation of the<br />
process that does not suggest such a sequence. Figures 3.19 to 3.24 show the decomposition<br />
of the higher-level goals <strong>in</strong>to the procedures encountered <strong>in</strong> VRET. These procedures or<br />
lower level task components <strong>in</strong>clude the previously identified speech acts as well as the<br />
‘observational acts’ that form the counterparts of these speech acts. These observational acts<br />
form the second half of the <strong>in</strong>teraction cycle, where the user observes, <strong>in</strong>terprets <strong>and</strong><br />
evaluates the current state of the environment, <strong>and</strong> require state-<strong>in</strong>formation from the<br />
environment through one of the available media. These <strong>in</strong>formation flows have also been<br />
depicted at the bottom of the diagrams, <strong>in</strong>dicat<strong>in</strong>g the media source provid<strong>in</strong>g that<br />
<strong>in</strong>formation.<br />
The decomposition does <strong>in</strong>clude some <strong>in</strong>dication as to the sequence <strong>in</strong> which the events take<br />
place, <strong>in</strong> a way similar to the HTA method. For every decomposition of a goal <strong>in</strong>to its lower<br />
level task components, we have used the follow<strong>in</strong>g abbreviations:<br />
• Seq.: Sequential. These tasks are usually performed <strong>in</strong> sequence.<br />
• Sim.: Simultaneous. These tasks can be performed simultaneously.<br />
• Alt.: Alternative: The user usually selects only one of these tasks at a time.<br />
Figure 3.19 show the decomposition of the goal ‘Determ<strong>in</strong>e fear’ <strong>in</strong>to two sub-tasks: The<br />
speech act ‘Ask patient to report fear’, where the therapist verbalizes this request (through<br />
the medium sound) <strong>and</strong> the observational act ‘Monitor patient response’. For this the<br />
therapist monitors any utterances the patient makes (sound), <strong>and</strong> the movement of the patient<br />
as seen on the screen or directly by observ<strong>in</strong>g the patient’s posture.
Goals<br />
Procedures<br />
Sound<br />
T.Controls<br />
T.Screen<br />
P.Posture<br />
Ask patient to to<br />
to to report fear<br />
Cure patient<br />
Determ<strong>in</strong>e fear Change exposure<br />
sim.<br />
Monitor patient<br />
response<br />
Figure 3.19: Decomposition of the goal ‘Determ<strong>in</strong>e fear’<br />
Solve patient<br />
ambiguity<br />
Analysis<br />
45
Chapter 3<br />
46<br />
Cure Cure patient<br />
patient<br />
Determ<strong>in</strong>e fear Change Change exposure<br />
exposure Solve ambiguity<br />
Goals<br />
alt.<br />
Procedures<br />
Instruct Instruct patient<br />
patient Instruct Instruct computer<br />
computer<br />
sim.<br />
seq.<br />
Instruct Instruct computer<br />
computer<br />
to to move move patient<br />
patient<br />
alt.<br />
Give Give <strong>in</strong>struction<br />
<strong>in</strong>struction<br />
alt.<br />
Monitor Monitor Monitor patient patient<br />
patient<br />
position<br />
position<br />
Push Push joystick<br />
joystick Press Press Press button button<br />
button<br />
Inform Inform patient<br />
patient<br />
about about VE VE change<br />
change<br />
Monitor Monitor patient<br />
patient<br />
Instruct Instruct patient<br />
patient<br />
to to move<br />
move<br />
Instruct Instruct patient<br />
patient<br />
to to change change posture<br />
posture<br />
Instruct Instruct patient<br />
patient<br />
to to look<br />
look<br />
Sound<br />
T.Controls<br />
T.Screen<br />
P.Posture<br />
Figure 3.20: Decomposition of the goal ‘Change exposure’
Analysis<br />
Figure 3.20 shows the decomposition of the goal ‘Change exposure’. For this, the therapist<br />
has two alternatives: either <strong>in</strong>struct the patient, or <strong>in</strong>struct the computer. Instruct<strong>in</strong>g the<br />
patient consists of verbaliz<strong>in</strong>g an <strong>in</strong>struction <strong>and</strong> monitor<strong>in</strong>g whether the patient executes the<br />
<strong>in</strong>structions correctly. There are several different types of <strong>in</strong>structions that the therapist can<br />
give, already identified as different speech acts. When <strong>in</strong>struct<strong>in</strong>g the computer, the therapist<br />
usually follows a certa<strong>in</strong> sequence: first, the therapist will <strong>in</strong>form the patient that he or she<br />
will change the VE. Then, the therapist will <strong>in</strong>struct the computer, us<strong>in</strong>g either the joystick or<br />
the keyboard, <strong>and</strong> monitor the effect of these actions on the computer screen.<br />
Figure 3.21 shows the decomposition of the goal ‘Answer patient questions’. Here, we often<br />
see a sequence where the therapist perceives a question from the patient <strong>and</strong> answers<br />
accord<strong>in</strong>gly. However, sometimes the therapist will also expla<strong>in</strong> certa<strong>in</strong> aspects of the<br />
therapy or the VE without be<strong>in</strong>g asked to.<br />
Cure patient<br />
Goals<br />
Determ<strong>in</strong>e fear Change exposure<br />
Solve patient<br />
ambiguity<br />
Procedures<br />
seq.<br />
Sound<br />
T.Controls<br />
T.Screen<br />
P.Posture<br />
Monitor for<br />
patient requests<br />
Inform patient<br />
about VE<br />
Give answer<br />
Figure 3.21: Decomposition of the goal ‘Solve ambiguity’<br />
alt.<br />
Inform patient<br />
of of rationale<br />
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Chapter 3<br />
Figure 3.22 shows the decomposition of the goal ‘Follow therapist <strong>in</strong>structions’. The patient<br />
will listen for <strong>in</strong>structions by the therapist <strong>and</strong> attempt to execute these. The <strong>in</strong>struction can<br />
be to either change the fear level the patient is currently experienc<strong>in</strong>g by chang<strong>in</strong>g the<br />
patient’s posture <strong>and</strong> possibly monitor<strong>in</strong>g the effect this is hav<strong>in</strong>g on the images perceived <strong>in</strong><br />
the HMD, or to verbally report the level of fear the patient is currently experienc<strong>in</strong>g.<br />
Goals<br />
Procedures<br />
Sound<br />
HMD screens<br />
P.Posture<br />
seq.<br />
Listen for therapist<br />
<strong>in</strong>structions<br />
Follow therapist<br />
<strong>in</strong>structions<br />
alt.<br />
Change<br />
experience<br />
sim.<br />
Get rid of of fear<br />
Avoid fearful<br />
situations<br />
Execute therapist<br />
<strong>in</strong>structions<br />
Change posture Monitor VE<br />
Solve ambiguity<br />
Report fear<br />
level<br />
Figure 3.22: Decomposition of the goal ‘Follow therapist <strong>in</strong>structions’<br />
Figure 3.23 show the decomposition of the goal ‘Avoid fearful situations’, or the tendency of<br />
phobic people to avoid those situations that they fear. They will do this by chang<strong>in</strong>g their<br />
posture such as clutch<strong>in</strong>g the rail<strong>in</strong>g, look<strong>in</strong>g <strong>in</strong> another direction than where the fearful<br />
stimuli is, or step back from a fearful situation. The results of these actions will <strong>in</strong> some<br />
cases be visible <strong>in</strong> the VE. It is these often <strong>in</strong>voluntary actions that can also betray the real<br />
fear a patient is experienc<strong>in</strong>g to the therapist.<br />
Figure 3.24 show the decomposition of the goal ‘Solve ambiguity’. Here, the patient will<br />
simply ask a question when someth<strong>in</strong>g about the VE or the therapy is unclear <strong>and</strong> will wait<br />
for a response from the therapist.<br />
48
Goals<br />
Procedures<br />
Sound<br />
HMD screens<br />
P.Posture<br />
Follow therapist<br />
<strong>in</strong>structions<br />
Get rid of of fear<br />
Avoid fearful<br />
situations<br />
sim.<br />
Change posture Monitor VE<br />
Solve ambiguity<br />
Figure 3.23: Decomposition of the goal ‘Avoid fearful<br />
situations’<br />
Goals<br />
Procedures<br />
Sound<br />
HMD screens<br />
P.Posture<br />
Follow therapist<br />
<strong>in</strong>structions<br />
Get rid of of fear<br />
Avoid fearful<br />
situations<br />
Ask question<br />
Solve ambiguity<br />
seq.<br />
Listen for<br />
response<br />
Figure 3.24: Decomposition of the goal ‘Solve ambiguity’<br />
Analysis<br />
3.7.4 Functional requirements<br />
The TA method used is similar <strong>in</strong> its hierarchical nature to many traditional <strong>and</strong> proven TA<br />
methods. However, us<strong>in</strong>g the explicit dist<strong>in</strong>ction between goals <strong>and</strong> procedures makes clear<br />
what goals are essential to the process <strong>and</strong> which goals are enabl<strong>in</strong>g goals: by-products of the<br />
specific way of work<strong>in</strong>g. Accord<strong>in</strong>g to the decomposition, the functionality of the used<br />
system for a phobia treatment application is sufficient, support<strong>in</strong>g each goal with at least one<br />
procedure <strong>and</strong> at least one high level goal for each task.<br />
49
Chapter 3<br />
However, several tasks are not explicitly supported by the computer system but depend on<br />
direct communication between therapist <strong>and</strong> patient. Possibly the effectiveness <strong>and</strong><br />
efficiency of the process could be improved if the computer could aid <strong>in</strong> these tasks. The<br />
tasks that possibly provide the highest yield on improvement are those that are occur most<br />
frequent. Our analysis has shown that the determ<strong>in</strong><strong>in</strong>g of the fear experienced by the patient<br />
is the most frequent activity <strong>in</strong> VRET, a task that is hardly supported by the computer system<br />
at all. Therefore, we should <strong>in</strong>vestigate if the task performance for these actions can be<br />
improved with computer support.<br />
3.7.5 Informational requirements<br />
Apart from the functional requirements of the system, we can also <strong>in</strong>vestigate the<br />
<strong>in</strong>formational requirements of the system: does the system provide the users with the<br />
<strong>in</strong>formation they need? Here we can use our dist<strong>in</strong>ction between state <strong>in</strong>formation <strong>and</strong><br />
procedural <strong>in</strong>formation. In appendix B you will f<strong>in</strong>d a complete overview of the <strong>in</strong>formation<br />
that is provided <strong>and</strong> required dur<strong>in</strong>g VRET per task. In this paragraph however, we will look<br />
only at those flows of <strong>in</strong>formation that <strong>in</strong> some way do not completely fulfill the <strong>in</strong>formation<br />
requirements.<br />
State <strong>in</strong>formation<br />
• Determ<strong>in</strong><strong>in</strong>g the patient’s fear<br />
As discussed before, the process of determ<strong>in</strong><strong>in</strong>g the patient’s fear is a task that might be<br />
improved with computer support. At this moment, the therapist uses several sources of<br />
<strong>in</strong>formation to determ<strong>in</strong>e the patient’s fear, such as the patient’s posture <strong>and</strong> the<br />
direction the patient is look<strong>in</strong>g at, as visible on the therapist’s screen. However, for the<br />
most time, the therapist relies on the use of SUDs to ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to what the patient is<br />
experienc<strong>in</strong>g. As several therapist’s commented, the absolute value of these SUDs have<br />
no real mean<strong>in</strong>g s<strong>in</strong>ce each <strong>in</strong>dividual uses their own reference po<strong>in</strong>ts <strong>in</strong> determ<strong>in</strong><strong>in</strong>g<br />
this scale. Therapists will usually look for a change <strong>in</strong> SUDs, rather than a low or a high<br />
SUD. Thus, to evaluate a SUD score reported by the patient, the therapist will also need<br />
historical <strong>in</strong>formation about the SUDs reported by this patient. With the current system<br />
configuration, the therapist is required to memorize this <strong>in</strong>formation dur<strong>in</strong>g the therapy.<br />
We see here a simple opportunity for improv<strong>in</strong>g the design of our system: we could<br />
provide the therapist with cognitive artifacts represent<strong>in</strong>g the previous SUD scores.<br />
• Collaborative steer<strong>in</strong>g<br />
Other frequently occurr<strong>in</strong>g activities, that already are heavily supported by the<br />
computer, are related to chang<strong>in</strong>g the view displayed <strong>in</strong> both the HMD <strong>and</strong> on the<br />
therapist’s screen. The therapist can use either joystick or keyboard to change the<br />
location of the patient <strong>in</strong> the VE to change the level of fear the patient is experienc<strong>in</strong>g.<br />
The patient can also change his/her position <strong>in</strong> the VE through use of the headtracker to<br />
either follow the therapist’s <strong>in</strong>structions or to avoid fearful stimuli <strong>and</strong> thus reduce the<br />
fear he or she is experienc<strong>in</strong>g. Both therapist <strong>and</strong> patient will monitor the same images<br />
generated by the computer for feedback on their actions. Here we see a problem of the<br />
current way of work<strong>in</strong>g: If both therapist <strong>and</strong> patient are steer<strong>in</strong>g at the same time, it is<br />
difficult to determ<strong>in</strong>e what changes <strong>in</strong> the VE are caused by whose actions. Also, the<br />
actions by both users could counteract each other. Review of the video record<strong>in</strong>gs<br />
confirms that the users do have some problems with this. One problem encountered is<br />
50
Analysis<br />
that the patient keeps look<strong>in</strong>g away from the direction the therapist wants to steer the<br />
patient to. There is a problem of collaborative steer<strong>in</strong>g.<br />
• View for navigation<br />
Furthermore, the images generated by the system show only one viewpo<strong>in</strong>t: the patient’s<br />
viewpo<strong>in</strong>t. This viewpo<strong>in</strong>t is essentially used to expose the patient to the fearful stimuli<br />
<strong>and</strong> shows only a small part of the VE at one time. When the therapist tries to use this<br />
view to move the patient through the VE, some obstacles <strong>in</strong> the VE might not be visible,<br />
mak<strong>in</strong>g navigation difficult, especially <strong>in</strong> small spaces. Aga<strong>in</strong>, a review of the<br />
record<strong>in</strong>gs confirm that sometimes the therapist is attempt<strong>in</strong>g to move the patient<br />
forward while <strong>in</strong> the VE the patient is collid<strong>in</strong>g with an object not visible on the screen.<br />
• Frames of reference<br />
Another possible cause for usability<br />
problems lies <strong>in</strong> the fact that the patient <strong>and</strong><br />
therapist use different types of <strong>in</strong>put<br />
devices. The patient has an <strong>in</strong>put device that<br />
uses the absolute location of the patient <strong>and</strong><br />
his or her posture <strong>in</strong> reality. Thus, there is a<br />
limit to the locations that the patient can<br />
specify with this <strong>in</strong>put device because there<br />
is a limit to this absolute space, such as the<br />
range of the track<strong>in</strong>g device, the length of<br />
the cables attached to the HMD <strong>and</strong> the area<br />
of space available to move <strong>in</strong>. The therapist<br />
however has an <strong>in</strong>put device that is relative<br />
<strong>in</strong> nature: when the therapist pushes the<br />
joystick this will move the position of the<br />
<strong>Virtual</strong> rail<strong>in</strong>g<br />
Patient<br />
Range of patient’s movement<br />
Figure 3.25: Situation where the patient<br />
is unable to look over the rail<strong>in</strong>g <strong>in</strong> the<br />
VE.<br />
patient <strong>in</strong> the VE relative to his or her current location. In effect, the therapist can<br />
determ<strong>in</strong>e <strong>in</strong> what part of the VE the patient can move, <strong>and</strong> can sometimes <strong>in</strong>advertently<br />
prohibit the patient <strong>in</strong> perform<strong>in</strong>g certa<strong>in</strong> actions. One example is that the therapist can<br />
position the patient <strong>in</strong> such a situation where he or she cannot look over a rail<strong>in</strong>g, even<br />
though the therapist might want him or her to do so. This situation is depicted <strong>in</strong> figure<br />
3.25. We can say that the patient’s movement is limited <strong>in</strong> the real frame of reference,<br />
<strong>and</strong> that the therapist has the ability to determ<strong>in</strong>e the mapp<strong>in</strong>g of this frame of reference<br />
onto the frame of reference of the real world. However, with the current system, the<br />
therapist needs to comb<strong>in</strong>e the <strong>in</strong>formation that can be extracted from view<strong>in</strong>g the<br />
patient’s posture directly with the <strong>in</strong>formation that can be obta<strong>in</strong>ed from the screen to<br />
evaluate this mapp<strong>in</strong>g. This could be difficult for the therapist, result<strong>in</strong>g <strong>in</strong> problems<br />
when operat<strong>in</strong>g the system. The problem becomes even more serious when there are<br />
objects <strong>in</strong> the real world that the patient can feel <strong>and</strong> that, at certa<strong>in</strong> moments dur<strong>in</strong>g<br />
therapy, need to be co-located with a virtual object the patient can see <strong>in</strong> the HMD. In<br />
our setup, the patient was surrounded by a rail<strong>in</strong>g, <strong>and</strong> one would like to align this<br />
rail<strong>in</strong>g with a virtual rail<strong>in</strong>g, allow<strong>in</strong>g the patient to grasp this rail<strong>in</strong>g <strong>and</strong> look over it as<br />
depicted <strong>in</strong> figure 3.26. The video record<strong>in</strong>gs show several <strong>in</strong>stances where the therapist<br />
is either request<strong>in</strong>g the patient to look over the rail<strong>in</strong>g while he or she is not able to, or is<br />
try<strong>in</strong>g to move a patient closer to a rail<strong>in</strong>g whilst the virtual rail<strong>in</strong>g is already aligned<br />
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Chapter 3<br />
52<br />
with the real rail<strong>in</strong>g. It is clear that we need<br />
a way to help the therapist <strong>in</strong> creat<strong>in</strong>g a<br />
correct mapp<strong>in</strong>g between the virtual <strong>and</strong> real<br />
frame of reference.<br />
Procedural <strong>in</strong>formation<br />
Patient<br />
<strong>Virtual</strong> rail<strong>in</strong>g<br />
• Information from affordances<br />
As described earlier, we would like our<br />
system to have perceivable affordances that Real rail<strong>in</strong>g<br />
h<strong>in</strong>t at how the system can be operated. It Figure 3.26: Situation where the real <strong>and</strong><br />
seems that the patient can <strong>in</strong>deed extract virtual rail<strong>in</strong>g are aligned, allow<strong>in</strong>g the<br />
most procedural <strong>in</strong>formation from the patient to clutch the rail<strong>in</strong>g <strong>and</strong> physically<br />
affordances of the system: the use of the look over it.<br />
location of the patient’s head to determ<strong>in</strong>e<br />
(with a one-on-one mapp<strong>in</strong>g) the patient’s viewpo<strong>in</strong>t <strong>in</strong> the VE makes mov<strong>in</strong>g <strong>and</strong><br />
look<strong>in</strong>g around <strong>in</strong> the VE very similar to what we humans are used to <strong>in</strong> reality.<br />
However, for the therapist, there is some procedural <strong>in</strong>formation that can only be<br />
obta<strong>in</strong>ed from manuals or tra<strong>in</strong><strong>in</strong>g. This <strong>in</strong>cludes the relationship between the numbers<br />
on the keyboard <strong>and</strong> the locations that the computer will move the patient to once these<br />
numbers have been pressed. We can imag<strong>in</strong>e that for more complicated VEs, where the<br />
therapist has to alter several different elements of the VE dur<strong>in</strong>g therapy us<strong>in</strong>g the<br />
keyboard, this will become a major problem.<br />
3.7.6 Usability problems <strong>in</strong> VRET<br />
In chapter 2, we def<strong>in</strong>ed usability as consist<strong>in</strong>g of the efficiency, learnability, memorability,<br />
effectiveness or the number of errors <strong>and</strong> satisfaction. Based on our TA, we have found<br />
several areas where the usability can be improved. In summary, these are:<br />
• Fear determ<strong>in</strong>ation<br />
The process of determ<strong>in</strong><strong>in</strong>g the fear the patient is experienc<strong>in</strong>g could possibly be<br />
improved by <strong>in</strong>creas<strong>in</strong>g the computer support for this action. One possibility for this lies<br />
<strong>in</strong> provid<strong>in</strong>g the user with cognitive artifacts that can be used to represent the historic<br />
data of the patient’s SUD scores, allow<strong>in</strong>g the therapist to work more efficiently.<br />
• Collaborative steer<strong>in</strong>g<br />
When both therapist <strong>and</strong> patient are steer<strong>in</strong>g, the current feedback to the users is<br />
<strong>in</strong>sufficient to separate the effect of each <strong>in</strong>dividual’s actions. Furthermore, the <strong>in</strong>put<br />
from both users can counteract each other, lead<strong>in</strong>g to navigation errors.<br />
• Limited view for navigation<br />
The limited view presented to both patient <strong>and</strong> therapist could be <strong>in</strong>sufficient for<br />
navigation, s<strong>in</strong>ce obstacles will not always be visible, aga<strong>in</strong> lead<strong>in</strong>g to navigation errors.<br />
• Frames of reference<br />
The therapist needs <strong>in</strong>sight <strong>in</strong>to the mapp<strong>in</strong>g between the frame of reference of the<br />
reality surround<strong>in</strong>g the patient <strong>and</strong> the frame of reference of the virtual world, to<br />
underst<strong>and</strong> where the patient can move him or herself <strong>and</strong> whether real objects are
Analysis<br />
aligned with virtual ones. This should decrease the number of navigation errors the<br />
therapist makes.<br />
• Lack of affordances for the therapist<br />
Currently, the therapist needs to memorize most procedures for operat<strong>in</strong>g the system.<br />
Perceivable affordances should be <strong>in</strong>troduces to <strong>in</strong>crease the learnability <strong>and</strong><br />
memorability of the system.<br />
Apart from this, we encountered two other usability problems dur<strong>in</strong>g the experiment used as<br />
our case study as described <strong>in</strong> paragraph 3.5.3.<br />
• Lack of fear<br />
Several patients did not experience any fear <strong>in</strong> the VEs despite their severe fear of<br />
heights <strong>and</strong> this made therapy impossible. Therapists cont<strong>in</strong>ued to attempt to change the<br />
fear of the patient by mov<strong>in</strong>g him/her further <strong>in</strong> the VE, but based on the SUDs reported<br />
by the patient, had to cont<strong>in</strong>ue mov<strong>in</strong>g the patient until all available VEs were<br />
completed with<strong>in</strong> a s<strong>in</strong>gle session. In other words: the effectiveness of these therapies<br />
was low.<br />
• Simulator sickness<br />
Typical symptoms of simulator sickness are nausea, pallor, sweat<strong>in</strong>g, headache,<br />
disorientation, dizz<strong>in</strong>ess, <strong>and</strong> residual effects. Simulator sickness, which is closely<br />
related to motion sickness, can best be expla<strong>in</strong>ed by the sensory-conflict theory (Cobb et<br />
al., 1999). This theory proposes that the symptoms occur as a result of conflict between<br />
signals perceived by the different senses. Several studies showed that simulator sickness<br />
will <strong>in</strong>crease dur<strong>in</strong>g the exposure <strong>and</strong> will decrease over repeated exposures (Kennedy<br />
et. al., 2000). Even though sessions were limited to two exposures of 20 m<strong>in</strong>utes, several<br />
patients reported feel<strong>in</strong>g nauseous afterwards or even dur<strong>in</strong>g the session. Clearly, this<br />
causes problems with user satisfaction.<br />
3.8 Conclusions<br />
In this chapter we have proposed an adaptation <strong>and</strong> comb<strong>in</strong>ation of exist<strong>in</strong>g TA methods to<br />
analyze applications such as VRET. Apply<strong>in</strong>g this TA to our case showed that it is adapted<br />
to some of the specific characteristics of applications such as VRET. Use of the Language /<br />
Action Perspective allowed <strong>in</strong>clusion of both multi-modal HCI <strong>and</strong> human-to-human<br />
<strong>in</strong>teraction. Our analysis of the sequence of events showed that there is not a pre-determ<strong>in</strong>ed<br />
order of task, <strong>and</strong> thus the decision to not use a flow model seems validated. The use of a<br />
task hierarchy proved to be useful <strong>in</strong> check<strong>in</strong>g the functionality of the application, similar to<br />
exist<strong>in</strong>g TA methods. Our focus on the implementation details <strong>in</strong> our hierarchy enabled us to<br />
evaluate the <strong>in</strong>formation needs of the users, <strong>and</strong> compare these to the <strong>in</strong>formation provided<br />
by the system through the various media. In general, we can say that the TA method<br />
succeeded <strong>in</strong> reveal<strong>in</strong>g several usability problems, show<strong>in</strong>g that the TA method does work, at<br />
least to some extent.<br />
Whether this TA method is fully applicable to VRET, <strong>and</strong> whether it actually is an<br />
improvement over exist<strong>in</strong>g methods, should become clearer when this method is applied<br />
further, not only identify<strong>in</strong>g usability problems but also form<strong>in</strong>g the basis for new designs.<br />
53
Chapter 3<br />
Several problems encountered dur<strong>in</strong>g VRET did not follow directly from our TA, but might<br />
be related to the HCI: The lack of fear <strong>in</strong> several patients <strong>and</strong> simulator sickness. The fact<br />
that these problems did not follow from our TA is due to the fact that our TA method, similar<br />
to other exist<strong>in</strong>g methods, only takes the user’s cognitions <strong>in</strong>to account <strong>and</strong> not the user’s<br />
non-cognitive processes, such as emotions <strong>and</strong> physiological reactions. S<strong>in</strong>ce these noncognitive<br />
aspects play such an important role <strong>in</strong> applications such as VRET, we will discuss<br />
them <strong>in</strong> great detail <strong>in</strong> the next chapter.<br />
54
4 <strong>Presence</strong><br />
The research described <strong>in</strong> the brief history of VRET at the beg<strong>in</strong>n<strong>in</strong>g of chapter 3 showed<br />
that the use of VR has been found to be effective <strong>in</strong> treat<strong>in</strong>g phobias. However, our research<br />
has also shown that there are several patients that do not respond to the VRET. To<br />
underst<strong>and</strong> whether we can improve the effectiveness of VRET, for <strong>in</strong>stance by improv<strong>in</strong>g<br />
the HCI, we must look at why VRET is effective <strong>in</strong> the first place. Unfortunately, very little<br />
is clear about this subject.<br />
It seems obvious that the effectiveness of therapy depends on the fact that the VR system<br />
<strong>in</strong>fluences the user <strong>in</strong> a non-cognitive way by arous<strong>in</strong>g the patient’s emotions such as fear. In<br />
recent years, emotions have received more attention <strong>in</strong> the HCI literature. The term affective<br />
comput<strong>in</strong>g has been used to denote the comput<strong>in</strong>g that relates to, arises from or deliberately<br />
<strong>in</strong>fluences emotions (Picard, 1997). However, the ma<strong>in</strong> focus of this research has been, until<br />
now, either on mak<strong>in</strong>g the computer adaptive to the user’s moods (Crampes et<br />
al., 2001), mak<strong>in</strong>g the computer better at communication emotion to the user (Rivera et al.,<br />
1994) or determ<strong>in</strong><strong>in</strong>g the effect of emotion on user behavior (Garnder & Meryl, 1985). No<br />
research has yet properly addressed the way <strong>in</strong> which the computer can <strong>in</strong>duce emotions <strong>in</strong><br />
the user.<br />
In this chapter we will therefore <strong>in</strong>vestigate <strong>in</strong> what way the VR system effects the user.<br />
Accord<strong>in</strong>g to literature (Hodges et al., 1994), the key concept that not only expla<strong>in</strong>s why<br />
VRET is effective but can also can be called the def<strong>in</strong><strong>in</strong>g aspect of VR <strong>in</strong> general is the<br />
concept of presence. In the past few years a great deal of literature has appeared on the<br />
subject, <strong>and</strong> this will be discussed <strong>in</strong> detail first 6 .<br />
4.1 On the nature of presence<br />
In presence research several def<strong>in</strong>itions <strong>and</strong> theories have been proposed; the prom<strong>in</strong>ent ones<br />
will be described here.<br />
4.1.1 Def<strong>in</strong>itions<br />
The term "presence" is related to a wide field of research. Lombard & Ditton (Lombard &<br />
Ditton, 1997) identified six different explications of presence that have been used <strong>in</strong><br />
literature: presence as<br />
• social richness, the extent to which the medium is perceived as sociable, warm, sensitive<br />
or personal when it is used to <strong>in</strong>teract with other people.<br />
• realism, the extent to which a medium can seem perceptual <strong>and</strong>/or socially realistic.<br />
• transportation, the sensations of "you are there," "it is here," <strong>and</strong>/or "we are together".<br />
• immersion, the extent to which the senses are engaged by the mediated environment.<br />
• social actor with<strong>in</strong> medium, the extent to which the user responds socially to a<br />
representation of a person through a medium.<br />
6 These paragraphs are based primarily on a previous publication (Schuemie et al, 2001)<br />
55
Chapter 4<br />
• medium as social actor, the extent to which the medium itself is perceived as a social<br />
actor (e.g., treat<strong>in</strong>g computers as social entities) (Lombard & Ditton, 2000).<br />
However, presence as discussed <strong>in</strong> literature related to immersive VR can most often be<br />
characterized by the concept of presence as transportation: people are usually considered<br />
"present" <strong>in</strong> an immersive VR when they report a sensation of be<strong>in</strong>g <strong>in</strong> the virtual world<br />
("you are there"). The term co-presence or social presence is often reserved for the sense of<br />
be<strong>in</strong>g together <strong>in</strong> a virtual world ("we are together").<br />
Sheridan (Sheridan, 1992) makes another dist<strong>in</strong>ction. He emphasizes the difference between<br />
presence, that is the sense of be<strong>in</strong>g <strong>in</strong> a computer-generated world, <strong>and</strong> telepresence, the<br />
sense of be<strong>in</strong>g at a real remote location.<br />
Heeter (Heeter, 1992) dist<strong>in</strong>guishes between three different types of presence:<br />
• Personal presence, a measure of the extent to which the person feels like he/she is part<br />
of the VE.<br />
• Social presence, refers to the extent to which other be<strong>in</strong>gs (liv<strong>in</strong>g or synthetic) also exist<br />
<strong>in</strong> the VE.<br />
• Environmental presence, refers to the extent to which the environment itself<br />
acknowledges <strong>and</strong> reacts to the person <strong>in</strong> the VE.<br />
Schloerb (Schloerb, 1995) dist<strong>in</strong>guishes two types of presence:<br />
• Subjective presence, the likelihood that the person judges himself to be physically<br />
present <strong>in</strong> the remote or virtual environment.<br />
• Objective presence, the likelihood of successfully complet<strong>in</strong>g a task.<br />
Schloerb's def<strong>in</strong>itions of subjective <strong>and</strong> objective presence represent a completely empirical<br />
po<strong>in</strong>t of view. Schloerb questions the value of subjective presence, because objective<br />
presence, the ability to work, should be the most important criteria for a VE.<br />
An important dist<strong>in</strong>ction proposed by Slater & Wilbur (Slater & Wilbur, 1997) is that<br />
between "presence" <strong>and</strong> "immersion".<br />
• Immersion, an objective description of aspects of the system such as field of view <strong>and</strong><br />
display resolution.<br />
• <strong>Presence</strong>, a subjective phenomenon such as the sensation of be<strong>in</strong>g <strong>in</strong> a VE.<br />
A less often used but often cited taxonomy is that of Zeltzer (Zeltzer, 1992) who argues that<br />
a VR system can be characterized by its:<br />
• Autonomy: extent to which the VE is more than just passive geometry.<br />
• <strong>Interaction</strong>: degree to which VE parameters can be modified at runtime.<br />
• <strong>Presence</strong>: measure for the number <strong>and</strong> fidelity of available sensory <strong>in</strong>put <strong>and</strong> output<br />
channels.<br />
Here, Zeltzer uses the term "presence" <strong>in</strong> a way that closely resembles the term "immersion"<br />
def<strong>in</strong>ed by Slater. Unfortunately, the word "immersion" is sometimes also used <strong>in</strong> a way<br />
closely resembl<strong>in</strong>g the subjective def<strong>in</strong>ition of presence (e.g. Bangay & Preston, 1998 <strong>and</strong><br />
56
<strong>Presence</strong><br />
Witmer & S<strong>in</strong>ger 1998). In this dissertation Slater & Wilbur's def<strong>in</strong>itions of the terms<br />
"immersion" <strong>and</strong> "presence" will be used, unless stated otherwise.<br />
4.1.2 Theories<br />
In the literature, several theories on the nature of presence <strong>in</strong> immersive VR have been<br />
proposed. These will be described below.<br />
<strong>Presence</strong> as non-mediation<br />
In a discussion on the mail<strong>in</strong>glist '<strong>Presence</strong>-L Listserv' dur<strong>in</strong>g the spr<strong>in</strong>g of 2000 a general<br />
explication of presence was def<strong>in</strong>ed, which is still be<strong>in</strong>g ref<strong>in</strong>ed today. The latest version to<br />
date is:<br />
<strong>Presence</strong> (a shortened version of the term "telepresence") is a psychological state or<br />
subjective perception <strong>in</strong> which even though part or all of an <strong>in</strong>dividual's current experience<br />
is generated by <strong>and</strong>/or filtered through human-made technology, part or all of the<br />
<strong>in</strong>dividual's perception fails to accurately acknowledge the role of the technology <strong>in</strong> the<br />
experience. Except <strong>in</strong> the most extreme cases, the <strong>in</strong>dividual can <strong>in</strong>dicate correctly that s/he<br />
is us<strong>in</strong>g the technology, but at *some level* <strong>and</strong> to *some degree*, her/his perceptions<br />
overlook that knowledge <strong>and</strong> objects, events, entities, <strong>and</strong> environments are perceived as if<br />
the technology was not <strong>in</strong>volved <strong>in</strong> the experience (Lombard, 2000)<br />
(Experience is def<strong>in</strong>ed as a person's observation of <strong>and</strong>/or <strong>in</strong>teraction with objects, entities,<br />
<strong>and</strong>/or events <strong>in</strong> her/his environment; Perception, the result of perceiv<strong>in</strong>g, is def<strong>in</strong>ed as a<br />
mean<strong>in</strong>gful <strong>in</strong>terpretation of experience.)<br />
This explication emphasizes a dualism: part of the perception acknowledges that the<br />
experience is mediated by technology, while another part does not. This is rarely explicitly<br />
stated <strong>in</strong> presence literature even though it is an essential aspect of the concept. People<br />
always know the experience is mediated <strong>and</strong>, given the current state of technology, can<br />
always dist<strong>in</strong>guish between mediated <strong>and</strong> direct stimuli. Nevertheless, at some level, the<br />
illusion of non-mediation can be perceived. This means that even though patients know they<br />
are not really <strong>in</strong> the situation they fear they will respond as if they were.<br />
<strong>Presence</strong> as focus<strong>in</strong>g of attention<br />
(Witmer & S<strong>in</strong>ger, 1998) relate presence <strong>in</strong> part to the concept of attention: "presence may<br />
vary across a range of values that depends <strong>in</strong> part on the allocation of attentional resources."<br />
• Involvement, a psychological state experienced as a consequence of focus<strong>in</strong>g one's<br />
attention on a coherent set of stimuli or related activities <strong>and</strong> events.<br />
• Immersion, def<strong>in</strong>ed as a psychological state characterized by perceiv<strong>in</strong>g oneself to be<br />
enveloped by, <strong>in</strong>cluded <strong>in</strong>, <strong>and</strong> <strong>in</strong>teract<strong>in</strong>g with a VE. (Note that this def<strong>in</strong>ition of<br />
immersion is quite different from the often-used def<strong>in</strong>ition of immersion as an objective<br />
measure as used <strong>in</strong> this thesis.)<br />
Both <strong>in</strong>volvement <strong>and</strong> immersion are thought to be necessary for experienc<strong>in</strong>g presence. The<br />
authors state that by focus<strong>in</strong>g attention a person will get more <strong>in</strong>volved <strong>and</strong> will as a<br />
consequence experience a higher sense of presence. They call presence similar to the concept<br />
57
Chapter 4<br />
of selective attention which “refers to the tendency to focus on selected <strong>in</strong>formation that is<br />
mean<strong>in</strong>gful <strong>and</strong> of particular <strong>in</strong>terest to the <strong>in</strong>dividual.”<br />
(Slater et al., 1994) stress the participant's sense of "be<strong>in</strong>g there" <strong>in</strong> the virtual environment,<br />
<strong>and</strong> po<strong>in</strong>t out that a high sense of presence <strong>in</strong> a VE requires a simultaneous low level of<br />
presence <strong>in</strong> the real world <strong>and</strong> vice versa. (Biocca, 1997) states that "at one po<strong>in</strong>t <strong>in</strong> time,<br />
users can be said to feel as if they are physically present <strong>in</strong> only one of three places: the<br />
physical environment, the virtual environment, or the imag<strong>in</strong>al environment. <strong>Presence</strong><br />
oscillates among these three poles." The level of presence experienced dur<strong>in</strong>g an <strong>in</strong>terval is<br />
dependent on the relative amount of time be<strong>in</strong>g present <strong>in</strong> the virtual world (Slater & Steed,<br />
2000). This idea of ‘exclusive presence’ is closely related to the attention of users that can be<br />
either focused on the VE or on the real or imag<strong>in</strong>ary world.<br />
<strong>Presence</strong> as natural <strong>in</strong>teraction<br />
Another view of presence is based on the ecological theory of perception. (Flach & Holden,<br />
1998; Schuemie & van der Mast, 1999; Zahorik & Jenison 1998) Basic concepts of this<br />
approach are:<br />
•<br />
•<br />
•<br />
58<br />
The environment offers situated affordances. The term affordance was co<strong>in</strong>ed by Gibson<br />
(Gibson, 1979) <strong>and</strong> is meant to describe the possibilities or opportunities that the<br />
environment offers for a particular organism.<br />
Perception-action coupl<strong>in</strong>g. An organism perceives its environment primarily <strong>in</strong> terms<br />
of its affordances, mak<strong>in</strong>g perception dependent on possible action.<br />
Tools become “ready-to-h<strong>and</strong>.” Accord<strong>in</strong>g to Heidegger, us<strong>in</strong>g a tool eventually stops<br />
the user from possess<strong>in</strong>g a stable representation of the tool. The user is no longer aware<br />
of the tool itself but only of the usefulness the tool has <strong>in</strong> whatever task is performed<br />
(Zahorik & Jenison 1998). For example, many people who write with a pen no longer<br />
th<strong>in</strong>k of the pen as an object that they’re hold<strong>in</strong>g <strong>in</strong> their h<strong>and</strong>s, but are th<strong>in</strong>k<strong>in</strong>g only of<br />
the tip of the pen <strong>and</strong> the mark it makes on the paper.<br />
Apply<strong>in</strong>g the concept of perception-action coupl<strong>in</strong>g to VR one can conclude that the user<br />
will perceive the VR equipment <strong>in</strong> terms of what can be done with it, i.e. <strong>in</strong>teract<strong>in</strong>g <strong>in</strong> the<br />
VE. The mediat<strong>in</strong>g technology itself will eventually become “ready-to-h<strong>and</strong>”, <strong>in</strong>visible to the<br />
user, thus creat<strong>in</strong>g a sense of presence where the illusion of non-mediation is perceived.<br />
(Zahorik & Jenison, 1998) state that successfully supported actions <strong>in</strong> an environment will<br />
lead one to perceive oneself as exist<strong>in</strong>g <strong>in</strong> that environment, to a sense of presence. An action<br />
is said to be successfully supported when the result of that action is considered lawful:<br />
responses from the environment must be similar to those <strong>in</strong> the real-world environment <strong>in</strong><br />
which our perceptual system evolved.<br />
Other researchers agree with the key role of perceived possible <strong>in</strong>teractions <strong>in</strong> presence but<br />
stress that "action is essentially social" (Mantovani & Riva, 1999) Experienc<strong>in</strong>g presence<br />
depends on whether the VE behaves <strong>and</strong> is constructed accord<strong>in</strong>g to our cultural expectations<br />
<strong>and</strong> whether the VE is perceived <strong>and</strong> <strong>in</strong>terpreted the same by others <strong>in</strong> the VE (O'Brien et al.,<br />
1998)<br />
(Sheridan, 1999) proposes the estimation theory, stat<strong>in</strong>g that users will create a mental model<br />
which estimates reality, based on our senses <strong>and</strong> <strong>in</strong>teraction with that reality. This model is
<strong>Presence</strong><br />
used to underst<strong>and</strong> <strong>and</strong> predict the effect of our <strong>in</strong>teractions <strong>and</strong> plays an important role <strong>in</strong><br />
the sense of presence.<br />
In a similar ve<strong>in</strong>, (Schubert et al., 1999b) propose the embodied cognition framework by<br />
Glenberg as a means for expla<strong>in</strong><strong>in</strong>g presence. A mental representation of the environment is<br />
made <strong>in</strong> terms of patterns of possible actions, based on perception <strong>and</strong> memory. "<strong>Presence</strong> is<br />
experienced when these actions <strong>in</strong>clude the perceived possibility to navigate <strong>and</strong> move the<br />
own body <strong>in</strong> the VE."<br />
In predict<strong>in</strong>g the outcome of actions, humans have the ability to suppress contributions of the<br />
current environment to conceptualization, thus expla<strong>in</strong><strong>in</strong>g why we can experience presence<br />
<strong>in</strong> a VE despite sens<strong>in</strong>g conflict<strong>in</strong>g features of the real environment.<br />
4.1.3 Conclusions on the nature of presence<br />
The previous paragraph listed several def<strong>in</strong>itions <strong>and</strong> theories on the nature of presence that<br />
do not necessarily contradict each other, although they can have different implications. To<br />
ref<strong>in</strong>e the concept of presence, better <strong>in</strong>struments for measur<strong>in</strong>g presence are needed.<br />
Unfortunately, the way presence is measured depends on the theory used. (Prothero et al.,<br />
1995b) suggest that one way to escape this circularity is to use a converg<strong>in</strong>g approach: based<br />
on a simple theory, a measure can be developed which can be used to improve the theory,<br />
<strong>and</strong> so on. Already several research groups attempted such an approach, as will be shown <strong>in</strong><br />
the section on measures.<br />
(Kalawsky, 2000) warns that "presence is a multi-dimensional parameter that is arguably an<br />
umbrella term for many <strong>in</strong>ter-related perceptual <strong>and</strong> psychological factors." Most theories<br />
mentioned above attempt to expla<strong>in</strong> presence <strong>in</strong> terms of several underly<strong>in</strong>g factors. One<br />
common factor is that of attention. Also, most scholars relate presence to a mental model of<br />
the virtual reality with the (virtual) body <strong>in</strong> it.<br />
In fact, (Prothero et al., 1995b) claim that " '<strong>Presence</strong>' <strong>and</strong> 'situation awareness' are<br />
overlapp<strong>in</strong>g constructs." (Lackner & Dizio, 1998) supply anecdotal evidence that when<br />
people have difficulty form<strong>in</strong>g a mental model of a real (but nonterrestrial) space, they also<br />
report a loss of sense of presence.<br />
Most theories <strong>and</strong> def<strong>in</strong>itions of presence mentioned above attribute to presence the fact that<br />
the human m<strong>in</strong>d, <strong>in</strong> part or completely, experiences a VE as if it were real. <strong>Presence</strong> is<br />
therefore essential for exposure therapy, s<strong>in</strong>ce this type of treatment depends explicitly on<br />
confront<strong>in</strong>g patients with the situations they fear. If the patient does not feel present <strong>in</strong> the<br />
anxiety-provok<strong>in</strong>g situation, he or she will not become afraid <strong>and</strong> habituation will not occur.<br />
4.2 Impact of presence<br />
For the concept of presence to be useful <strong>and</strong> be applicable <strong>in</strong> practical situations it is<br />
important to underst<strong>and</strong> the impact or consequences of presence. What types of phenomena<br />
have been l<strong>in</strong>ked to presence? Does it really lead to patients respond<strong>in</strong>g to virtual fearful<br />
stimuli as if they were real, <strong>and</strong> what other consequences can a high sense of presence have?<br />
This section will review the theories <strong>and</strong> empirical studies on the usefulness of presence, <strong>and</strong><br />
thus its relationship to other constructs.<br />
4.2.1 Subjective sensation<br />
Almost every theory on presence refers to the subjective sensation of "be<strong>in</strong>g there"<br />
experienced <strong>and</strong> reported dur<strong>in</strong>g immersion <strong>in</strong> a VE <strong>and</strong> this sensation is <strong>in</strong> fact part of most<br />
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Chapter 4<br />
def<strong>in</strong>itions of presence. However, for <strong>in</strong>stance the explication statement from the <strong>Presence</strong>-L<br />
Listserv (Lombard, 2000) does not exclude a state where one does not have an explicit<br />
sensation of "be<strong>in</strong>g there" but still could be said to experience some form of presence.<br />
This subjective sensation may apply to the environment currently be<strong>in</strong>g experienced, or to<br />
memories of past experiences. As (Slater et al., 1999) note, a key result of presence is that a<br />
person remembers the VE as a place rather than a set of pictures.<br />
4.2.2 Task performance<br />
As (Welch, 1999) stated, "there is a pervasive belief that presence is causally related to<br />
performance … Despite the popularity of this notion, however, there is no solid evidence to<br />
support it." Welch cont<strong>in</strong>ues by quot<strong>in</strong>g Witmer <strong>in</strong> a personal communication about the<br />
review of several research projects: "significant correlation between presence <strong>and</strong><br />
performance were the exception rather than the rule." (Ellis, 1996) even argues that for some<br />
tasks, less presence might lead to better performance, for <strong>in</strong>stance when a more abstract view<br />
of an environment is more helpful for complet<strong>in</strong>g the task.<br />
(Mania & Chalmers, 2000) confirm that presence need not be related to task performance <strong>in</strong><br />
an empirical study with three conditions: lectures were given on a specific topic <strong>in</strong> the real<br />
world, <strong>in</strong> a virtual classroom <strong>and</strong> an audio only environment. In a between-subject design 18<br />
subjects were assigned to each condition. <strong>Presence</strong> was found not to be correlated with the<br />
task performance of acquir<strong>in</strong>g knowledge dur<strong>in</strong>g the lecture.<br />
(Kim & Biocca, 1997) however, <strong>in</strong> a study <strong>in</strong>volv<strong>in</strong>g 96 subject be<strong>in</strong>g exposed to an<br />
<strong>in</strong>fomercial on TV, did f<strong>in</strong>d a weak but significant correlation between the part of their<br />
presence questionnaire labeled "departure" <strong>and</strong> both factual memory <strong>and</strong> average recognition<br />
speed for recogniz<strong>in</strong>g stills from the <strong>in</strong>fomercial.<br />
(Slater et al., 1998a) <strong>and</strong> (Steed et al., 1999) found a relationship between immersion <strong>and</strong><br />
leadership. In a between-subject design with 30 subjects <strong>and</strong> three conditions (HMD <strong>and</strong> 2<br />
types of desktop-VR systems), where subjects had to solve a riddle together, those <strong>in</strong> the<br />
more immersive conditions tended to evolve as the leader of the group. However, no<br />
relationship between immersion <strong>and</strong> presence was found <strong>in</strong> this study.<br />
4.2.3 Responses <strong>and</strong> emotions<br />
Perhaps one of the most important consequences of presence is that a virtual experience can<br />
evoke the same reactions <strong>and</strong> emotions as a real experience.<br />
(North et al., 1998) found that people can show signs of fear of public speak<strong>in</strong>g when<br />
confronted with a virtual audience. (Slater et al., 1999) <strong>in</strong> a between-subject study with ten<br />
subjects <strong>and</strong> two conditions (positive <strong>and</strong> negative audience) showed that, <strong>in</strong> a regression<br />
analysis, presence tended to amplify subject's response to the audience. In other words:<br />
People experienc<strong>in</strong>g a higher level of presence were prone to report more negative reactions<br />
to a negative audience <strong>and</strong> more positive reactions to a positive audience.<br />
When confronted with visual cues suggest<strong>in</strong>g motion, a person will tend to correct for the<br />
perceived motion by adjust<strong>in</strong>g their body posture. (Freeman et al., 2000), <strong>in</strong> an experiment<br />
with 24 subjects, <strong>in</strong>vestigated the relationship between reported presence <strong>and</strong> postural<br />
responses. No significant correlation (r = 0.025) was found however.<br />
The most strik<strong>in</strong>g examples of how presence can lead to emotional responses similar to the<br />
real world are the success stories of phobia treatment. Dur<strong>in</strong>g phobia treatment, patients<br />
respond <strong>in</strong> similar fashion to the virtual fearful situations as they would to the real situations.<br />
Reported responses <strong>in</strong>clude <strong>in</strong>creased sweat<strong>in</strong>g etc. (Hodges et al., 1994)<br />
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<strong>Presence</strong><br />
(Regenbrecht et al., 1998) <strong>in</strong>vestigated the relationship between presence <strong>and</strong> fear of heights,<br />
both measured by questionnaires. In an experiment with 37 non-phobic subjects they did not<br />
f<strong>in</strong>d a significant correlation (r = 0.251, p>.10) between presence <strong>and</strong> fear. A regression<br />
analysis did show that presence was the best predictor of fear. (Schuemie et al., 2000), <strong>in</strong> an<br />
explorative study with ten subjects be<strong>in</strong>g treated for fear of heights, did f<strong>in</strong>d a significant<br />
correlation between fear <strong>and</strong> presence reported on questionnaires (r=0.4461), but no<br />
significant correlation (r = -0.325) between presence <strong>and</strong> reduction of acrophobia (also<br />
measured through questionnaires).<br />
(Krijn et al, <strong>in</strong> preparation) compared the HMD-based system described <strong>in</strong> the previous<br />
chapter to a more advanced CAVE system for treatment of phobias. 37 subjects participated<br />
<strong>in</strong> the experiment. Although they reported higher levels of presence <strong>in</strong> the CAVE condition<br />
(F=8.024, p=.010) ,they did not report higher levels of fear, nor was there any significant<br />
difference <strong>in</strong> the effectiveness of the therapy <strong>in</strong> either conditions. However, <strong>in</strong> this study<br />
there was a large amount of dropouts (12), mostly because the subjects did not experience<br />
enough fear. In the HMD condition, there were seven dropouts compared to the three<br />
dropouts <strong>in</strong> the CAVE condition that were attributable to low presence.<br />
A chart-review of the VR therapies already given at the Center for Advanced Multimedia<br />
Psychotherapy showed that the ma<strong>in</strong> reason beh<strong>in</strong>d the number of dropouts was the lack of<br />
presence <strong>in</strong> these subjects (Presentation by Mark Wiederhold at the MMVR2002 conference,<br />
Newport Beach, California)<br />
In-depth <strong>in</strong>vestigation<br />
In an attempt to clearly determ<strong>in</strong>e the relationship between presence <strong>and</strong> fear of heights, we<br />
performed a small prelim<strong>in</strong>ary study <strong>in</strong> collaboration with the University of Amsterdam<br />
(Krijn et al., 2000). In this study 30 subjects participated, 15 of which suffered from fear of<br />
heights. Subjects were exposed to all four conditions <strong>in</strong> a r<strong>and</strong>om order <strong>in</strong> a two by two<br />
with<strong>in</strong>-subject design. The two factors manipulated were the VE, which was either a height<br />
situation or a neutral situation, <strong>and</strong> the level of immersion. In the low-immersion condition,<br />
subjects could not move the viewpo<strong>in</strong>t at all but <strong>in</strong>stead watched a predeterm<strong>in</strong>ed path<br />
through the VE. In the high-immersion condition, subject could rotate the viewpo<strong>in</strong>t through<br />
headtrack<strong>in</strong>g <strong>and</strong> could move forward <strong>in</strong> the VE by press<strong>in</strong>g a button on a h<strong>and</strong>held device.<br />
Subjects were furthermore given the <strong>in</strong>struction to locate small cubes <strong>in</strong> the VE, which lit up<br />
when approached near enough.<br />
Results showed that presence was much higher <strong>in</strong> the high-immersion conditions (t=-2.96,<br />
p=0.006), but fear did not differ significantly between conditions. One possible explanation<br />
for this could be the fact that <strong>in</strong> the low-immersion condition, subjects could not avoid<br />
look<strong>in</strong>g down <strong>in</strong>to the depth, whilst <strong>in</strong> the high-immersion condition subjects could avoid the<br />
edge altogether <strong>and</strong>, accord<strong>in</strong>g to observations, did so <strong>in</strong> numerous occasions.<br />
4.2.4 Simulator sickness<br />
One problem associated with us<strong>in</strong>g VR is that it can cause nausea <strong>and</strong> dizz<strong>in</strong>ess, a<br />
phenomenon known as "simulator sickness". (Witmer & S<strong>in</strong>ger, 1998) found a significant<br />
negative correlation between simulator sickness reported on the Simulator Sickness<br />
Questionnaire <strong>and</strong> presence measured us<strong>in</strong>g the Witmer & S<strong>in</strong>ger questionnaire (r = -0.426,<br />
p
Chapter 4<br />
4.2.5 Conclusions on results of presence<br />
Based on the current status of presence research much uncerta<strong>in</strong>ty rema<strong>in</strong>s as to the results of<br />
presence. <strong>Presence</strong>, when def<strong>in</strong>ed as a subjective sensation, can be a goal <strong>in</strong> itself for certa<strong>in</strong><br />
applications such as games <strong>and</strong> movies. Whether presence can contribute to better task<br />
performance is controversial based on the reported f<strong>in</strong>d<strong>in</strong>gs.<br />
And although the usefulness of presence for emotional responses <strong>and</strong> phobia treatment seems<br />
to have more empiric evidence, this too is <strong>in</strong>conclusive. One problem here is that only weak<br />
evidence for a relationship between presence <strong>and</strong> emotional responses such as fear has been<br />
found, but no study has yet addressed the causality of this relationship. In other words, it is<br />
still unclear whether higher measured presence causes stronger emotional responses <strong>in</strong> a VE<br />
or the other way around. Our small experiment aimed at determ<strong>in</strong><strong>in</strong>g the relationship<br />
between presence <strong>and</strong> fear of heights showed that when HCI has an effect on presence, that<br />
this <strong>in</strong>crease <strong>in</strong> presence does not necessarily lead to more fear. It seems that HCI can also<br />
have another effect on fear, when the HCI enables the user to avoid fearful situation.<br />
The study by (Krijn et al., <strong>in</strong> preparation) compar<strong>in</strong>g the use of an HMD to the use of a<br />
CAVE for VRET showed that although presence was higher <strong>in</strong> the CAVE condition, this did<br />
not lead to higher fear or greater therapy effectiveness. However, one should keep <strong>in</strong> m<strong>in</strong>d<br />
that dur<strong>in</strong>g therapy, the fear of the patient is <strong>in</strong> fact manipulated by the therapist, who will<br />
not allow the fear to become too high or too low. It is only when the fear cannot become high<br />
enough that we can expect a relationship between presence <strong>and</strong> fear <strong>and</strong> between presence<br />
<strong>and</strong> therapy effectiveness. In other words, we should expect a relationship between level of<br />
presence <strong>and</strong> the number of failures of therapy. In the aforementioned study, there were more<br />
dropouts <strong>in</strong> the HMD condition than <strong>in</strong> the HMD condition. In the chart review (ref. chart<br />
review Mark Wiederhold), failure of VRET was ma<strong>in</strong>ly attributed to an <strong>in</strong>sufficient sense of<br />
presence.<br />
4.3 Measur<strong>in</strong>g presence<br />
Know<strong>in</strong>g what phenomena presence can result <strong>in</strong> allows us to create a measure for presence.<br />
A dist<strong>in</strong>ction can be made between subjective measures, requir<strong>in</strong>g <strong>in</strong>trospection by the<br />
subjects, <strong>and</strong> objective measures. Objective measures can further be divided <strong>in</strong>to behavioral<br />
<strong>and</strong> physiological measures. These types of measurement will be reviewed below.<br />
4.3.1 Subjective measures: Questionnaires<br />
The most commonly used methods to measure presence <strong>in</strong> current research are based on<br />
subjective rat<strong>in</strong>gs through questionnaires.<br />
As (Witmer & S<strong>in</strong>ger, 1998) rightly stress, any measure of presence should be both reliable,<br />
i.e. only dependent on the characteristics under consideration, <strong>and</strong> valid, i.e. measur<strong>in</strong>g what<br />
it <strong>in</strong>tends to measure <strong>and</strong> measur<strong>in</strong>g it well. More specifically, the authors emphasize that a<br />
measure or scale can have content validity or “the coverage of the measured behavioral<br />
doma<strong>in</strong> by the scale items” <strong>and</strong> construct validity, “the extent to which it can be said to<br />
measure a theoretical construct or trait.” If available, these characteristics of the<br />
measurements will be mentioned here as well.<br />
An advantage of questionnaires is that not only subjective sensations dur<strong>in</strong>g the experience<br />
<strong>in</strong> a VE can be measured. Subjects can also be asked to describe the VE <strong>and</strong> their own<br />
physiological <strong>and</strong> behavioral responses, although these observations are of course less<br />
reliable because of their subjective nature.<br />
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<strong>Presence</strong><br />
Sometimes these questionnaires consist of a s<strong>in</strong>gle question, e.g. "I feel a sense of actually<br />
be<strong>in</strong>g <strong>in</strong> the same room with others when I am connected to a MOO" (Towell & Towell,<br />
1997). To make the measure more reliable often several questions are used (D<strong>in</strong>h et al.,<br />
1999; Hendrix & Barfield, 1996a). Recently a more or less systematic approach has been<br />
taken to establish reliable <strong>and</strong> validated questionnaires. The most prom<strong>in</strong>ent ones will be<br />
described here.<br />
Slater <strong>and</strong> colleagues<br />
The questionnaire developed by Slater <strong>and</strong> colleagues evolved over a number of studies<br />
(Usoh et al., 2000) <strong>and</strong> has received much attention <strong>in</strong> presence research. It is based on<br />
several questions, which are all variations on three themes: (Slater et al.,1995)<br />
• The subject’s sense of “be<strong>in</strong>g there”.<br />
• The extent to which the VE becomes more “real or present” than actual reality.<br />
• The “locality,” the extent to which the VE is thought of as a “place” that was visited<br />
rather than just a set of images.<br />
These themes are directly derived from the research group's theory on the nature of presence<br />
<strong>and</strong> are all strictly related to results of presence. The presence score is taken as the number<br />
of answers that have a high score.<br />
Witmer & S<strong>in</strong>ger<br />
Based on their theory of <strong>in</strong>volvement <strong>and</strong> immersion <strong>and</strong> on previous empirical <strong>and</strong><br />
theoretical research, (Witmer & S<strong>in</strong>ger, 1998) determ<strong>in</strong>ed several factors that are thought to<br />
contribute to a sense of presence:<br />
• Control factors, the amount of control the user had on events <strong>in</strong> the VE.<br />
• Sensory factors, the quality, number <strong>and</strong> consistency of displays.<br />
• Distraction factors, the degree of distraction by objects <strong>and</strong> events <strong>in</strong> the real world.<br />
• Realism factors, the degree of realism of the portrayed VE.<br />
On their <strong>Presence</strong> Questionnaire (PQ), users can rate their experience <strong>in</strong> the VE accord<strong>in</strong>g to<br />
these factors on questions with a 7-po<strong>in</strong>t Likert scale. The presence score is the sum of these<br />
rat<strong>in</strong>gs.<br />
To validate this questionnaire, 152 subjects were asked to answer the questions after us<strong>in</strong>g a<br />
VE. The correlation between s<strong>in</strong>gle items <strong>and</strong> the total score was <strong>in</strong>vestigated <strong>and</strong> most items<br />
showed a strong correlation. Items show<strong>in</strong>g no significant correlation were deleted.<br />
However, as (Slater, 1999) po<strong>in</strong>ted out, no correction was made for the fact that the item<br />
score already would be correlated with the total because the item itself is <strong>in</strong>cluded <strong>in</strong> the<br />
sum. It is also <strong>in</strong>terest<strong>in</strong>g to note that the PQ is attempt<strong>in</strong>g to measure presence by measur<strong>in</strong>g<br />
its causes, as evaluated by the user, <strong>and</strong> not its results.<br />
The PQ was reduced by dropp<strong>in</strong>g items that did not contribute to its reliability. From a<br />
cluster analysis on data from this reduced PQ scale Witmer & S<strong>in</strong>ger found three factors,<br />
which did not perfectly match the orig<strong>in</strong>al factors, mentioned above. These factors, which<br />
regrouped items from the orig<strong>in</strong>al factors, were labeled:<br />
•<br />
Involved/Control, the control <strong>and</strong> responsiveness of a VE, <strong>and</strong> how <strong>in</strong>volv<strong>in</strong>g a VE is.<br />
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Chapter 4<br />
•<br />
•<br />
64<br />
Natural, the naturalness of <strong>in</strong>teractions <strong>and</strong> control of locomotion, <strong>and</strong> the consistency<br />
of a VE.<br />
Interface Quality, the amount of <strong>in</strong>terference or distraction from task performance, <strong>and</strong><br />
the participant’s ability to concentrate on the tasks.<br />
Calculations over multiple experiments <strong>in</strong>dicated the reliability of the PQ to be 0.88<br />
(Cronbach’s α, N = 152). On the subject of content validity, the authors state that the PQ<br />
items were based on a review of the presence literature <strong>and</strong> “tap both aspects of presence:<br />
<strong>in</strong>volvement <strong>and</strong> immersion.” Witmer & S<strong>in</strong>ger did a prelim<strong>in</strong>ary construct validation by<br />
check<strong>in</strong>g the association with other variables <strong>and</strong> constructs such as simulator sickness, task<br />
performance, natural modes of <strong>in</strong>teraction, spatial ability tests <strong>and</strong> relation to their Immersive<br />
Tendency Questionnaire measur<strong>in</strong>g the tendency to become <strong>in</strong>volved or immersed. The<br />
results of this validation were positive.<br />
Igroup <strong>Presence</strong> Questionnaire (IPQ)<br />
(Schubert et al., 1999a) constructed their IPQ by comb<strong>in</strong><strong>in</strong>g previous published<br />
questionnaires, among which those of Witmer & S<strong>in</strong>ger <strong>and</strong> Slater & colleagues, with a<br />
questionnaire from earlier research (Regenbrecht et al.,1998) <strong>and</strong> some newly developed<br />
questions on technological <strong>and</strong> context variables. The result<strong>in</strong>g 75-item questionnaire was<br />
submitted to 246 volunteers, most of who were male desktop-based-VR users. It should be<br />
noted that most entries were from game-based VR systems, <strong>and</strong> only a small m<strong>in</strong>ority<br />
<strong>in</strong>volved a HMD or a CAVE system. From a factor analysis eight factors were extracted;<br />
three of these were found to be concerned with presence itself, <strong>and</strong> five were identified as<br />
immersion factors. The presence factors, which entailed only subjective reports of how users<br />
experienced the VE, were:<br />
• Spatial presence (SP), the relation between the VE as a space <strong>and</strong> the own body.<br />
• Involvement (INV), the awareness devoted to the VE.<br />
• Realness (REAL), the sense of reality attributed to the VE.<br />
The immersion factors, the factors concerned with descriptions of the <strong>in</strong>teraction of the user<br />
with the VE or with descriptions of the technological side of the VE, were:<br />
• Quality of immersion (QI), the sensory quality for richness <strong>and</strong> consistency of the<br />
multimodal presentation.<br />
• Drama (DRAMA), the perception of dramatic content <strong>and</strong> structures.<br />
• Interface awareness (IA), the awareness of <strong>in</strong>terfaces that distracts from the VE<br />
experience.<br />
• Exploration of VE (EXPL), the possibility to explore <strong>and</strong> actively search the VE.<br />
• Predictability (PRED), the ability to predict <strong>and</strong> anticipate what will happen next.<br />
The authors contend that the factor analysis provides support<strong>in</strong>g evidence for a dist<strong>in</strong>ction<br />
between reports on subjective experiences - the presence factors - <strong>and</strong> reported evaluations of<br />
the technology - the immersion factors. Furthermore, the two factors spatial presence (SP)<br />
<strong>and</strong> <strong>in</strong>volvement (INV) support the dist<strong>in</strong>ction between a spatial-constructive <strong>and</strong> an<br />
attention component. This dist<strong>in</strong>ction was postulated earlier by (Witmer & S<strong>in</strong>ger, 1998) <strong>and</strong><br />
was also derived by the authors from the Embodied <strong>Presence</strong> Model. F<strong>in</strong>ally, (Schubert et
<strong>Presence</strong><br />
al., 1999a) state that the two factors SP <strong>and</strong> INV together load on a first second-order factor,<br />
which thus might be a general presence factor. Though not predicted by the model <strong>and</strong> to the<br />
authors’ surprise a third factor "realness" also loaded on this general presence factor.<br />
Schubert & colleagues calculated the <strong>in</strong>ternal consistency of IPQ over two studies to be 0.85<br />
<strong>and</strong> 0.87 (Cronbach’s α; N = 264, N = 296).<br />
Kim & Biocca<br />
(Kim & Biocca, 1997) constructed a questionnaire with 8 items based on theory <strong>and</strong><br />
questionnaires by other authors. 96 subjects filled <strong>in</strong> the questions after hav<strong>in</strong>g been exposed<br />
to an <strong>in</strong>fomercial on a TV. A factor analysis found 2 factors, which were labeled us<strong>in</strong>g a<br />
metaphor of transportation:<br />
• Arrival, be<strong>in</strong>g present <strong>in</strong> the mediated environment.<br />
• Departure, not be<strong>in</strong>g present <strong>in</strong> the unmediated environment.<br />
The arrival factor <strong>in</strong>cluded items related to feel<strong>in</strong>g one had arrived <strong>in</strong> another world than the<br />
real one (the world of the <strong>in</strong>fomercial); the departure factor <strong>in</strong>cluded items relat<strong>in</strong>g to the<br />
feel<strong>in</strong>g one had never left the real world.<br />
ITC Sense Of <strong>Presence</strong> Inventory (ITC-SOPI)<br />
The questionnaires mentioned so far were designed with certa<strong>in</strong> media <strong>in</strong> m<strong>in</strong>d, such as<br />
immersive VR. (Lessiter et al., 2000) attempted to create a measure that should apply across<br />
a range of media, for example also to television <strong>and</strong> c<strong>in</strong>ema. For their ITC-SOPI<br />
questionnaire 63 items were generated which were thought to have relevance to the concept<br />
of presence. All items had a 5-po<strong>in</strong>t Likert scale. The questionnaire was adm<strong>in</strong>istered to 604<br />
people follow<strong>in</strong>g their experience of a mediated environment. Factor analysis found 4<br />
factors:<br />
•<br />
•<br />
•<br />
•<br />
Physical Space, e.g., "I had a sense of be<strong>in</strong>g <strong>in</strong> the scenes displayed", "I felt I was<br />
visit<strong>in</strong>g the places <strong>in</strong> the displayed environment", "I felt that the characters <strong>and</strong>/or<br />
objects could almost touch me."<br />
Engagement, e.g., " I felt <strong>in</strong>volved (<strong>in</strong> the displayed environment)", "I enjoyed myself",<br />
"My experience was <strong>in</strong>tense."<br />
Naturalness, e.g., "The content seemed believable to me", "I had a strong sense that the<br />
characters <strong>and</strong> objects were solid", "The displayed environment seemed natural."<br />
Negative effects, e.g., "I felt dizzy", "I felt disorientated", "I felt nauseous."<br />
Eventually 44 items were reta<strong>in</strong>ed which loaded on one of these factors. The similarity<br />
between the first three factors <strong>and</strong> the factors identified by (Schubert et al., 1999a) is, as<br />
noted by the authors, strik<strong>in</strong>g. Lessiter & colleagues calculated the <strong>in</strong>ternal consistency<br />
coefficients for each of the four factors <strong>and</strong> found alphas rang<strong>in</strong>g from 0.94 (Physical Space)<br />
to 0.76 (Naturalness). The authors did a prelim<strong>in</strong>ary validation of their questionnaire by<br />
compar<strong>in</strong>g its results to results they obta<strong>in</strong>ed by us<strong>in</strong>g comparable (but not identical)<br />
questions from the Slater et al. questionnaire. The results showed that both questionnaires<br />
load onto the same factors <strong>and</strong> can discrim<strong>in</strong>ate between different media. Further studies are<br />
planned to directly compare the ITC-SOPI with Slater et al.’s questions. The authors also<br />
computed scale scores for each factor for the different media across which data were<br />
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Chapter 4<br />
collected. They found that the scores for the factors were correlated to the media format <strong>in</strong> a<br />
predictable way. For <strong>in</strong>stance, the factor Physical Space showed sensitivity to media format.<br />
Lombard & Ditton<br />
(Lombard & Ditton, 2000) are also creat<strong>in</strong>g a cross-media presence questionnaire.<br />
Participants were assigned to one of two conditions: high or low presence. The high presence<br />
condition <strong>in</strong>volved a 3D IMAX movie, the low presence condition a 12-<strong>in</strong>ch black <strong>and</strong> white<br />
television. A 103-item questionnaire was developed based on items used by other authors. So<br />
far, 307 subjects completed the high presence condition. The experiment is still ongo<strong>in</strong>g. In a<br />
factor analysis of the prelim<strong>in</strong>ary results the follow<strong>in</strong>g factors are found:<br />
• Immersion, relates to the sense of immersion, <strong>in</strong>volvement <strong>and</strong> engagement <strong>in</strong> the<br />
mediated environment.<br />
• Parasocial <strong>in</strong>teraction, relates to <strong>in</strong>teract<strong>in</strong>g with other people <strong>in</strong> real time <strong>in</strong> the<br />
mediated environment.<br />
• Parasocial relationships, concerns feel<strong>in</strong>gs of friendship etc. towards people <strong>in</strong> the VE.<br />
• Physiological response, concerns amongst others simulator sickness.<br />
• Social reality, relates to how likely the events are to occur <strong>in</strong> reality.<br />
• Interpersonal social richness, relates to how well user could observe <strong>in</strong>terpersonal<br />
communication cues.<br />
• General social richness, relates to items such as unemotional / emotional, unresponsive<br />
/ responsive, impersonal / personal.<br />
Conclusions on questionnaires<br />
<strong>Presence</strong> questionnaires are all orig<strong>in</strong>ally developed from certa<strong>in</strong> theoretical views on the<br />
concept of presence. This basis determ<strong>in</strong>es the scope of the questionnaires as well as the<br />
relevant application doma<strong>in</strong>, such as immersive VR or TV.<br />
In turn, the measures are used to ref<strong>in</strong>e the theories on which they are based. Techniques<br />
such as factor analysis show that there are several major components <strong>in</strong> reported subjective<br />
sensations on presence, <strong>and</strong> that these components are related. However, the relationships<br />
between these components <strong>and</strong> the concept of presence may not be assumed as given, <strong>and</strong><br />
depends <strong>in</strong> part on the def<strong>in</strong>ition of presence used. Also, the components found depend very<br />
much on the orig<strong>in</strong>al scope of the study <strong>and</strong> its related questionnaire. This is obvious for<br />
<strong>in</strong>stance <strong>in</strong> the non-<strong>in</strong>teractive design of Lombard’s experiment. Another example is the Kim<br />
& Biocca questionnaire with its limited number <strong>and</strong> diversity of questions, which therefore<br />
was limited <strong>in</strong> the number <strong>and</strong> diversity of factors found.<br />
Subjective measures can be prone to errors. For <strong>in</strong>stance, prior experience <strong>in</strong> rat<strong>in</strong>g stimuli<br />
on other aspects such as <strong>in</strong>terest <strong>and</strong> 3D-ness affected the subsequent rat<strong>in</strong>g of presence <strong>in</strong> a<br />
study <strong>in</strong>volv<strong>in</strong>g 72 subjects (Freeman et al., 1999). Similar results were found by (Welch et<br />
al., 1996) <strong>in</strong> a prelim<strong>in</strong>ary study, where the order <strong>in</strong> which the VEs were presented was<br />
found to have a ma<strong>in</strong> effect on the relative presence rat<strong>in</strong>gs of these VEs when compared to<br />
each other.<br />
(Usoh et al., 2000) subjected two questionnaires to a reality-test <strong>in</strong> a between subject design;<br />
ten subjects completed a search task <strong>in</strong> reality, ten completed the task <strong>in</strong> a VE. If the<br />
questionnaires measured correctly, subjects should report a greater sense of presence <strong>in</strong><br />
reality than <strong>in</strong> the VE. However, subjects did not report significantly different presence<br />
rat<strong>in</strong>gs on the Witmer & S<strong>in</strong>ger PQ for the two conditions. The questionnaire by Slater &<br />
66
<strong>Presence</strong><br />
colleagues did f<strong>in</strong>d a marg<strong>in</strong>al but significant difference. Interest<strong>in</strong>gly, (Mania & Chalmers,<br />
2000) when us<strong>in</strong>g the latter questionnaire, found presence to be "much higher <strong>and</strong><br />
significantly different" for a real situation compared to two virtual ones (18 subjects <strong>in</strong> the<br />
real condition, 18 subjects <strong>in</strong> an immersive VE <strong>and</strong> 18 subjects <strong>in</strong> an audio-only VE).<br />
4.3.2 Other subjective measures<br />
Cont<strong>in</strong>uous measure<br />
Instead of adm<strong>in</strong>ister<strong>in</strong>g a questionnaire only after a virtual experience, (IJsselste<strong>in</strong> & de<br />
Ridder, 1998) proposed a cont<strong>in</strong>uous measure of presence dur<strong>in</strong>g the experience. In a study<br />
<strong>in</strong>volv<strong>in</strong>g 24 subjects, a h<strong>and</strong>-operated slider could be used to <strong>in</strong>dicate the level of presence<br />
experienced at that moment. Analysis showed that rated presence <strong>in</strong>creased with the addition<br />
of stereoscopy <strong>and</strong> of motion cues.<br />
<strong>Presence</strong> Counter<br />
Based on their theory that <strong>in</strong>dividuals are, at one moment <strong>in</strong> time, either completely present<br />
<strong>in</strong> the real or <strong>in</strong> the virtual world, (Slater & Steed, 2000) proposed a presence counter which<br />
measures the number of transitions <strong>in</strong> presence. Because the action of report<strong>in</strong>g such a<br />
transition requires a person to feel present <strong>in</strong> the real world, only transitions from the virtual<br />
to the real world can be recorded. Based on a simple Markov Cha<strong>in</strong> model, this counter is<br />
used to estimate the relative time the person was present <strong>in</strong> the virtual world. In a betweensubject<br />
study with 18 participants significant correlations were found between body<br />
movement <strong>and</strong> presence (r 2 =0.38) <strong>and</strong> between presence measured through the presence<br />
counter <strong>and</strong> through a traditional questionnaire (r 2 =0.32).<br />
Focus Group Exploration<br />
To ga<strong>in</strong> more qualitative <strong>in</strong>sight <strong>in</strong>to the concept of presence, (Freeman & Avons, 2000)<br />
used Focus Group Exploration. This method requires small groups to discuss a topic, <strong>in</strong> this<br />
case people's experience while watch<strong>in</strong>g stereoscopic TV. Results show that non-experts<br />
describe sensations of presence, <strong>and</strong> are relat<strong>in</strong>g presence to <strong>in</strong>volvement, realism <strong>and</strong><br />
naturalness. (Heeter, 1992) applied a similar approach, question<strong>in</strong>g users after they had used<br />
immersive VEs.<br />
4.3.3 Objective measures: Behavioral<br />
As mentioned <strong>in</strong> the section on results of presence, people tend to respond to mediated<br />
stimuli as if it were unmediated when they experience a high level of presence. Exam<strong>in</strong><strong>in</strong>g<br />
people's reaction to mediated stimuli could provide an objective measure of presence.<br />
(Sheridan, 1996) proposes measur<strong>in</strong>g reflex responses, such as automatically try<strong>in</strong>g to catch<br />
a ball or try<strong>in</strong>g to avoid a rapidly approach<strong>in</strong>g object. As mentioned before, (Freeman et al.,<br />
2000) attempted to use postural response as a measure for presence but found no significant<br />
correlation between this measure <strong>and</strong> reported presence.<br />
(Prothero et al., 1995b) propose so-called "class A" measures of presence, which measure<br />
subjects’ responses to virtual cues when subjects are also presented with conflict<strong>in</strong>g real<br />
cues. (Slater et al., 1995) used such a method: subjects were shown a radio <strong>in</strong> reality <strong>and</strong> then<br />
had to put on a HMD which showed a VE with a radio at the same location as the real one.<br />
Dur<strong>in</strong>g the experiment, the real radio was moved <strong>and</strong> turned on. The subject was required to<br />
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Chapter 4<br />
po<strong>in</strong>t at the radio when this happened. A high degree of presence would lead to the subject<br />
po<strong>in</strong>t<strong>in</strong>g at the virtual radio rather than the real one. In the study, <strong>in</strong>volv<strong>in</strong>g 8 subjects, a<br />
significant correlation was found between this objective measure <strong>and</strong> a presence<br />
questionnaire.<br />
(O'Brien et al., 19998) used an ethnographic approach to study user's behavior, analyz<strong>in</strong>g<br />
human-to-human <strong>in</strong>teraction <strong>in</strong> multi-user VEs. This lead to more qualitative <strong>in</strong>sight <strong>in</strong> the<br />
nature of presence, l<strong>in</strong>k<strong>in</strong>g presence to the concept of <strong>in</strong>tersubjectivity, i.e. the th<strong>in</strong>gs people<br />
know <strong>in</strong> common.<br />
4.3.4 Objective measures: Physiological<br />
(Sheridan, 1992) warns that “ ‘<strong>Presence</strong>’ is a subjective sensation, much like ‘mental<br />
workload’ <strong>and</strong> ‘mental model’ – it is a mental manifestation, not so amenable to objective<br />
physiological def<strong>in</strong>ition <strong>and</strong> measurement.” (Meehan, 2000) however, attempted to measure<br />
presence us<strong>in</strong>g heart rate, sk<strong>in</strong> temperature <strong>and</strong> sk<strong>in</strong> conductance <strong>in</strong> an experiment where 10<br />
subjects were exposed to a virtual height situation <strong>in</strong> a sophisticated immersive VE.<br />
Although results regard<strong>in</strong>g heart rate <strong>and</strong> sk<strong>in</strong> temperature were <strong>in</strong>conclusive due to noise <strong>in</strong><br />
the heart rate measurement <strong>and</strong> slow change <strong>in</strong> sk<strong>in</strong> temperature, a correlation was found<br />
between sk<strong>in</strong> conductance <strong>and</strong> presence as measured us<strong>in</strong>g the questionnaire by Slater &<br />
colleagues. These results tend to be supported by the f<strong>in</strong>d<strong>in</strong>gs of (Wiederhold et al., 1998),<br />
who performed a with<strong>in</strong>-subject experiment with five subjects, one diagnosed as hav<strong>in</strong>g fear<br />
of fly<strong>in</strong>g. Dur<strong>in</strong>g exposure to an airplane simulator on either a screen or us<strong>in</strong>g a HMD, sk<strong>in</strong><br />
conductance was found to be significantly higher for the HMD condition, which also<br />
generated the highest presence rat<strong>in</strong>gs on a presence questionnaire.<br />
It is important to note that sk<strong>in</strong> conductance, like most physiological measures, is related to<br />
arousal <strong>and</strong> not directly to presence. In the two experiments mentioned above, higher<br />
presence was related to a decrease <strong>in</strong> sk<strong>in</strong> conductance level, <strong>in</strong>dicat<strong>in</strong>g <strong>in</strong>creased arousal.<br />
For illustration: (Wilson & Sasse, 2000) report that at lower video frame rates sk<strong>in</strong><br />
conductance is lower, <strong>in</strong>dicat<strong>in</strong>g stress <strong>and</strong> arousal. Lower frame rates are however<br />
associated with lower presence as described <strong>in</strong> the section on causes of presence.<br />
4.3.5 Conclusions on measures<br />
Measur<strong>in</strong>g presence is done almost exclusively via questionnaires, us<strong>in</strong>g them to ref<strong>in</strong>e the<br />
theories on presence <strong>and</strong>, surpris<strong>in</strong>gly, to validate objective measures. A reason for this is the<br />
fact that presence theory is still be<strong>in</strong>g developed, <strong>and</strong> questionnaires offer rich feedback<br />
required to aid <strong>in</strong> the underst<strong>and</strong><strong>in</strong>g of the phenomenon be<strong>in</strong>g measured.<br />
For our own experiments, described <strong>in</strong> the follow<strong>in</strong>g chapters <strong>in</strong> this dissertation, we will<br />
need to choose one of the measures. It is clear that questionnaires are by far the bestdeveloped<br />
measures. Our preference goes out to the IPQ for the follow<strong>in</strong>g reasons:<br />
• As described before, the PQ by Witmer & S<strong>in</strong>ger measures presence by measur<strong>in</strong>g its<br />
causes. It assumes the relationship between these causes <strong>and</strong> presence itself to be<br />
known. However, it is exactly this relationship that is the subject of our research.<br />
• The presence questionnaire by Slater et al. has been used many times, but nevertheless a<br />
careful validation has never taken place.<br />
• The other questionnaires are less specific to immersive VR <strong>and</strong> often apply more to<br />
other media such as television.<br />
68
<strong>Presence</strong><br />
The Igroup <strong>Presence</strong> Questionnaire (IPQ), orig<strong>in</strong>ally consist<strong>in</strong>g of 75 items, has been tested<br />
as described earlier <strong>and</strong> the number of items have been reduced to 14, cover<strong>in</strong>g three factors<br />
labeled ‘Spatial presence’, ‘Involvement’ <strong>and</strong> ‘Realness’.<br />
4.4 Causes of presence<br />
If presence does <strong>in</strong>deed play an essential role <strong>in</strong> VRET, we must underst<strong>and</strong> what factors can<br />
contribute to a sense of presence. Already, much research has been devoted to f<strong>in</strong>d<strong>in</strong>g these<br />
factors. In fact, several researchers constructed different categorizations of these factors.<br />
(Slater & Usoh, 1993):<br />
• High quality, high-resolution <strong>in</strong>formation.<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
•<br />
Consistency across all displays.<br />
<strong>Interaction</strong> with environment.<br />
virtual body, the representation of the user's body <strong>in</strong> the VE.<br />
Effect of action should be anticipated..<br />
(Witmer & S<strong>in</strong>ger, 1998):<br />
Control factors, the control the user has.<br />
Sensory factors, the richness of the displayed <strong>in</strong>formation <strong>and</strong> consistency across<br />
displays.<br />
• Distraction factors, how much the user is distracted from the VE.<br />
• Realism factors, pictorial <strong>and</strong> social realism of the VE.<br />
(Sheridan, 1992):<br />
Extent of sensory <strong>in</strong>formation.<br />
Control of relation of sensors to environment.<br />
Ability to modify physical environment.<br />
(Lombard <strong>and</strong> Ditton, 1997)<br />
The form <strong>in</strong> which the <strong>in</strong>formation is presented.<br />
The Content of the <strong>in</strong>formation.<br />
User characteristics.<br />
(Steuer, 1992):<br />
• Vividness refers to the ability of a technology to produce a sensorial rich mediated<br />
environment.<br />
• Interactivity refers to the degree to which users of a medium can <strong>in</strong>fluence the form or<br />
content of the mediated environment.<br />
• User characteristics refers to the <strong>in</strong>dividual differences <strong>in</strong> users.<br />
In the follow<strong>in</strong>g paragraphs an overview is provided of the empirical research concern<strong>in</strong>g<br />
these factors. For this a categorization is used closely resembl<strong>in</strong>g that of Steuer. This choice<br />
was made based on the follow<strong>in</strong>g argument: first of all it is important to make a dist<strong>in</strong>ction<br />
between characteristics of the system <strong>and</strong> of the user, s<strong>in</strong>ce the former are <strong>in</strong> control of the<br />
designer while the latter must be accepted as given. Furthermore, as described <strong>in</strong> the section<br />
on presence theory, several authors ascribe a unique role to <strong>in</strong>teraction as a key element of<br />
presence, argu<strong>in</strong>g for pay<strong>in</strong>g special attention to <strong>in</strong>teractivity factors.<br />
69
Chapter 4<br />
4.4.1 VR characteristics<br />
Vividness<br />
Accord<strong>in</strong>g to Steuer, vividness refers to the ability of a technology to produce a sensorial<br />
rich mediated environment. In this article this category has a broader mean<strong>in</strong>g than Steuer<br />
orig<strong>in</strong>ally <strong>in</strong>tended <strong>and</strong> also <strong>in</strong>cludes factors related to the content of a VE, s<strong>in</strong>ce these can be<br />
closely related to sensory fidelity of the display used for show<strong>in</strong>g this content.<br />
Several empirical studies have found a relationship between aspects of VE vividness <strong>and</strong><br />
presence. The results of these studies have been summarized <strong>in</strong> table 4.1 <strong>and</strong> are further<br />
elaborated <strong>in</strong> the follow<strong>in</strong>g paragraphs.<br />
(Axelsson et al., 2000) found subjects to have a significant higher sense of presence <strong>in</strong> a<br />
CAVE when compared to desktop VR; 44 subjects were required to solve a threedimensional<br />
puzzle together <strong>in</strong> VR, half of them us<strong>in</strong>g a CAVE-system while the other half<br />
used desktop VR. <strong>Presence</strong> was measured us<strong>in</strong>g a s<strong>in</strong>gle question.<br />
(Barfield et al., 1998) reported a significant effect for update rate <strong>in</strong> a study <strong>in</strong>volv<strong>in</strong>g eight<br />
subjects <strong>in</strong> a with<strong>in</strong>-subject design. The six conditions were based on comb<strong>in</strong>ations of two<br />
variables: type of <strong>in</strong>put device <strong>and</strong> update rates of 10, 15 <strong>and</strong> 20 Hz. <strong>Presence</strong> was measured<br />
ma<strong>in</strong>ly through 1 question.<br />
(Prothero & Hoffman, 1995) found a weak but significant effect for Field Of View (FOV).<br />
The study <strong>in</strong>volved 38 subjects <strong>in</strong> a with<strong>in</strong>-subject design with two conditions: 60 0 FOV <strong>and</strong><br />
105 0 FOV. <strong>Presence</strong> was measured us<strong>in</strong>g a five-item questionnaire.<br />
(Kim & Biocca, 1997) however, did not f<strong>in</strong>d any effect for FOV <strong>in</strong> an experiment <strong>in</strong>volv<strong>in</strong>g<br />
96 subjects, expos<strong>in</strong>g them to an <strong>in</strong>fomercial on TV <strong>in</strong> a between-subject experiment with six<br />
conditions based on two variables: FOV <strong>and</strong> illum<strong>in</strong>ation of the real environment. FOV were<br />
chosen of 9.8 0 , 21.5 0 <strong>and</strong> 33.7 0 . <strong>Presence</strong> was measured us<strong>in</strong>g the Kim & Biocca<br />
questionnaire. Illum<strong>in</strong>at<strong>in</strong>g the real environment, mak<strong>in</strong>g it more distract<strong>in</strong>g, also had no<br />
significant effect on presence.<br />
(Prothero et al., 1995a) reported a significant effect for foreground/background<br />
manipulations: the screen was masked either near the eye or near the computer screen. In<br />
this with<strong>in</strong>-subject experiment 39 subjects participated with the two conditions of foreground<br />
or background mask<strong>in</strong>g. Participants reported higher presence for the eye mask<strong>in</strong>g on a fiveitem<br />
questionnaire.<br />
(Hendrix & Barfield, 1996a) found significant effects for Geometric Field Of View 7<br />
(GFOV) <strong>and</strong> stereoscopy <strong>in</strong> a study with a with<strong>in</strong>-subject design <strong>in</strong>volv<strong>in</strong>g 12 subjects.<br />
Subjects participated <strong>in</strong> three consecutive experiments <strong>in</strong> which one of three variables was<br />
manipulated: stereoscopy, head track<strong>in</strong>g <strong>and</strong> GFOV of 10 0 , 50 0 or 90 0 . <strong>Presence</strong> was<br />
measured us<strong>in</strong>g a two-item questionnaire.<br />
(Freeman et al., 2000) also found a significant correlation between stereoscopy <strong>and</strong> presence,<br />
as well as between presence <strong>and</strong> video motion; 24 subjects <strong>in</strong> a with<strong>in</strong>-subject design were<br />
exposed to four conditions based on two variables: stereoscopy <strong>and</strong> mov<strong>in</strong>g or still images.<br />
<strong>Presence</strong> was measured us<strong>in</strong>g an analogue rat<strong>in</strong>g scale. Subjects were required to mark their<br />
level of presence with a dot. The distance between the dot <strong>and</strong> the bottom l<strong>in</strong>e was taken as a<br />
measure for presence.<br />
7<br />
GFOV is the view-angle represented on the screen, which can be <strong>in</strong>dependent of the screen<br />
size or regular FOV.<br />
70
<strong>Presence</strong><br />
<strong>Presence</strong> F<strong>in</strong>d<strong>in</strong>g (se = Experiment design<br />
Factor<br />
measure significant effect) C design n<br />
CAVE vs. Desktop (Axelsson et 1 question se: F=62.60 2 between 44<br />
al, 2000)<br />
subject<br />
Update rate (Barfield et al, 1998) 1 question se 2x3 with<strong>in</strong><br />
subject<br />
8<br />
Field of View (Prothero & 5 item<br />
se 2 with<strong>in</strong> 38<br />
Hoffman, 1995)<br />
questionnaire<br />
subject<br />
Field of View (Kim & Biocca, Kim & Biocca no se 2x3 between 96<br />
1997)<br />
questionnaire<br />
subject<br />
Illum<strong>in</strong>at.real env. (Kim & Biocca, Kim & Biocca no se 2x3 between 96<br />
1997)<br />
questionnaire<br />
subject<br />
Fore-/backgrnd (Prothero et al, 5 item<br />
se 2 with<strong>in</strong> 39<br />
1995a)<br />
questionnaire<br />
subject<br />
Geometric FoV (Hendrix & 2 item<br />
se 2 with<strong>in</strong> 12<br />
Barfield, 1996a)<br />
questionnaire<br />
subject<br />
Stereoscopy (Hendrix & Barfield, 2 item<br />
se 2 with<strong>in</strong> 12<br />
1996a)<br />
questionnaire<br />
subject<br />
Stereoscopy (Freeman et al, 2000) S<strong>in</strong>gle<br />
se: F=17.025 2x2 with<strong>in</strong> 24<br />
analogue rat<strong>in</strong>g<br />
subject<br />
Video motion (Freeman et al, S<strong>in</strong>gle<br />
se: F=29.041 2x2 with<strong>in</strong> 24<br />
2000)<br />
analogue rat<strong>in</strong>g<br />
subject<br />
Animation (Schubert et al., 2000) IPQ no se 2x2 between<br />
subject<br />
56<br />
Pictorial realism (Welch et al., 1 question se:F=35.66 2x2x2 with<strong>in</strong> 20<br />
1996)<br />
subject<br />
Pictorial realism (Welch et al., 1 question se:F=4.52 2x2x2 with<strong>in</strong> 20<br />
1996)<br />
subject<br />
Dynamic shadows (Slater et al., Slater et al. se only for 2 with<strong>in</strong> 8<br />
1995)<br />
questionnaire + visually<br />
subject<br />
behavioral<br />
measure<br />
dom<strong>in</strong>ant people<br />
Spatialized sound (Hendrix & 2 item<br />
se 2 with<strong>in</strong> 16<br />
Barfield, 1996b)<br />
questionnaire<br />
subject<br />
Tactile augment. (Hoffman et al., 1 question se 2 with<strong>in</strong> 14<br />
1996)<br />
subject<br />
Visual detail (D<strong>in</strong>h et al, 1999) 14 item<br />
no se 2x2x2x2 between 322<br />
questionnaire<br />
subject<br />
Olfactory cues (D<strong>in</strong>h et al, 1999) 14 item no se: F=2.401 2x2x2x2 between 322<br />
questionnaire<br />
subject<br />
Auditory cues (D<strong>in</strong>h et al, 1999) 14 item<br />
se: F=36.66 2x2x2x2 between 322<br />
questionnaire<br />
subject<br />
Tactile cues (D<strong>in</strong>h et al, 1999) 14 item<br />
se: F=18.30 2x2x2x2 between 322<br />
questionnaire<br />
subject<br />
Mean<strong>in</strong>g <strong>in</strong> VE (Hoffman et al, 4 item<br />
se 2 with<strong>in</strong> 33<br />
1998)<br />
questionnaire<br />
subject<br />
Table 4.1: Overview of empirical studies on vividness factors caus<strong>in</strong>g presence. About the<br />
design, the number of conditions (c) is mentioned, divided <strong>in</strong>to the different factors<br />
manipulated <strong>in</strong> the study, as well as the overall design (with<strong>in</strong> or between subject) <strong>and</strong> the<br />
total number of subjects (n). The conditions manipulat<strong>in</strong>g the factor mentioned <strong>in</strong> the row are<br />
marked <strong>in</strong> bold <strong>and</strong> underl<strong>in</strong>ed.<br />
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Chapter 4<br />
(Schubert et al., 2000) found no significant effect for animation <strong>in</strong> the form of doors<br />
open<strong>in</strong>g <strong>and</strong> comic-strip-like shoes walk<strong>in</strong>g <strong>in</strong> <strong>and</strong> out. The between-subject study <strong>in</strong>volved<br />
56 subjects <strong>and</strong> four conditions based on two variables: animation <strong>and</strong> self-movement.<br />
<strong>Presence</strong> was measured us<strong>in</strong>g the IPQ.<br />
(Welch et al., 1996) reported a significant effect for pictorial realism. In a study with 20<br />
subjects <strong>and</strong> 8 conditions <strong>in</strong> a with<strong>in</strong>-subject design the method of paired comparison was<br />
used, a procedure where the subjects are exposed to two VEs <strong>and</strong> are required to <strong>in</strong>dicate<br />
which generated a higher sense of presence. Comb<strong>in</strong>ations of 3 variables determ<strong>in</strong>ed the<br />
conditions: pictorial realism, <strong>in</strong>teractivity <strong>and</strong> the order <strong>in</strong> which the two VEs were<br />
presented. <strong>Presence</strong> was measured us<strong>in</strong>g a s<strong>in</strong>gle question. A second almost similar study<br />
confirmed these f<strong>in</strong>d<strong>in</strong>gs. The conditions for this experiment were determ<strong>in</strong>ed by: pictorial<br />
realism, feedback delay <strong>and</strong> order.<br />
(Slater et al., 1995) reported on the effect of dynamic shadows (i.e. shadows that change <strong>in</strong><br />
real time when the scene changes). In a with<strong>in</strong>-subject study 8 participants were exposed to<br />
VEs with or without dynamic shadows. <strong>Presence</strong> was measured us<strong>in</strong>g the Slater &<br />
colleague's questionnaire <strong>and</strong> a behavioral test as described <strong>in</strong> the section on measures. In<br />
general, the shadows did not have a significant effect on presence, unless the person was<br />
visually dom<strong>in</strong>ant (see the section on user characteristics). Note however, that this sub-group<br />
has an even smaller population than the already small sample <strong>in</strong> the entire study, <strong>and</strong> that<br />
<strong>in</strong>clud<strong>in</strong>g the dynamic shadows reduced the speed of the VE dramatically, possibly creat<strong>in</strong>g<br />
artifacts <strong>in</strong> the measurements.<br />
Based on reports from suddenly deafened adults, (Gilkey & Weisenberger, 1995) conclude<br />
that "hear<strong>in</strong>g may play a special role <strong>in</strong> perception, which strengthens the coupl<strong>in</strong>g between<br />
the observer <strong>and</strong> the environment, <strong>and</strong> enhances the sense of presence."<br />
(Hendrix & Barfield, 1996b) reported a significant effect of spatialized sound when<br />
compared to no sound or even to non-spatialized sound; 16 subjects were used <strong>in</strong> two with<strong>in</strong>subject<br />
experiments. The first experiment compared no sound with spatialized sound, the<br />
second compared spatialized sound with non-spatialized sound. <strong>Presence</strong> was measured<br />
us<strong>in</strong>g two questions.<br />
(Hoffman et al., 1996) reported a strong significant effect for tactile augmentation; 14<br />
subjects participated <strong>in</strong> a with<strong>in</strong>-subject design with two conditions. In one condition the<br />
subjects could see a ball, <strong>in</strong> the second condition they could also touch it because a real ball<br />
was placed <strong>in</strong> exactly the same position as the virtual one. <strong>Presence</strong> was measured us<strong>in</strong>g one<br />
question.<br />
(D<strong>in</strong>h et al., 1999) performed an extensive study with 322 participants <strong>in</strong> a between-subject<br />
design. There were 16 conditions, based on comb<strong>in</strong>ations of 4 variables: high or low visual<br />
detail, olfactory cues, auditory cues <strong>and</strong> tactile cues. <strong>Presence</strong> was measured us<strong>in</strong>g a 14-item<br />
questionnaire. An ANOVA showed significant ma<strong>in</strong> effects for auditory <strong>and</strong> tactile cues.<br />
Olfactory cues <strong>and</strong> higher visual detail did not have a significant effect on presence. No<br />
<strong>in</strong>teractions were found between the variables, suggest<strong>in</strong>g additional sensory cues work <strong>in</strong> a<br />
simple additive fashion on one's sense of presence.<br />
(Hoffman et al., 1998) found that when chess-pieces <strong>in</strong> a VE were positioned <strong>in</strong> a<br />
mean<strong>in</strong>gful way, this contributed to a significantly higher sense of presence for experienced<br />
chess-players <strong>in</strong> an experiment <strong>in</strong>volv<strong>in</strong>g 33 subjects of four categories: non-chess players,<br />
weak players, strong players <strong>and</strong> tournament-level chess players.<br />
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<strong>Presence</strong><br />
Interactivity<br />
Steuer def<strong>in</strong>es <strong>in</strong>teractivity as "the extent to which users can participate <strong>in</strong> modify<strong>in</strong>g the<br />
form <strong>and</strong> content of a mediated environment <strong>in</strong> real time." Especially the ecological theories<br />
place a large emphasis on the role of <strong>in</strong>teraction <strong>in</strong> creat<strong>in</strong>g presence. The results of studies<br />
relat<strong>in</strong>g <strong>in</strong>teractivity to presence have been summarized <strong>in</strong> table 4.2. Further details are<br />
provided <strong>in</strong> the follow<strong>in</strong>g paragraphs.<br />
<strong>Presence</strong> F<strong>in</strong>d<strong>in</strong>g (se = Experiment design<br />
Factor<br />
measure significant effect) c Design n<br />
<strong>Interaction</strong> (Welch et al., 1996) 1 question se: F=14.00 2x2x2 With<strong>in</strong><br />
subject<br />
20<br />
Feedback delay (Welch et al., 1 question se: F=30.94 2x2x2 With<strong>in</strong> 20<br />
1996)<br />
subject<br />
Input device type (Barfield et al, 1 question no se 2x3 With<strong>in</strong> 8<br />
1998)<br />
subject<br />
Body movement (Slater et al., Slater et al. se 2x2 Between 20<br />
1998b)<br />
questionnaire<br />
subject<br />
Head track<strong>in</strong>g (Hendrix & 2 item<br />
se 2 With<strong>in</strong> 12<br />
Barfield, 1996a)<br />
questionnaire<br />
subject<br />
Head track<strong>in</strong>g (Schubert et al, IPQ se 2x2 Between 56<br />
2000)<br />
subject<br />
Illusory <strong>in</strong>teraction (Schubert et al, IPQ se only on SP 2 Between 26<br />
2000)<br />
subject<br />
Walk-<strong>in</strong>-place (Slater, 1993) Slater et al. No se 2 Between 16<br />
questionnaire<br />
subject<br />
Social cues (Thie & van Wijk, Questionnaires no se 2 Between 48<br />
1998)<br />
subject<br />
Table 4.2: Overview of empirical studies on <strong>in</strong>teraction factors caus<strong>in</strong>g presence. About the<br />
design, the number of conditions (c) is mentioned, divided <strong>in</strong>to the different factors<br />
manipulated <strong>in</strong> the study, as well as the overall design (with<strong>in</strong> or between subject) <strong>and</strong> the<br />
total number of subjects (n). The conditions manipulat<strong>in</strong>g the factor mentioned <strong>in</strong> the row are<br />
marked <strong>in</strong> bold <strong>and</strong> underl<strong>in</strong>ed.<br />
(Welch et al., 1996) reported a significant positive effect for <strong>in</strong>teraction <strong>in</strong> general <strong>and</strong> a<br />
negative effect for feedback delay <strong>in</strong> the two experiments already described <strong>in</strong> the previous<br />
section on vividness. <strong>Interaction</strong> was manipulated by either lett<strong>in</strong>g the subject drive a car or<br />
be a passive observer. Feedback delay, the delay between a user action <strong>and</strong> the response of<br />
the display to that action, was set at either the m<strong>in</strong>imum possible with the equipment (which<br />
was 200-220 msec) or at an additional 1.5 seconds.<br />
(Barfield et al., 1998) did not f<strong>in</strong>d a significant effect for type of <strong>in</strong>put device when<br />
compar<strong>in</strong>g a three Degrees-Of-Freedom (DoF) joystick with a three DoF space mouse <strong>in</strong> the<br />
study already described <strong>in</strong> the section on vividness.<br />
(Slater et al., 1998b)found a positive significant effect for body movement; 20 subjects were<br />
used <strong>in</strong> a between-subject design with four conditions. The VE portrayed an area with plants,<br />
some of which had leaves with discolored undersides. All subjects were given the task of<br />
count<strong>in</strong>g the diseased plants. For half the subjects, the plants were of similar height <strong>and</strong><br />
could easily be <strong>in</strong>spected while look<strong>in</strong>g at eye height <strong>in</strong> st<strong>and</strong><strong>in</strong>g position, for the other half<br />
there was greater variance <strong>in</strong> the height of the plants <strong>and</strong> the subjects had to move their<br />
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Chapter 4<br />
bodies <strong>in</strong> order to see the undersides of the leaves. Half of the subjects were given the extra<br />
task of also remember<strong>in</strong>g the location of the diseased trees.<br />
(Hendrix & Barfield, 1996a) reported a highly significant effect for head track<strong>in</strong>g <strong>in</strong> an<br />
experiment already described <strong>in</strong> can the section on vividness.<br />
(Schubert et al., 2000) performed two studies. The first was already described <strong>in</strong> the section<br />
on vividness <strong>and</strong> also showed a significant effect for head track<strong>in</strong>g. The second experiment,<br />
with 26 subjects <strong>in</strong> a between subject design, had two conditions: either the participants were<br />
told that the animations <strong>in</strong> the VE were <strong>in</strong>dependent of their actions or they were told the<br />
animations responded to the user's actions (it was not said <strong>in</strong> which way). This illusory<br />
<strong>in</strong>teraction did not have a significant effect on overall presence. It did however have a small<br />
but significant effect on Spatial <strong>Presence</strong> (see the IPQ).<br />
(Slater, 1993) compared h<strong>and</strong>-directed locomotion to a locomotion technique called<br />
walk<strong>in</strong>g-<strong>in</strong>-place, where the user can move forward by mak<strong>in</strong>g a walk<strong>in</strong>g motion. 16<br />
subjects completed this between-subject study. <strong>Presence</strong>, degree of nausea <strong>and</strong> extent of<br />
association with the <strong>Virtual</strong> Body (VB) were measured us<strong>in</strong>g post-test questionnaires.<br />
Results showed that for those us<strong>in</strong>g the walk<strong>in</strong>g <strong>in</strong> place technique, presence was correlated<br />
with association with the virtual body presented <strong>in</strong> the VE. For those us<strong>in</strong>g h<strong>and</strong>-directed<br />
travel, this was not the case.<br />
A special case of <strong>in</strong>teraction <strong>in</strong> VEs is <strong>in</strong>teraction between users. A dist<strong>in</strong>ction is made<br />
between presence <strong>and</strong> social presence or co-presence: the sense of be<strong>in</strong>g together <strong>in</strong> the<br />
virtual world. Social presence is thought to be a part of overall presence. This is supported by<br />
at least two studies. (Slater et al., 1998a) found a significant positive correlation between<br />
presence <strong>and</strong> co-presence <strong>in</strong> an experiment with 30 subjects. Similarly, (Thie & van Wijk,<br />
1998) found a significant relationship between presence <strong>and</strong> co-presence (r=0.458) <strong>in</strong> an<br />
empirical study with 48 subjects us<strong>in</strong>g desktop VR. In this experiment, social cues however<br />
were found to have no significant effect on either social presence or presence. Social cues <strong>in</strong><br />
one condition were limited because users could not pick their own avatar or nickname, nor<br />
could they make gestures. In the second condition this was made possible.<br />
However, <strong>in</strong> the study by (Axelsson et al., 2000) described <strong>in</strong> the section on vividness,<br />
presence <strong>and</strong> social presence were not found to be related. Subjects reported higher presence<br />
<strong>in</strong> the CAVE system, but no higher social presence.<br />
4.4.2 User characteristics<br />
Different <strong>in</strong>dividuals when be<strong>in</strong>g confronted with the same VE can still experience different<br />
levels of presence because of <strong>in</strong>dividual differences. (Steuer, 1992) mentions the will<strong>in</strong>gness<br />
to suspend disbelief which is necessary for experienc<strong>in</strong>g presence. (Witmer & S<strong>in</strong>ger, 1998)<br />
have constructed the Immersive Tendencies Questionnaire (ITQ). Cluster analysis of data<br />
filled <strong>in</strong> by 152 subjects revealed three subscales:<br />
• Involvement, the propensity of subjects to get <strong>in</strong>volved passively <strong>in</strong> some activity, such<br />
as read<strong>in</strong>g a book.<br />
• Focus, the ability to concentrate on enjoyable activities <strong>and</strong> block out distraction.<br />
• Games, the frequency with which the subject plays games <strong>and</strong> the level of <strong>in</strong>volvement<br />
<strong>in</strong> these games.<br />
Out of four experiments, only two found a significant correlation between the ITQ <strong>and</strong> the<br />
<strong>Presence</strong> Questionnaire (PQ), also developed by (Witmer & S<strong>in</strong>ger, 1998). Comb<strong>in</strong><strong>in</strong>g the<br />
data across experiments showed a significant correlation between ITQ <strong>and</strong> PQ.<br />
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<strong>Presence</strong><br />
(Slater & Usoh, 1993) use the therapeutic technique known as NeuroL<strong>in</strong>guistic Programm<strong>in</strong>g<br />
(NLP) to characterize the user's psychological perceptual system. The NLP model claims that<br />
subjective experience is encoded <strong>in</strong> terms of three ma<strong>in</strong> representation systems: visual (V),<br />
auditory (A) <strong>and</strong> k<strong>in</strong>esthetic (K) <strong>and</strong> that people have a tendency to prefer one system over<br />
the others. Furthermore, when a person represents a memory they tend to choose one of three<br />
perspectives: first, second (from another person's view) or third (from an abstract,<br />
nonpersonal view) person. Determ<strong>in</strong><strong>in</strong>g someone's preferred representational system <strong>and</strong><br />
perspective can be done by analyz<strong>in</strong>g their choice of words. A between-subject study with<br />
17 subjects <strong>and</strong> two conditions (with or without a virtual body) was performed. A regression<br />
model showed positive significant correlation between presence <strong>and</strong> use of the visual<br />
representation system as measured by count<strong>in</strong>g the relative number of visual predicates the<br />
subjects used <strong>in</strong> a small description of their experience <strong>in</strong> the VE. This could be expla<strong>in</strong>ed by<br />
the fact that the VE was ma<strong>in</strong>ly visual. A higher proportion of auditory predicates, <strong>in</strong>dicat<strong>in</strong>g<br />
a preference for the auditory representation system, resulted <strong>in</strong> significantly lower<br />
presence. Use of the k<strong>in</strong>esthetic representation system showed a positive significant<br />
correlation with presence when a virtual body was used <strong>and</strong> a negative significant correlation<br />
when no virtual body was used. The level of presence also <strong>in</strong>creased with the first<br />
perceptual position. To determ<strong>in</strong>e whether preference of predicates determ<strong>in</strong>ed presence or<br />
the other way around, a second experiment was performed with 6 subject where the subject<br />
had to write a report before they entered the VE. The regression model based on these results<br />
did not successfully predict presence. (Slater et al., 1994) performed another experiment with<br />
24 subjects where the representation system <strong>and</strong> perceptual position preferences were<br />
measured us<strong>in</strong>g a Likert-scale questionnaire filled <strong>in</strong> by the subjects prior to immersion <strong>in</strong><br />
the VE. The level of presence was positively significantly associated with V <strong>and</strong> K (a virtual<br />
body was <strong>in</strong>cluded <strong>in</strong> the VE), <strong>and</strong> negatively associated with A.<br />
(Slater et al., 1995) <strong>in</strong> a later study already described <strong>in</strong> the section on vividness, found that<br />
<strong>in</strong>clud<strong>in</strong>g dynamic shadows only <strong>in</strong>creased presence when the subject had a preference for<br />
the visual representation system as measured by an updated version of the questionnaire used<br />
<strong>in</strong> the previous experiment.<br />
(Bangay <strong>and</strong> Preston, 1998) measured presence at a public VR ride. Two age groups were<br />
represented <strong>in</strong> greater number: between age 10 <strong>and</strong> 20 <strong>and</strong> between age 35 <strong>and</strong> 45. The older<br />
age group "tends to provide lower scores for immersion <strong>and</strong> excitement consistently."<br />
4.4.3 Conclusions on causes of presence<br />
The empirical research on the causes of presence, although sometimes not consistent, has<br />
provided more <strong>in</strong>sight <strong>in</strong>to which factors are important for creat<strong>in</strong>g presence. On all three<br />
types of causes, vividness, <strong>in</strong>teractivity <strong>and</strong> user characteristics, empirical evidence has been<br />
found for the <strong>in</strong>fluence of several causes. Increas<strong>in</strong>g the number of modalities <strong>in</strong> which the<br />
user is addressed can <strong>in</strong>crease the sense of presence. Increas<strong>in</strong>g the quality of the display<br />
with which the user is addressed <strong>in</strong> a certa<strong>in</strong> modality can also <strong>in</strong>crease the sense of<br />
presence, such as <strong>in</strong>creas<strong>in</strong>g the FoV or the resolution of the screen or add<strong>in</strong>g a spatial<br />
dimension to stereo sound. However, there is some evidence that there is a limit to how<br />
much quality of displays can <strong>in</strong>crease presence. Allow<strong>in</strong>g the user to have <strong>in</strong>teraction with<br />
the VE has also been shown to add to the sense of presence. However, which aspects of<br />
<strong>in</strong>teraction are important to generate a sense of presence is not yet clearly understood.<br />
It is important to note that <strong>in</strong> the aforementioned research, the construct presence was often<br />
operationalised by questionnaires that were not proven reliable or valid. Conclusions on the<br />
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Chapter 4<br />
causes of presence have therefore to be taken with some precaution. For further research the<br />
use of valid <strong>and</strong> reliable presence-questionnaires like the IPQ or ITC-SOPI, is recommended.<br />
4.5 The role of presence <strong>in</strong> VRET<br />
Based on our review of the research on presence, we can now have a tentative underst<strong>and</strong><strong>in</strong>g<br />
of why VRET is effective, <strong>and</strong> what factors could contribute to this effectiveness.<br />
Figure 4.1 shows an overview of the factors contribut<strong>in</strong>g to the effectiveness of VRET.<br />
Based on our TA we can conclude that, for VRET to be effective, the patient must at least<br />
experience some level of fear. This fear results from the patient be<strong>in</strong>g confronted with a<br />
virtual anxiety-provok<strong>in</strong>g situation. However, it is not sufficient that the patient simply sees<br />
<strong>and</strong> hears this virtual situation <strong>in</strong> the HMD, the patient must also experience a sense of be<strong>in</strong>g<br />
VR characteristics<br />
Patient characteristics<br />
View of VE<br />
<strong>Presence</strong><br />
<strong>in</strong> the anxiety-provok<strong>in</strong>g situation. In other words: he or she must have a sense of presence.<br />
As discussed earlier <strong>in</strong> the section on results of presence, presence <strong>and</strong> fear may be l<strong>in</strong>ked to<br />
the number of therapies that fail. We must therefore provide each patient with a sufficiently<br />
high sense of presence, which depends <strong>in</strong> part on the <strong>in</strong>dividual characteristics of the patient.<br />
Several of these characteristics, such as the nature of the phobia of the patient, also directly<br />
contribute to the fear a patient experiences.<br />
Fear Effectiveness<br />
Figure 4.1: Factors contribut<strong>in</strong>g to the effectiveness of VRET.<br />
The sense of presence is also determ<strong>in</strong>ed by the characteristics of the VR setup, such as the<br />
vividness (e.g. number of modalities <strong>and</strong> quality of the displays, design of the virtual world)<br />
<strong>and</strong> the <strong>in</strong>teractivity (e.g. the number <strong>and</strong> type of <strong>in</strong>put devices <strong>and</strong> types of <strong>in</strong>teraction<br />
techniques) . The VR characteristics also determ<strong>in</strong>e what can be seen <strong>in</strong> the VE, <strong>and</strong> as<br />
mentioned before, this also has an effect on the patient's fear: no matter what level of<br />
presence the patient experiences, if the situation portrayed <strong>in</strong> the VE is not someth<strong>in</strong>g the<br />
patient fears, then the patient will not become afraid.<br />
If fear is really essential for the effectiveness of VRET, we must f<strong>in</strong>d ways of controll<strong>in</strong>g <strong>and</strong><br />
possibly <strong>in</strong>creas<strong>in</strong>g it. We must however assume that the patient's characteristics are given:<br />
alter<strong>in</strong>g these falls very much out of the scope of this dissertation, if it is possible at all.<br />
Hence, to <strong>in</strong>crease the effectiveness of VRET we will therefore limit ourselves to chang<strong>in</strong>g<br />
the VR characteristics, <strong>and</strong> here we see two possibilities: We could <strong>in</strong>crease the fear level by<br />
creat<strong>in</strong>g a VE that is more frightful, or we could <strong>in</strong>crease the fear level by <strong>in</strong>creas<strong>in</strong>g the<br />
sense of presence, for <strong>in</strong>stance by chang<strong>in</strong>g the <strong>in</strong>teraction with the VE.<br />
There are however some limits to <strong>in</strong>creas<strong>in</strong>g the frightfulness of the VE. First of all, if the<br />
patient does not experience any sense of presence, then the patient will never experience any<br />
fear, no matter what the content of the VE. Second, when mak<strong>in</strong>g the VE extremely fearful,<br />
it is <strong>in</strong>evitable that the VE will also eventually become less realistic, simply because <strong>in</strong><br />
reality even people without phobias would not go <strong>in</strong>to such frightful situations. This could<br />
have a negative effect on the sense of presence, <strong>and</strong> could also decrease the patient's<br />
will<strong>in</strong>gness to undergo the therapy. It could also decrease the effectiveness of the therapy<br />
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<strong>Presence</strong><br />
because the situations that the patient has habituated to are not at all similar to the situations<br />
encountered <strong>in</strong> reality. There is also a third, more philosophical objection to creat<strong>in</strong>g<br />
extremely fearful situations: if we habituate people to such situations, are we not <strong>in</strong> fact<br />
condition<strong>in</strong>g people to become fearless <strong>in</strong> situations where fear is <strong>in</strong> reality a very healthy<br />
response?<br />
Thus, probably the most feasible way to <strong>in</strong>crease the effectiveness of the therapy by<br />
improv<strong>in</strong>g the VR characteristics is by <strong>in</strong>creas<strong>in</strong>g the sense of presence. Our review of the<br />
research on the causes of presence shows that a great deal is already known about the<br />
relationship between the vividness of a VE <strong>and</strong> the sense of presence. However, much less is<br />
known about the effect of the <strong>in</strong>teractivity of the VE, of the HCI.<br />
4.6 HCI <strong>and</strong> the effectiveness of VRET<br />
Therapist-<strong>Computer</strong> <strong>Interaction</strong><br />
Patient-<strong>Computer</strong> <strong>Interaction</strong>s<br />
View of VE<br />
<strong>Presence</strong><br />
Fear Effectiveness<br />
Figure 4.2: The relationship between HCI <strong>and</strong> the effectiveness of VRET.<br />
In VRET, both the <strong>in</strong>teraction between patient <strong>and</strong> computer <strong>and</strong> the <strong>in</strong>teraction between<br />
therapist <strong>and</strong> computer can have an effect on the fear a patient experiences <strong>and</strong> thus on the<br />
effectiveness of the therapy. As depicted <strong>in</strong> figure 4.2, the therapist can achieve this by<br />
chang<strong>in</strong>g aspects of the patient's view of the VE. This can be a change <strong>in</strong> the viewpo<strong>in</strong>t of the<br />
patient <strong>in</strong> the VE, or a change <strong>in</strong> certa<strong>in</strong> elements of the VE (e.g. clos<strong>in</strong>g a door <strong>in</strong> a<br />
claustrophobia application or turn<strong>in</strong>g on the turbulence <strong>in</strong> a fear of fly<strong>in</strong>g application). The<br />
patient can also, to some extend, change what he or she sees <strong>in</strong> the VE, for <strong>in</strong>stance by<br />
chang<strong>in</strong>g his/her viewpo<strong>in</strong>t, thus chang<strong>in</strong>g his/her fear. But the <strong>in</strong>teraction between patient<br />
<strong>and</strong> computer can also have an effect on presence, <strong>and</strong> this way <strong>in</strong>fluence the level of fear.<br />
Both the ecological perspective <strong>and</strong> the embodied presence model previously discussed <strong>in</strong><br />
this chapter consider <strong>in</strong>teraction to play an essential role <strong>in</strong> develop<strong>in</strong>g a sense of presence.<br />
The ecological perspective bases this claim on the fact that humans perceive their<br />
environment <strong>in</strong> terms of its affordance, the possibilities for <strong>in</strong>teraction that a person has.<br />
These perceived possible <strong>in</strong>teractions are part of the user's mental model of how the<br />
environment, <strong>and</strong> <strong>in</strong> the case of VRET, how the VR works. The embodied presence model<br />
then further stresses that for presence to be experienced, this mental model should <strong>in</strong>clude<br />
the perceived possibility to navigate <strong>and</strong> move the own body <strong>in</strong> the VE.<br />
If <strong>in</strong>teraction is to help the user <strong>in</strong> build<strong>in</strong>g a mental model of the VE, it is necessary for the<br />
user to comprehend the <strong>in</strong>teraction. In the words of (Zahorik & Jenison, 1998), the<br />
<strong>in</strong>teraction should be ‘lawful’: responses from the environment must be similar to those <strong>in</strong><br />
the real-world environment <strong>in</strong> which our perceptual system evolved. (Mantovani & Riva,<br />
1999) further stress that the <strong>in</strong>teraction should be accord<strong>in</strong>g our cultural expectations. Thus,<br />
whether <strong>in</strong>teraction can help the user <strong>in</strong> form<strong>in</strong>g a mental model depends <strong>in</strong> part on the<br />
cultural background of the user.<br />
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Chapter 4<br />
Furthermore, most theories on presence suggest a strong relationship between presence <strong>and</strong><br />
attention. Attention is a necessity for <strong>in</strong>teraction: <strong>in</strong>teract<strong>in</strong>g usually requires one's attention.<br />
If the HCI goes well, the user will be captivated by the VE where he or she must <strong>in</strong>teract.<br />
However, this does require that the <strong>in</strong>teraction medium is ready to h<strong>and</strong>, that it is <strong>in</strong>visible to<br />
the user. If the medium through which the user <strong>in</strong>teracts with the VE becomes visible to the<br />
user <strong>and</strong> requires his or her attention, than this could distract the user's attention away from<br />
the VE. Therefore, we can assume that <strong>in</strong>teraction can <strong>in</strong>crease presence by focus<strong>in</strong>g one's<br />
attention on the VE, or can decrease one's presence by distract<strong>in</strong>g one's attention from the<br />
VE.<br />
Recapitulat<strong>in</strong>g, we believe that <strong>in</strong>teraction can <strong>in</strong>fluence presence through:<br />
1. The form<strong>in</strong>g of a mental model by the user of the VE, where the user is positioned <strong>in</strong> the<br />
VE.<br />
2. The focus<strong>in</strong>g of the user's attention on the VE<br />
4.6.1 The PGMC model<br />
In order for <strong>in</strong>teraction to <strong>in</strong>fluence the form<strong>in</strong>g of a mental model <strong>and</strong> the focus<strong>in</strong>g of the<br />
user's attention, several criteria have to be met. We can dist<strong>in</strong>guish several elements that<br />
determ<strong>in</strong>e whether <strong>in</strong>teraction enhances or possibly even decreases presence, <strong>and</strong> these are<br />
depicted <strong>in</strong> figure 4.3:<br />
Participant. <strong>Interaction</strong> will only enhance a<br />
user's mental model if it is comprehensible to<br />
that user, if it fits his/her previous believes <strong>and</strong><br />
underst<strong>and</strong><strong>in</strong>g. Also, different people will f<strong>in</strong>d<br />
different th<strong>in</strong>g <strong>in</strong>volv<strong>in</strong>g.<br />
Goal. The goal for which a user has entered the<br />
VE plays an important role <strong>in</strong> what the user will<br />
f<strong>in</strong>d <strong>in</strong>volv<strong>in</strong>g; <strong>in</strong>teractions that are necessary<br />
Goal<br />
Participant Medium<br />
Figure 4.3: The PGMC model.<br />
for the user to fulfill that goal are more likely to capture one's attention.<br />
Content<br />
Medium. The medium through which the user <strong>in</strong>teracts with the VE (i.e. the displays <strong>and</strong><br />
<strong>in</strong>put devices) can limit the form<strong>in</strong>g of a mental model <strong>and</strong> divert the user's attention away<br />
from the VE. At best, the medium is <strong>in</strong>visible to the user: it is ready-to-h<strong>and</strong>. For this it<br />
should fit the expectations of the user, which are <strong>in</strong> part determ<strong>in</strong>ed by the cultural<br />
background of the user.<br />
Content. The content of the VE is the situation where the user must feel present <strong>in</strong>. It must<br />
offer perceivable possibilities for <strong>in</strong>teraction. Especially, based on the embodied presence<br />
model, it must offer at least the perceivable possibility of mov<strong>in</strong>g <strong>and</strong> navigat<strong>in</strong>g one's own<br />
body <strong>in</strong> the VE.<br />
Together, <strong>in</strong>sight <strong>in</strong>to the Participant, Goal, Medium <strong>and</strong> Content (PGMC) can help us <strong>in</strong><br />
determ<strong>in</strong><strong>in</strong>g the effect <strong>in</strong>teraction will have on presence.<br />
There is some similarity between the PGMC-model <strong>and</strong> widely accepted criteria for<br />
usability: A key concept for creat<strong>in</strong>g usability is to know the user, which <strong>in</strong> this case<br />
conforms with the participant. One should design with the user’s goals <strong>in</strong> m<strong>in</strong>d, conform<strong>in</strong>g<br />
to our aspect labeled goal. A highly usable <strong>in</strong>terface is one that is ready to h<strong>and</strong>, conform<strong>in</strong>g<br />
to an <strong>in</strong>visible medium. F<strong>in</strong>ally, a usable system should offer perceivable affordances,<br />
similar to the content of a VE. However, a big difference is that the criteria for design<strong>in</strong>g for<br />
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<strong>Presence</strong><br />
usability are focused on the user achiev<strong>in</strong>g his or her goals, whilst the presence model is<br />
aimed at the experience that is provided for the user.<br />
4.7 Conclusions<br />
In this chapter we have reviewed previous research on presence to determ<strong>in</strong>e how VR can<br />
effect the user <strong>in</strong> a non-cognitive way. We have found that there is some evidence support<strong>in</strong>g<br />
the notion that presence is essential for people to become afraid <strong>in</strong> a VE, <strong>and</strong> that this fear is<br />
needed to treat people <strong>in</strong> the case of VRET. However, this evidence is not conclusive. It has<br />
not yet been shown that presence as measured us<strong>in</strong>g questionnaires has a causal relationship<br />
with the fear people experience, <strong>and</strong> this fear has not been proven to be essential for the<br />
effectiveness of VRET, even though based on our TA we must conclude that it is.<br />
We furthermore looked at the role of HCI <strong>in</strong> the effectiveness of VRET, <strong>and</strong> have proposed<br />
that both patient <strong>and</strong> therapist can <strong>in</strong>crease or decrease the fear a patient experiences by<br />
alter<strong>in</strong>g what the patient's sees of the VE, but that for the patient, his or her <strong>in</strong>teraction also<br />
can have another effect on his or her fear by chang<strong>in</strong>g the sense of presence the patient<br />
experiences. However, although there is a great deal of evidence l<strong>in</strong>k<strong>in</strong>g the vividness of a<br />
VE to presence, there is yet little underst<strong>and</strong><strong>in</strong>g of the role of <strong>in</strong>teractivity <strong>in</strong> generat<strong>in</strong>g a<br />
sense of presence. We have proposed that <strong>in</strong>teraction effects presence by help<strong>in</strong>g the user<br />
form a mental model of the VE <strong>and</strong> by focus<strong>in</strong>g the user's attention on the VE. We<br />
furthermore proposed the PGMC model to identify those aspects that determ<strong>in</strong>e what effect<br />
the <strong>in</strong>teraction will have on presence.<br />
Us<strong>in</strong>g the theory reviewed <strong>and</strong> developed <strong>in</strong> this chapter, we can now identify those aspects<br />
of the HCI that might contribute to <strong>in</strong>creased effectiveness of VRET.<br />
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5 Patient's user <strong>in</strong>terface<br />
For the patient’s UI the most important aspect is the experience of the user. Non-cognitive<br />
factors play an important role here, l<strong>in</strong>ked to one of the usability problems identified <strong>in</strong><br />
chapter 3: how to let the patient experience a sufficient amount of fear? Other, more<br />
traditional usability problems such as how to prevent the user from stumbl<strong>in</strong>g <strong>in</strong>to objects he<br />
or she cannot see with the limited field of view must also be taken <strong>in</strong>to consideration. A<br />
further restriction on a possible design of this UI <strong>and</strong> the subsequent user <strong>in</strong>teraction is that<br />
use of the system does not lead to excessive amounts of simulator sickness.<br />
But what exactly does the <strong>in</strong>teraction <strong>in</strong> VR entail? In general, the three most important types<br />
of <strong>in</strong>teraction <strong>in</strong> VR are:<br />
• Navigation<br />
• Object selection<br />
• Object manipulation<br />
In current VRET applications, object selection <strong>and</strong> manipulation do not play an important<br />
role. To expose someone to anxiety provok<strong>in</strong>g situations such as great heights or small<br />
spaces, it is sufficient for that person to navigate to that situation <strong>in</strong> the VE. Even though<br />
object selection <strong>and</strong> manipulation might add to a sense of presence, we will focus primarily<br />
on navigation <strong>in</strong> VR, s<strong>in</strong>ce this is the most common <strong>in</strong>teraction type <strong>in</strong> most VEs <strong>in</strong> VRET<br />
<strong>and</strong> other applications as well.<br />
Navigation can be divided <strong>in</strong>to (Bowman, 1999)<br />
• Locomotion : the control of the viewpo<strong>in</strong>t<br />
• Wayf<strong>in</strong>d<strong>in</strong>g : the cognitive process of determ<strong>in</strong><strong>in</strong>g a path<br />
In this dissertation, wayf<strong>in</strong>d<strong>in</strong>g techniques will not be discussed, s<strong>in</strong>ce the virtual<br />
environments used are relatively simple, <strong>and</strong> we assume that wayf<strong>in</strong>d<strong>in</strong>g has no therapeutic<br />
value.<br />
The method of locomotion therefore is our most important design parameter when design<strong>in</strong>g<br />
the UI for the patient. But what requirements are applicable to the locomotion method?<br />
5.1 Requirements<br />
These requirements should follow from our TA <strong>and</strong> from our model regard<strong>in</strong>g the concept of<br />
presence. Our TA showed that navigation <strong>in</strong> VRET had one sole purpose: to alter the fear<br />
level of a patient. When the patient does not experience enough fear, he or she is moved to a<br />
scarier situation. If the fear is to high, the patient is moved away to a less fearful situation.<br />
The locomotion technique must enable the patient to experience the correct level of fear, no<br />
more <strong>and</strong> no less. In the previous chapter we discussed two ways <strong>in</strong> which <strong>in</strong>teraction could<br />
<strong>in</strong>fluence fear: by chang<strong>in</strong>g what the patient sees or hears <strong>and</strong> by creat<strong>in</strong>g a sense of<br />
presence.<br />
A user can change what he or she sees <strong>and</strong> hears <strong>in</strong>sofar as the locomotion technique allows<br />
for this. It should provide users with means to control their viewpo<strong>in</strong>t. The level of control<br />
that a user has is dependent on the possible variables that the user can <strong>in</strong>fluence, such as<br />
location <strong>and</strong> rotation, <strong>and</strong> the accuracy with which he or she can <strong>in</strong>fluence these variables. A<br />
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Chapter 5<br />
locomotion technique suitable for VRET should therefore provide the patients with control<br />
preferably over both location <strong>and</strong> rotation <strong>and</strong> this control should have a certa<strong>in</strong> level of<br />
accuracy.<br />
<strong>Interaction</strong> can create a sense of presence. Accord<strong>in</strong>g to our model of the way <strong>in</strong>teraction can<br />
<strong>in</strong>fluence presence <strong>and</strong> fear <strong>in</strong> a VE as described <strong>in</strong> the previous chapter, the locomotion<br />
technique is part of the medium through which the user <strong>in</strong>teracts with the VE. To create a<br />
sense of presence, the medium should be <strong>in</strong>visible to the user, or ‘ready-to-h<strong>and</strong>’. In other<br />
words, it should be natural to use.<br />
Based on the fact that simulator sickness is most likely based on sensory conflict, we can<br />
imag<strong>in</strong>e that different <strong>in</strong>teraction techniques can result <strong>in</strong> different sensory conflicts <strong>and</strong> thus<br />
<strong>in</strong> different levels of simulator sickness. One further constra<strong>in</strong>t we must therefore impose on<br />
the locomotion technique is that it does not add to the simulator sickness experienced by the<br />
patient.<br />
Beforeh<strong>and</strong>, we can already assume that we will need a locomotion technique that offers a<br />
first person perspective. Accord<strong>in</strong>g to the presence theories mentioned <strong>in</strong> the previous<br />
chapter, people will feel present when they perceive themselves to be <strong>in</strong> a specific situation.<br />
See<strong>in</strong>g a virtual body <strong>in</strong> third person perspective will most likely be less <strong>in</strong>volv<strong>in</strong>g, less<br />
immediate <strong>and</strong> <strong>in</strong> general lead to less presence <strong>and</strong> anxiety.<br />
Second, we will also assume that we need a locomotion technique that uses a metaphor<br />
similar to walk<strong>in</strong>g s<strong>in</strong>ce most anxiety provok<strong>in</strong>g situations for phobics are <strong>in</strong> situations<br />
where they can walk (with the exception of phobias such as the fear of driv<strong>in</strong>g). Other<br />
metaphors such as driv<strong>in</strong>g <strong>and</strong> especially fly<strong>in</strong>g seem far less appropriate, s<strong>in</strong>ce these differ<br />
too much from the real world situation.<br />
5.2 Design options<br />
The first <strong>and</strong> most obvious choice we can make about the patient locomotion is whether the<br />
patient or the therapist has control of the patient's position <strong>in</strong> the VE. In the case study<br />
described <strong>in</strong> the task analysis, the patient could control the rotation <strong>and</strong> for a very small part,<br />
the position of the viewpo<strong>in</strong>t through use of the headtrack<strong>in</strong>g but needed to communicate<br />
with the therapist to control the location further. Instead of this configuration, found <strong>in</strong><br />
several of the commercially available VRET system, we could also give the patient full<br />
direct control over both location <strong>and</strong> rotation, as is the case for several other VRET systems.<br />
This full control <strong>in</strong> the h<strong>and</strong>s of the patient most likely has a positive effect on sense of<br />
presence, s<strong>in</strong>ce it easier for the user to change his or her position. In other words, the<br />
medium has become more natural, more ready-to-h<strong>and</strong>. Our hypothesis is therefore<br />
Hypothesis 1: Locomotion controlled by the patient will <strong>in</strong>crease the patient’s sense of<br />
presence.<br />
In chapter 4 it was noted that no research to date has yet proven the hypothesis that presence<br />
can <strong>in</strong>deed directly <strong>in</strong>fluence the fear a person experiences. As a control we will therefore <strong>in</strong><br />
this case test the consequence of assum<strong>in</strong>g this hypothesis to be true:<br />
Hypothesis 2: Locomotion controlled by the patient will <strong>in</strong>crease the fear a phobic user can<br />
experience.<br />
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Patient’s user <strong>in</strong>terface<br />
If this proves to be the case, then the next choice about the patient locomotion is equally<br />
obvious: what type of locomotion technique should we provide the patient with? Accord<strong>in</strong>g<br />
to the requirements discussed above, the locomotion technique should be one that is most<br />
natural. That way the patient will experience the highest sense of presence <strong>and</strong> thus will be<br />
able to reach higher levels of fear <strong>in</strong> a VE. Our hypothesis is therefore:<br />
Hypothesis 3: A more natural locomotion technique for the patient will <strong>in</strong>crease the presence<br />
a user experiences<br />
Aga<strong>in</strong>, if higher presence does <strong>in</strong>deed lead to higher levels of fear <strong>in</strong> the patient, we can also<br />
state that:<br />
Hypothesis 4: A more natural locomotion technique for the patient will <strong>in</strong>crease the fear a<br />
phobic user can experience.<br />
We will need to take a look at the locomotion techniques that are available. A locomotion<br />
technique is based on <strong>in</strong>put <strong>and</strong> output devices, <strong>and</strong> the way the systems responses to the user<br />
<strong>in</strong>put.<br />
5.2.1 Input devices<br />
Pressure Position<br />
L<strong>in</strong>ear Rotary<br />
X Y Z rX rY rZ<br />
Bird<br />
Joystick<br />
Mouse<br />
3<br />
4<br />
1 ∞ 1 ∞ 1 ∞ 1 ∞ 1 ∞ 1 ∞<br />
Figure 5.1: Taxonomy of <strong>in</strong>put devices. Adapted 8 from (Mack<strong>in</strong>lay<br />
et al., 1990) as quoted <strong>in</strong> (Steed, 1996).<br />
Input devices transduce a physical property <strong>in</strong>to a signal that can be registered by the<br />
computer. Figure 5.1 shows a taxonomy for <strong>in</strong>put devices, <strong>in</strong>clud<strong>in</strong>g the characterization of<br />
three specific devices often used <strong>in</strong> VR: the Flock of Birds, a regular three-button mouse <strong>and</strong><br />
an analog 4-button joystick. The Flock of Birds is a magnetic track<strong>in</strong>g device that consists of<br />
8 The taxonomy has been simplified. First of all, the orig<strong>in</strong>al taxonomy dist<strong>in</strong>guished<br />
between relative <strong>and</strong> absolute position. Because position can always be called relative this<br />
caused different classifications for the same device. See for <strong>in</strong>stance (Steed, 1996),<br />
(Kalawsky et al., 1999) <strong>and</strong> (MacKenzie, 1995). Second, the orig<strong>in</strong>al taxonomy<br />
dist<strong>in</strong>guished several more levels of sensitivity, which <strong>in</strong> the op<strong>in</strong>ion of this author did not<br />
add to the expressiveness of the taxonomy.<br />
Torque Rotation<br />
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Chapter 5<br />
a base transmitter that generates a magnetic field <strong>and</strong> a receiver from which the relative<br />
position <strong>and</strong> rotation of that receiver can be derived.<br />
Each circle <strong>in</strong> the diagram represents a transducer of a physical property. The classification<br />
is:<br />
• L<strong>in</strong>ear or rotary<br />
• Position or pressure for l<strong>in</strong>ear transducers<br />
• Rotation or torque for rotary transducers<br />
• Direction: X, Y or Z<br />
• Sensitivity:1 or ∞<br />
Sensitivity <strong>in</strong>dicates the different states between which the transducer can discrim<strong>in</strong>ate. A ‘1’<br />
<strong>in</strong>dicates two states, usually ‘on’ <strong>and</strong> ‘off’, the symbol ‘∞’ <strong>in</strong>dicates a range of states.<br />
A solid l<strong>in</strong>e <strong>in</strong>dicates that the device <strong>in</strong>tegrates several transducers <strong>in</strong>to a s<strong>in</strong>gle one. A dotted<br />
l<strong>in</strong>e <strong>in</strong>dicates a device that is <strong>in</strong> fact composed of several devices. For <strong>in</strong>stance, a mouse is<br />
composed of a device for measur<strong>in</strong>g x <strong>and</strong> y position simultaneously <strong>and</strong> devices for<br />
register<strong>in</strong>g pressure, i.e. the mouse buttons.<br />
For immersive VR, often magnetic track<strong>in</strong>g devices such as the Flock of Birds are used.<br />
However, these have the disadvantage of be<strong>in</strong>g quite expensive <strong>and</strong> sensitive to<br />
electromagnetic <strong>in</strong>terference. Furthermore, they usually have a very limited range.<br />
5.2.2 Output devices<br />
There are three ma<strong>in</strong> VR configurations: desktop VR, HMD <strong>and</strong> CAVE. These are based on<br />
three different types of output devices: a st<strong>and</strong>ard monitor, an HMD <strong>and</strong> a multi-projectionscreen<br />
setup. Of these output devices, the HMD has been the ma<strong>in</strong> choice of developers of<br />
VRET applications.<br />
When compared to desktop VR, the HMD has the advantage of immers<strong>in</strong>g the patient<br />
completely, thus possibly generat<strong>in</strong>g a much higher sense of presence. Compared to a CAVE<br />
system, HMDs have the advantage of be<strong>in</strong>g much cheaper <strong>and</strong> tak<strong>in</strong>g <strong>in</strong> much less space.<br />
The ma<strong>in</strong> disadvantage of an HMD is that it usually very uncomfortable to wear.<br />
Nevertheless, for the foreseeable future the HMD seems to be the optimal display device for<br />
VRET.<br />
5.2.3 Locomotion techniques<br />
Apart from the <strong>in</strong>put <strong>and</strong> output devices, the HCI related to locomotion is also determ<strong>in</strong>ed by<br />
the way the system responds to the <strong>in</strong>put, result<strong>in</strong>g <strong>in</strong> changes <strong>in</strong> the viewpo<strong>in</strong>t <strong>in</strong> the VE,<br />
displayed <strong>in</strong> the output devices. This behavior of the system, which depends <strong>in</strong> part on the<br />
selected devices, is the locomotion technique.<br />
A great variety of locomotion techniques exist which translate the <strong>in</strong>put of the users to a<br />
change <strong>in</strong> the viewpo<strong>in</strong>t (M<strong>in</strong>e, 1995). Figure 5.2 shows a taxonomy of locomotion<br />
techniques.<br />
In general, a locomotion technique is designed by choos<strong>in</strong>g a method from each of the three<br />
areas: direction / target selection, velocity / acceleration selection <strong>and</strong> <strong>in</strong>put conditions.<br />
84
Direction / target selection<br />
Velocity / acceleration selection<br />
Input conditions<br />
Gaze-directed steer<strong>in</strong>g<br />
Po<strong>in</strong>t<strong>in</strong>g / gesture Steer<strong>in</strong>g<br />
Discrete selection<br />
2-D po<strong>in</strong>t<strong>in</strong>g<br />
Constant velocity <strong>and</strong> /or acceleration<br />
Gesture-based<br />
Explicit selection<br />
User / environment scal<strong>in</strong>g<br />
Automatic / Adaptive<br />
Constant travel / no <strong>in</strong>put<br />
Cont<strong>in</strong>uous <strong>in</strong>put state<br />
Start / stop <strong>in</strong>put<br />
Start <strong>in</strong>put / stop automatically<br />
From lists<br />
Patient’s user <strong>in</strong>terface<br />
Environmental / Direct targets<br />
Discrete (choose 1 of N)<br />
Cont<strong>in</strong>uous (choose from range)<br />
Time-based<br />
Position based<br />
Figure 5.2: Taxonomy of <strong>Virtual</strong> Locomotion Techniques (Bowman et al., 1998).<br />
5.2.4 Locomotion <strong>in</strong> immersive VR<br />
Locomotion techniques <strong>in</strong> immersive VR often use track<strong>in</strong>g devices <strong>in</strong>stead of more<br />
traditional <strong>in</strong>put devices. The most common technique is the use of a tracker attached to the<br />
HMD to control rotation <strong>and</strong> translation of the viewpo<strong>in</strong>t with a one-to-one mapp<strong>in</strong>g between<br />
magnitude of rotation <strong>and</strong> translation <strong>in</strong> the real world <strong>and</strong> the virtual world. Position<br />
track<strong>in</strong>g has limitations concern<strong>in</strong>g the distance that can be traveled, because either the<br />
tracker itself has a limited range, the HMD is attached to a cable or the real world space <strong>in</strong><br />
which to move is limited. To move greater distances <strong>in</strong> the VE, often another locomotion<br />
technique is comb<strong>in</strong>ed with the headtrack<strong>in</strong>g to allow the user to move greater distances <strong>in</strong><br />
the VE.<br />
Besides track<strong>in</strong>g the head of the user, more track<strong>in</strong>g devices can be used to track body<br />
movement. A m<strong>in</strong>imum of four trackers is required to create a good approximation of body<br />
posture, track<strong>in</strong>g head, h<strong>and</strong>s <strong>and</strong> torso (Badler, 1993). However, this is seldom done<br />
because of the prohibitive costs of the extra track<strong>in</strong>g devices required.<br />
Based on our criteria for the locomotion technique <strong>in</strong> VRET that the user should have control<br />
over both location <strong>and</strong> rotation, <strong>and</strong> that we use a first person perspective <strong>and</strong> a walk<strong>in</strong>g<br />
metaphor, we can make a prelim<strong>in</strong>ary selection of those techniques that match our criteria:<br />
1. H<strong>and</strong>-controlled view<strong>in</strong>g: Mov<strong>in</strong>g <strong>and</strong> turn<strong>in</strong>g <strong>in</strong> the VE is performed us<strong>in</strong>g a h<strong>and</strong>controlled<br />
device such as a joystick, space-mouse or trackball. This technique is most<br />
often used for non-immersive VR, <strong>and</strong> is currently very popular for 3D games.<br />
2. Physical movement: By track<strong>in</strong>g the position of the user’s head, mov<strong>in</strong>g <strong>and</strong> tun<strong>in</strong>g <strong>in</strong><br />
the real world results <strong>in</strong> an equal translation <strong>and</strong> rotation <strong>in</strong> the VE. This technique is<br />
already implemented <strong>in</strong> our system, but has a very limited range (approx. 1 m. <strong>in</strong> every<br />
direction) because of limited tracker range <strong>and</strong> limited space <strong>in</strong> the real world.<br />
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3. Gaze-directed: This technique is similar to 2. Additionally, the user has a h<strong>and</strong>held<br />
device with one or two buttons: one moves the user forward <strong>in</strong> the VE <strong>in</strong> direction the<br />
user is look<strong>in</strong>g, an optional second button makes the user go backward.<br />
4. H<strong>and</strong>-directed: The user is hold<strong>in</strong>g a tracked device with a button which, when pressed,<br />
makes the user move forward <strong>in</strong> the VE <strong>in</strong> the direction that the device is po<strong>in</strong>ted at.<br />
This is the most commonly implemented mode of travel <strong>in</strong> immersive VEs.<br />
5. Torso-directed: Similar to 4, but now the device is attached to the torso of the user. This<br />
technique should be more natural to the user s<strong>in</strong>ce we normally move <strong>in</strong> the direction<br />
our torso is po<strong>in</strong>t<strong>in</strong>g.<br />
6. Lean<strong>in</strong>g / range: By us<strong>in</strong>g the tracker <strong>in</strong> the HMD, the system can detect when the user<br />
has stepped forward or is lean<strong>in</strong>g forward <strong>and</strong> can move the user <strong>in</strong> this direction. In our<br />
case, we could give the user a limited space <strong>in</strong> which to travel us<strong>in</strong>g physical movement.<br />
When the user steps outside of this range, the user will start travel<strong>in</strong>g <strong>in</strong> that direction <strong>in</strong><br />
the VE.<br />
7. Target selection (raycast or voice): The user can select a target, either by use of<br />
raycast<strong>in</strong>g (select<strong>in</strong>g an object by us<strong>in</strong>g a k<strong>in</strong>d of virtual laser-po<strong>in</strong>ter) or by simply<br />
call<strong>in</strong>g out the name of the object. The user will then automatically be moved to that<br />
object <strong>in</strong> the VE.<br />
8. Airgrab (l<strong>in</strong>ear or go-go): The user’s h<strong>and</strong> is tracked <strong>and</strong> the user can ‘grab’ the air <strong>and</strong><br />
pull it towards him/herself, thus mov<strong>in</strong>g him/herself forward. The relation between the<br />
distance <strong>in</strong> the real world <strong>and</strong> <strong>in</strong> the virtual world can be l<strong>in</strong>ear or non-l<strong>in</strong>ear (go-go).<br />
9. Walk<strong>in</strong>g <strong>in</strong> place (Slater et al., 1993): Us<strong>in</strong>g the tracker <strong>in</strong> the HMD, the system can<br />
detect walk<strong>in</strong>g-<strong>in</strong>-place motions by the user <strong>and</strong> moves the user forward <strong>in</strong> the look<strong>in</strong>gdirection<br />
determ<strong>in</strong>ed by the headtrack<strong>in</strong>g.<br />
5.2.5 Evaluations<br />
In this paragraph the experiments that have already <strong>in</strong>vestigated differences between travel<br />
techniques for immersive VR are described.<br />
(Howarth & F<strong>in</strong>ch, 1999) compared headtrack<strong>in</strong>g to h<strong>and</strong>-controlled view<strong>in</strong>g. A with<strong>in</strong>subject<br />
experiment with 14 subject showed headtrack<strong>in</strong>g to lead to more reported nausea.<br />
However, <strong>in</strong> the headtrack<strong>in</strong>g condition a rotation of the head of 120 0 resulted <strong>in</strong> a viewpo<strong>in</strong>t<br />
rotation of 360 0 . This most likely <strong>in</strong>fluenced the results of this study.<br />
(Bakker, 2001) showed, <strong>in</strong> several experiments, that headtrack<strong>in</strong>g, provid<strong>in</strong>g the user with<br />
vestibular <strong>and</strong> k<strong>in</strong>esthetic feedback, allows for much better path <strong>in</strong>tegration <strong>and</strong> spatial<br />
orientation <strong>in</strong> general than movement of the viewpo<strong>in</strong>t us<strong>in</strong>g a space mouse. Similar f<strong>in</strong>d<strong>in</strong>gs<br />
were reported by (Pausch et al., 1997), who showed that headtrack<strong>in</strong>g can improve<br />
performance <strong>in</strong> search task, especially because the user is better at determ<strong>in</strong><strong>in</strong>g directions<br />
which he or she already has viewed.<br />
(Bowman, 1999) performed a series of experiments for his PhD research:<br />
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Patient’s user <strong>in</strong>terface<br />
Spatial awareness<br />
Compar<strong>in</strong>g<br />
• Slow constant velocity<br />
• Fast constant velocity<br />
• Slow <strong>in</strong>/ slow out<br />
• Instant teleportation<br />
An unknown number of subjects performed a task, where they had to learn the layout from<br />
the VE, consist<strong>in</strong>g of several colored cubes, from one location. They were then moved to<br />
another location us<strong>in</strong>g one of the four velocity schemes <strong>and</strong> where required to f<strong>in</strong>d the cube<br />
<strong>in</strong>dicated by a color from the new location <strong>and</strong> press one of the mouse-buttons accord<strong>in</strong>g to<br />
the letter on that cube.<br />
The time to f<strong>in</strong>d the object was significantly longer for the teleportation technique.<br />
Travel technique for absolute motion<br />
Compar<strong>in</strong>g<br />
• gaze-directed<br />
• h<strong>and</strong>-directed<br />
The task was to move from a start<strong>in</strong>g position <strong>in</strong>to a sphere. An unknown number of subjects<br />
completed this experiment. Results showed no significant difference <strong>in</strong> completion time <strong>and</strong><br />
accuracy.<br />
Travel technique for relative motion<br />
Compar<strong>in</strong>g<br />
• gaze-directed<br />
• h<strong>and</strong>-directed<br />
The task was to move from a start<strong>in</strong>g position to a position relative to a sphere, <strong>in</strong>dicated by<br />
an arrow attached to the sphere. Results showed a significant difference <strong>in</strong> completion time.<br />
Subjects us<strong>in</strong>g the gaze-directed technique had to turn their head to the sphere to check their<br />
location, <strong>and</strong> then had to turn their head <strong>in</strong> the direction they wanted to move, result<strong>in</strong>g <strong>in</strong><br />
slower completion times.<br />
Information gather<strong>in</strong>g<br />
Compar<strong>in</strong>g<br />
• gaze-directed<br />
• h<strong>and</strong> directed<br />
• torso-directed<br />
<strong>and</strong><br />
• 1 dimensional maze<br />
• 2 dimensional maze<br />
• 3 dimensional maze<br />
<strong>and</strong><br />
• Unconstra<strong>in</strong>ed navigation<br />
• Collision detection<br />
26 subjects participated <strong>in</strong> this with<strong>in</strong>-subject experiment with 16 conditions (torso-directed<br />
navigation is not possible <strong>in</strong> three dimensions). The task was to learn the location <strong>and</strong><br />
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Chapter 5<br />
content of labels distributed <strong>in</strong> the VE. Subjects received a score based on the completion<br />
time <strong>and</strong> accuracy of recall of the content <strong>and</strong> position of the label. Results showed<br />
dimensionality to have a significant effect on the score. Travel technique <strong>and</strong> collision<br />
detection did not have a significant effect.<br />
Travel technique comparison<br />
Compar<strong>in</strong>g<br />
• H<strong>and</strong>-directed<br />
• Gaze-directed<br />
• Torso-directed<br />
• Target selection (raycast)<br />
• Target selection (icon on a 2d map)<br />
• HOMER: Selection us<strong>in</strong>g raycast, h<strong>and</strong> movements for velocity<br />
• Air-grab (go-go)<br />
A total of 38 subjects completed the experiment. Travel technique was a between-subject<br />
variable. The VEs conta<strong>in</strong>ed four flags with different numbers. Each subject went through<br />
eight trails: four trials to f<strong>in</strong>d one of the flags while the other flags were <strong>in</strong>visible <strong>and</strong> then<br />
four trials to f<strong>in</strong>d the flags aga<strong>in</strong> (primed search). Dur<strong>in</strong>g the last four trials, two variables<br />
were manipulated: visibility of the flag from the start<strong>in</strong>g position <strong>and</strong> the accuracy needed<br />
for task completion.<br />
The time between the onset of the stimulus <strong>and</strong> the beg<strong>in</strong>n<strong>in</strong>g of the movement <strong>and</strong> the time<br />
actually spent mov<strong>in</strong>g was measured, as well as the total completion time. Gaze-directed <strong>and</strong><br />
h<strong>and</strong>-directed steer<strong>in</strong>g proved significantly better on all these criteria, <strong>and</strong> target-selection<br />
us<strong>in</strong>g the 2D map performed significantly worse.<br />
5.2.6 Conclusions<br />
Accord<strong>in</strong>g to our criteria, the locomotion technique best suited for VRET is the one that<br />
provides the patient with the highest sense of presence <strong>and</strong> the highest levels of fear <strong>in</strong> a<br />
given situation. The first choice we can make is whether we want to provide the patient with<br />
locomotion control, or the therapist.<br />
If the choice is made for patient control, then there is still a wide variety of locomotion<br />
techniques that meet our criteria for mov<strong>in</strong>g the patient <strong>in</strong> VRET. Fortunately, a great<br />
number of these have already been evaluated by other researchers <strong>in</strong> terms of the result<strong>in</strong>g<br />
spatial awareness of the user <strong>and</strong> the speed <strong>and</strong> precision with which users can complete<br />
tasks <strong>in</strong> the VE. Few evaluations however have taken the sense of presence of the user <strong>in</strong>to<br />
account <strong>and</strong> none have looked at the effect of the locomotion technique on fear.<br />
5.3 Experiment 1: Patient vs. therapist control<br />
In the first experiment patient control was compared to therapist control <strong>in</strong> terms of the sense<br />
of presence that was <strong>in</strong>duced <strong>in</strong> the subjects. In order to better underst<strong>and</strong> the relationship<br />
between <strong>in</strong>teraction <strong>and</strong> presence, this experiment was also used to <strong>in</strong>vestigate our<br />
prelim<strong>in</strong>ary conclusion based on the presence research that <strong>in</strong>teraction can enhance presence<br />
though the focus<strong>in</strong>g of the user's attention <strong>and</strong> by help<strong>in</strong>g the user form a mental model of<br />
the VE. For this, measures for the subject’s attention <strong>and</strong> mental model were used.<br />
There are <strong>in</strong> fact two differences between patient <strong>and</strong> therapist control. In the case of<br />
therapist control, the patient not only loses the ability to move him or herself autonomously,<br />
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Patient’s user <strong>in</strong>terface<br />
he or she also becomes dependent on the therapist, another human be<strong>in</strong>g, for locomotion.<br />
The patient will need to communicate with the therapist about where he or she needs to go.<br />
To underst<strong>and</strong> the effect of autonomous navigation on the one h<strong>and</strong> <strong>and</strong> this therapist-patient<br />
communication on the other h<strong>and</strong>, a third condition was added to the experiment besides the<br />
therapist control condition <strong>and</strong> the patient control condition. In this third condition, the<br />
patient was moved through the VE automatically <strong>and</strong> therefore had no autonomous control<br />
<strong>and</strong> also no need to communicate with the therapist.<br />
5.3.1 Method<br />
Design<br />
In this experiment, three conditions were tested <strong>in</strong> a between-subject design:<br />
• LEAN. The patient can navigate through the VE him or herself. The <strong>in</strong>teraction<br />
technique used is 'lean<strong>in</strong>g': the patient is st<strong>and</strong><strong>in</strong>g <strong>in</strong>side a rail<strong>in</strong>g of one-by-one meter.<br />
When the patient steps or leans away from the center of this area <strong>in</strong> a certa<strong>in</strong> direction,<br />
he or she will start mov<strong>in</strong>g <strong>in</strong> that direction <strong>in</strong> the VE at a constant velocity.<br />
• THERAPIST. Similar to our previously used setup for VRET, the therapist must navigate<br />
the patient through the VE.<br />
• PATH. The patient is navigated through the VE us<strong>in</strong>g an automated script. This<br />
condition is <strong>in</strong>tended to dist<strong>in</strong>guish between the effect of autonomous navigation by the<br />
patient <strong>and</strong> the effect of the patient-therapist communication.<br />
To simplify the experiment, the task subjects had to perform was not exposure therapy.<br />
Instead, subjects had to locate a small but clearly visible object <strong>in</strong> the VE <strong>and</strong> move close to<br />
it. When the subject came close to the object, it would disappear <strong>and</strong> re-appear somewhere<br />
else. The experiment was completed when the object had re-appeared a fixed number of<br />
times. This task is thought to be similar to VRET <strong>in</strong> the sense that <strong>in</strong> VRET patients have to<br />
f<strong>in</strong>d situations that are frightful <strong>and</strong> move <strong>in</strong>to these situations. In the THERAPIST<br />
condition, subjects were told that the 'therapist' could not see the objects, <strong>and</strong> therefore the<br />
subjects <strong>and</strong> 'therapist' were forced to communicate <strong>in</strong> order for the subject to complete the<br />
task. Aga<strong>in</strong>, this task is <strong>in</strong>tended to be similar to current VRET practice, where the therapist<br />
has to navigate the patient, whilst only the patient can perceive the situations that are<br />
frightful to him/her. The therapist <strong>in</strong> this experiment was the experiment leader, who made<br />
sure the communication was only about the VE.<br />
<strong>Virtual</strong> Environment<br />
The VE consisted of a 'plus'-shaped room with<br />
several types of furniture <strong>in</strong> it. One segment of<br />
the room was designed to look like a kitchen to<br />
give the user a recognizable reference po<strong>in</strong>t.<br />
The rail<strong>in</strong>g surround<strong>in</strong>g the subjects <strong>in</strong> reality<br />
was also shown <strong>in</strong> the virtual world as visible <strong>in</strong><br />
figure 5.3.<br />
The VE was generated us<strong>in</strong>g our VR testbed<br />
configuration described <strong>in</strong> chapter 3.<br />
Figure 5.3: VE used for the experiment,<br />
with a virtual representation of the rail<strong>in</strong>g<br />
surround<strong>in</strong>g the subject <strong>in</strong> reality.<br />
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Chapter 5<br />
Measures<br />
Prior to the experiment some <strong>in</strong>formation regard<strong>in</strong>g the subjects was gathered, such as age,<br />
gender <strong>and</strong> experience with 3D games <strong>and</strong> computers <strong>in</strong> general.<br />
Figure 5.4: 2D representation of the VE, where subjects were<br />
required to position markers to <strong>in</strong>dicate where they thought a<br />
certa<strong>in</strong> piece of furniture was positioned <strong>in</strong> the VE.<br />
Dur<strong>in</strong>g the experiment, a loud sound was played at r<strong>and</strong>om <strong>in</strong>tervals. The subjects were<br />
<strong>in</strong>structed to respond to this sound as fast as possible by press<strong>in</strong>g a button on a device they<br />
were hold<strong>in</strong>g. The response time was recorded <strong>and</strong> used as a measure for the amount of<br />
attention the subject was devot<strong>in</strong>g to the VE, where a slower response time <strong>in</strong>dicates the user<br />
was more <strong>in</strong>volved <strong>in</strong> the VE than when a faster response time was recorded. As a control,<br />
the average time between the beeps was also measured.<br />
Afterwards, subjects were required to position certa<strong>in</strong> recognizable pieces of furniture on a<br />
2D representation of the VE as depicted <strong>in</strong> figure 5.4. The accuracy 9 with which they could<br />
recall these locations was used as a measure for the quality of the mental model the subject<br />
had created dur<strong>in</strong>g the exposure to the VE.<br />
<strong>Presence</strong> was measured us<strong>in</strong>g the Igroup <strong>Presence</strong> Questionnaire (IPQ) (Schubert et al.,<br />
1999). The IPQ is divided <strong>in</strong>to three subscales: Involvement, Spatial <strong>Presence</strong> <strong>and</strong> Realness,<br />
<strong>and</strong> is discussed <strong>in</strong> more detail <strong>in</strong> chapter 4.<br />
Subjects<br />
In all, 45 subjects participated <strong>in</strong> the experiment, four of whom were female. Most were<br />
students. All subjects received a Fl.25 reward (approx. €11). One subject could not complete<br />
the experiment due to malfunctions <strong>in</strong> the VR software <strong>and</strong> was excluded from our analysis.<br />
Subjects were r<strong>and</strong>omly assigned to one of the three conditions.<br />
9 The accuracy was measures by determ<strong>in</strong><strong>in</strong>g the difference between the actual location <strong>and</strong><br />
the location <strong>in</strong>dicated by the subject. A score of three po<strong>in</strong>ts was given if this distance was<br />
smaller than 25 pixels, two po<strong>in</strong>ts for 25 to 50 pixels, one po<strong>in</strong>t for 50 to 75 pixels <strong>and</strong> zero<br />
po<strong>in</strong>ts for over 75 pixels of distance. The 2D map was 500x500 pixels, correspond<strong>in</strong>g with a<br />
VE of 7.5 x 7.5 meters.<br />
90
5.3.2 Results<br />
Patient’s user <strong>in</strong>terface<br />
Reliability<br />
The average time between beeps was found to differ between <strong>in</strong>dividuals due to the r<strong>and</strong>om<br />
nature of the <strong>in</strong>tervals <strong>and</strong>, more seriously, was found to correlate significantly with<br />
presence. It was therefore necessary to correct for this <strong>and</strong> <strong>in</strong>clude average time between<br />
beeps as a covariate.<br />
Cronbach’s Alpha for the IPQ was .76 (n=44), show<strong>in</strong>g that responses showed <strong>in</strong>ternal<br />
consistency.<br />
Effect of condition<br />
Average time between beeps was<br />
used as a covariant <strong>in</strong> an ANalysis of<br />
COVAriance (ANCOVA) with<br />
presence as dependent variable <strong>and</strong><br />
condition <strong>and</strong> average time between<br />
beeps as <strong>in</strong>dependent variables. This<br />
ANCOVA did not show a significant<br />
difference between conditions <strong>in</strong> the<br />
scores on the presence questionnaire<br />
(F=1.053, p =.360). Figure 5.5 shows<br />
a boxplot of presence <strong>in</strong> each of the<br />
three conditions.<br />
Interest<strong>in</strong>gly, with<strong>in</strong> (<strong>and</strong> only <strong>in</strong>) the<br />
THERAPIST condition, there was a<br />
negative correlation between<br />
presence <strong>and</strong> the duration of the<br />
experiment (Pearson correlation = -<br />
.574, p=.025).<br />
People scored significantly higher on<br />
the mental model test <strong>in</strong> the<br />
THERAPIST condition when<br />
compared to the other two conditions.<br />
A post-hoc Tukey HSD analysis<br />
showed a mean difference of 11.02<br />
(p=.001) <strong>and</strong> 10.00 (p=.003) between<br />
THERAPIST <strong>and</strong> PATH <strong>and</strong><br />
between THERAPIST <strong>and</strong> LEAN<br />
respect-ively. Figure 5.6 shows a<br />
boxplot of the scores on the mental<br />
model test <strong>in</strong> each of the three<br />
conditions.<br />
The attention score does not differ<br />
significantly between conditions.<br />
This can also clearly be seen <strong>in</strong> figure<br />
5.7.<br />
<strong>Presence</strong><br />
40<br />
30<br />
20<br />
10<br />
0<br />
-10<br />
-20<br />
-30<br />
Therapist<br />
Path<br />
12<br />
Lean<br />
Figure 5.5: Boxplot of the presence scores <strong>in</strong> the<br />
three conditions.<br />
Mental model score<br />
40<br />
30<br />
20<br />
10<br />
0<br />
-10<br />
Therapist<br />
Path<br />
Lean<br />
Figure 5.6: Boxplot of the mental model scores <strong>in</strong><br />
the three conditions.<br />
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Chapter 5<br />
Unst<strong>and</strong>ardized Coefficients<br />
St<strong>and</strong>ardized<br />
Coefficient<br />
B Std. Error Beta t Sig.<br />
(Constant) -5.320 9.104 -.584 .562<br />
Reaction time 1.387E-02 .010 .219 1.386 .174<br />
Mental model score 7.451E-02 .175 .067 .427 .672<br />
Table 5.1: Coefficients <strong>in</strong> a l<strong>in</strong>ear regression model. Dependent variable: presence (IPQ).<br />
Predictors for presence<br />
Table 5.1 shows the coefficients for a<br />
l<strong>in</strong>ear regression model with presence<br />
as dependent variable. Neither the<br />
mental model score nor the reaction<br />
time are reliable predictors for the<br />
overall presence score. Interest<strong>in</strong>gly<br />
however, there is a significant<br />
positive correlation between reaction<br />
time <strong>and</strong> the Involvement subscale of<br />
the IPQ (Pearson's correlation = .321,<br />
p=.041).<br />
5.3.3 Discussion<br />
We can discuss the results of the<br />
experiment <strong>in</strong> terms of the PGMC<br />
model.<br />
Average reaction time (milliseconds)<br />
1400<br />
1200<br />
1000<br />
800<br />
600<br />
400<br />
Therapist<br />
Path<br />
33<br />
Lean<br />
Figure 5.7: Boxplot of the average reaction times <strong>in</strong><br />
each of the three conditions.<br />
Participant<br />
The participants <strong>in</strong> this experiment were mostly students from our technical university. As<br />
such, they <strong>in</strong> general had much experience with computers <strong>and</strong> video games. It is highly<br />
likely that this <strong>in</strong>fluenced their easy comprehension of the <strong>in</strong>teraction techniques <strong>and</strong> thus the<br />
quick form<strong>in</strong>g of a mental model.<br />
Goal<br />
The goal was the same for all the subjects: f<strong>in</strong>d<strong>in</strong>g the small object <strong>and</strong> move close to it. For<br />
this, two types of <strong>in</strong>teraction were available: look<strong>in</strong>g around by means of the headtrack<strong>in</strong>g<br />
<strong>and</strong>, <strong>in</strong> the THERAPIST <strong>and</strong> LEAN condition, navigation. The goal ensured that subjects<br />
used these two <strong>in</strong>teraction types extensively, <strong>and</strong> <strong>in</strong> a way similar to a real VR exposure<br />
therapy situation.<br />
Other types of <strong>in</strong>teraction, such as for <strong>in</strong>stance manipulat<strong>in</strong>g objects or turn<strong>in</strong>g on music<br />
would be far less <strong>in</strong>terest<strong>in</strong>g to subjects with the goal they were given. However, one must<br />
always keep <strong>in</strong> m<strong>in</strong>d that subjects have hidden goals, such as satisfy<strong>in</strong>g their curiosity about<br />
VR or simply earn<strong>in</strong>g the reward paid at the end of the experiment.<br />
92
Patient’s user <strong>in</strong>terface<br />
Medium<br />
The factor manipulated <strong>in</strong> this experiment was related to the medium through which subjects<br />
could <strong>in</strong>teract with the VE. In the LEAN condition, the medium was a direct one where<br />
actions by the subject would result <strong>in</strong> immediate responses from the system. In the<br />
THERAPIST condition, subjects had to <strong>in</strong>teract with the VE <strong>in</strong>directly through<br />
communication with the experiment leader. In the PATH condition, the medium did not<br />
allow for any <strong>in</strong>teraction <strong>in</strong> terms of navigation.<br />
The lack of difference <strong>in</strong> presence reported by the subjects between the conditions suggest<br />
that the differences <strong>in</strong> the medium were too small. Subjects <strong>in</strong> all conditions could still look<br />
around through use of the headtrack<strong>in</strong>g, provid<strong>in</strong>g users with enough <strong>in</strong>teraction to keep<br />
them <strong>in</strong>volved <strong>and</strong> build a mental model.<br />
The negative correlation between presence <strong>and</strong> the duration of the experiment <strong>in</strong> the<br />
THERAPIST condition could be expla<strong>in</strong>ed by assum<strong>in</strong>g that a short duration of the<br />
experiment <strong>in</strong> this condition was due to efficient cooperation between the subject <strong>and</strong> the<br />
experiment leader. In case of efficient cooperation, the medium (communication with the<br />
therapist) would dem<strong>and</strong> less attention <strong>and</strong> become more <strong>in</strong>visible to the subject, thus<br />
<strong>in</strong>creas<strong>in</strong>g the sense of presence.<br />
Interest<strong>in</strong>gly, the communication with the therapist did result <strong>in</strong> a higher score on the mental<br />
model test. This score was, however, not correlated with the presence score. One of the<br />
scholars responsible for the development of the embodied presence framework <strong>and</strong> the<br />
presence questionnaire suggested that this could be due to the fact that the mental model<br />
needed for presence must be egocentric, based on possible <strong>in</strong>teraction, whilst our test<br />
assumes a more exocentric model, based on 2D layout (Thomas Schubert, personal<br />
communication).<br />
The attention test did not show any significant difference between conditions, aga<strong>in</strong><br />
<strong>in</strong>dicat<strong>in</strong>g that the differences <strong>in</strong> the medium between conditions were <strong>in</strong>sufficient. The<br />
attention test did correlate with the subscale of the presence questionnaire labeled<br />
‘Involvement’, which could suggest that the attention measured through our test plays a role<br />
<strong>in</strong> the presence people experienced.<br />
Content<br />
The content of the VE supported the <strong>in</strong>teraction <strong>in</strong> a straightforward manner: it provided a<br />
space with obstacles through which the subject had to navigate <strong>and</strong> a relocat<strong>in</strong>g object to<br />
serve as a target to which the user had to navigate.<br />
The correlation between ‘average time between beeps’ <strong>and</strong> presence suggests that content<br />
outside of the VE, <strong>in</strong> this case the beeps needed for the attention test, can reduce one’s<br />
presence <strong>in</strong> the VE.<br />
In general, this experiment showed that, <strong>in</strong> the limited sett<strong>in</strong>g of this experiment, there is no<br />
difference <strong>in</strong> terms of presence between patient <strong>and</strong> therapist locomotion.<br />
5.4 Experiment 2: Patient vs. therapist control<br />
The second experiment compar<strong>in</strong>g patient control <strong>and</strong> therapist control took place <strong>in</strong> a sett<strong>in</strong>g<br />
more alike to real VRET practice. In a large experiment <strong>in</strong> cooperation with both the<br />
University of Amsterdam <strong>and</strong> the VALK foundation, people were treated for fear of fly<strong>in</strong>g <strong>in</strong><br />
two VR conditions as well as other conditions not relevant to this thesis. Fear of fly<strong>in</strong>g is a<br />
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Chapter 5<br />
phobia that often <strong>in</strong>volves fear of heights or claustrophobia<br />
(van Gerwen et al., 1997). In traditional<br />
therapy, patients suffer<strong>in</strong>g from fear of fly<strong>in</strong>g are often<br />
first treated for one of these two phobias if these are<br />
found to underlie the patient’s fear of fly<strong>in</strong>g. Hence, <strong>in</strong><br />
VR, people were treated not only for fear of fly<strong>in</strong>g but<br />
usually also for one of the other two phobias, giv<strong>in</strong>g us<br />
the opportunity to test the two conditions <strong>in</strong> a very<br />
diverse sett<strong>in</strong>g.<br />
5.4.1 Method<br />
Design<br />
Two conditions were tested: therapist control versus<br />
patient control. The therapist could control the location<br />
of the patient by either us<strong>in</strong>g a path control or the<br />
joystick. The path control allowed the therapist to<br />
move the patient backwards or forwards on a<br />
predeterm<strong>in</strong>ed path. In the patient control condition,<br />
the patient could use the lean technique also used <strong>in</strong> the<br />
previous experiment: when the patient stepped out of<br />
the center of the rail<strong>in</strong>g, he or she would start to move<br />
<strong>in</strong> that direction at a constant velocity, either until the<br />
patient bumped <strong>in</strong>to an object or until he or she stepped<br />
back to the center. In the patient control condition, the<br />
therapist had no control over the patient’s location at<br />
all.<br />
<strong>Virtual</strong> worlds<br />
In this experiment, a total number of n<strong>in</strong>e virtual<br />
worlds were used, which are displayed <strong>in</strong> figures 5.8<br />
through 5.16. All subjects were exposed first of all to a<br />
neutral virtual world that was designed to envoke no<br />
fear <strong>in</strong> the subjects. In this neutral world, subjects<br />
could familiarize themselves with the operation of the<br />
system. If an analysis of a subject’s fear of fly<strong>in</strong>g<br />
showed that the subject had a fear of heights or of<br />
closed spaces, he or she was first treated for one of<br />
these two phobias <strong>in</strong> the appropriate virtual worlds.<br />
Otherwise, patient were immediately treated <strong>in</strong> the fear<br />
of fly<strong>in</strong>g worlds.<br />
In the airplane world, subjects were seated <strong>and</strong> did not<br />
move through the VE other than by headtrack<strong>in</strong>g. In<br />
this world there was no difference between patient <strong>and</strong><br />
therapist control <strong>and</strong> this VE was therefore further<br />
ignored <strong>in</strong> the <strong>in</strong>vestigation described <strong>in</strong> this chapter.<br />
94<br />
Figure 5.8: the courtyard, a neutral<br />
virtual world.<br />
Figure 5.9: virtual firestairs for the<br />
treatment of acrophobia.<br />
Figure 5.10: acrophobia world:<br />
rooftop terrace.<br />
Figure 5.11: construction site for<br />
the treatment of acrophobia.
Measures<br />
The first world that subjects were exposed to was the<br />
neutral world. S<strong>in</strong>ce no treatment took place us<strong>in</strong>g this<br />
world, it was possible to use the th<strong>in</strong>k-aloud protocol,<br />
encourag<strong>in</strong>g subjects to verbalize what they were<br />
th<strong>in</strong>k<strong>in</strong>g when navigat<strong>in</strong>g through the VE. These<br />
sessions were recorded on video for later analysis to<br />
determ<strong>in</strong>e any usability problems the subjects might be<br />
experienc<strong>in</strong>g when work<strong>in</strong>g with the system <strong>in</strong> the<br />
specific condition.<br />
To make a more quantitative measure of the system<br />
usability <strong>in</strong> the different conditions, subjects were<br />
required to fill <strong>in</strong> a usability questionnaire after the<br />
second treatment session. This questionnaire consisted<br />
of 14 seven-po<strong>in</strong>t Likert-scale items, <strong>and</strong> can be found<br />
<strong>in</strong> appendix A. Subjects were also required to fill <strong>in</strong> a<br />
five item questionnaire regard<strong>in</strong>g their <strong>Computer</strong><br />
Experience (CE).<br />
After each exposure to a virtual world, subjects filled<br />
<strong>in</strong> the Igroup <strong>Presence</strong> Questionnaire (IPQ). Also,<br />
before <strong>and</strong> after each exposure to a phobia world,<br />
subject were asked to fill <strong>in</strong> the Simulator Sickness<br />
Questionnaire (SSQ) designed by (Kennedy et al.,<br />
1993), aimed at measur<strong>in</strong>g the simulator sickness<br />
experienced by the subject. The pre <strong>and</strong> post scores<br />
were subtracted from each other to determ<strong>in</strong>e any<br />
<strong>in</strong>crease or decrease <strong>in</strong> sickness.<br />
The subject’s fear was measured by the Subjective<br />
Units of Discomfort (SUDs) entered by therapist,<br />
which were recorded at a maximum <strong>in</strong>terval of three<br />
m<strong>in</strong>utes, <strong>and</strong> by record<strong>in</strong>g the subject’s heartrate. The<br />
choice of heartrate as secondary measure was based on<br />
the fact that heartrate measurement nowadays is<br />
relatively cheap <strong>and</strong> easy to perform.<br />
Also, dur<strong>in</strong>g therapy the actions of the therapist were<br />
automatically recorded, as well as the progress of the<br />
patient through the virtual world. Most virtual worlds<br />
were designed to slowly <strong>in</strong>crease the fear level as one<br />
moved further <strong>in</strong> the VE. Whether the patient was at<br />
the beg<strong>in</strong>n<strong>in</strong>g or at the end of the virtual world<br />
therefore could have a strong relationship with the<br />
patient’s fear.<br />
Subjects<br />
Persons that had enrolled for treatment of fear of fly<strong>in</strong>g<br />
at the VALK foundation were asked to participate <strong>in</strong><br />
this study prior to their st<strong>and</strong>ard treatment. These<br />
Patient’s user <strong>in</strong>terface<br />
Figure 5.12: virtual hallway for<br />
the treatment of claustrophobia.<br />
Subsequent corridors were<br />
narrower <strong>and</strong> the ceil<strong>in</strong>gs were<br />
lower. The therapist could dim the<br />
lights.<br />
Figure 5.13: <strong>Virtual</strong> closet for<br />
treatment of claustrophobia. The<br />
therapist could close the closet<br />
doors, make the room <strong>and</strong> the<br />
closet smaller <strong>and</strong> could dim the<br />
lights <strong>in</strong> the closet.<br />
Figure 5.14: elevators for the<br />
treatment of claustrophobia. Therapists<br />
could operate the elevator,<br />
trigger an audio-visual alarm <strong>and</strong><br />
dim the lights <strong>in</strong> the elevators<br />
95
Chapter 5<br />
subjects were all diagnosed as hav<strong>in</strong>g fear of fly<strong>in</strong>g.<br />
accord<strong>in</strong>g to DSM-IV criteria (APA, 1994). Orig<strong>in</strong>ally,<br />
the number of subjects to participate <strong>in</strong> the two VR<br />
conditions of this experiment was planned at a total of<br />
30. Unfortunately, as a result of the terrorist attacks on<br />
the 11th of September 2001, the number of people<br />
seek<strong>in</strong>g treatment for fear of fly<strong>in</strong>g dropped drastically.<br />
After almost a year, only 16 subjects had started the<br />
experiment. These were r<strong>and</strong>omly assigned to either<br />
condition 1: therapist control (n=7) or condition 2:<br />
patient control (n=9).<br />
5.4.2 Results<br />
Reliability<br />
A reliability analysis for the various questionnaires was<br />
performed, <strong>and</strong> the results are displayed <strong>in</strong> table 5.2.<br />
Heartrate did not correlate significantly with SUDs<br />
(Pearson correlation=-.022, p=.804, n=133), <strong>in</strong>dicat<strong>in</strong>g<br />
a discrepancy between physiological arousal <strong>and</strong><br />
subjectively reported fear.<br />
Measure N of cases N of items Alpha<br />
IPQ neutral world 15 14 .5570<br />
IPQ session 2 14 14 .4354<br />
CE 15 5 .6574<br />
USA 16 14 .5479<br />
SSQ(pre) 15 28 .8696<br />
SSQ(post) 15 28 .8609<br />
Table 5.2: Chronbach’s alpha as calculated for the<br />
various questionnaires<br />
Figure 5.15: virtual airport for the<br />
treatment of fear of fly<strong>in</strong>g.<br />
Therapists could trigger announcements<br />
<strong>and</strong> airplane sounds.<br />
Figure 5.16: virtual airplane for<br />
the treatment of fear of fly<strong>in</strong>g.<br />
Therapists could switch between<br />
taxi<strong>in</strong>g, takeoff, flight <strong>and</strong> l<strong>and</strong><strong>in</strong>g,<br />
could trigger messages from the<br />
purser <strong>and</strong> the capta<strong>in</strong>, switch the<br />
fasten seatbelt sign, alter the<br />
weather <strong>and</strong> trigger turbulence.<br />
<strong>Presence</strong><br />
After each session subjects were required to fill <strong>in</strong> the IPQ. However, not all subjects had<br />
already completed all sessions, so we will restrict our analysis to the first two sessions.<br />
In the first session, subjects were all exposed to the same VE: the neutral world. An<br />
ANOVA of the IPQ scores with condition as <strong>in</strong>dependent factor shows no significant<br />
difference <strong>in</strong> IPQ scores between the two conditions: F=1.583, p=.230 (n=15).<br />
Dur<strong>in</strong>g the second session, subjects were exposed to different VEs depend<strong>in</strong>g on the analysis<br />
of their fear of fly<strong>in</strong>g. An ANOVA of the IPQ scores reported after this session shows even<br />
less difference between the two conditions: F=.001, p=.982 (n=14).<br />
Heartrate<br />
In all, the heartrate of seven different subjects dur<strong>in</strong>g 16 sessions was recorded, result<strong>in</strong>g <strong>in</strong><br />
3444 measures. All heartrates were corrected aga<strong>in</strong>st a basel<strong>in</strong>e, which was def<strong>in</strong>ed as the<br />
average heartrate dur<strong>in</strong>g the first 60 seconds of record<strong>in</strong>g. After remov<strong>in</strong>g outliers at more<br />
96
Patient’s user <strong>in</strong>terface<br />
than two st<strong>and</strong>ard deviation from the mean, 3314 measures rema<strong>in</strong>ed (n=1332 <strong>in</strong> condition 1,<br />
n=1982 <strong>in</strong> condition 2).<br />
A l<strong>in</strong>ear regression showed that both the time spend <strong>in</strong> the VE <strong>and</strong> the progress of the patient<br />
<strong>in</strong> the VE have a highly significant effect on the heartrate, as displayed <strong>in</strong> table 5.3. Dur<strong>in</strong>g<br />
exposure, heartrate reduces over time but <strong>in</strong>creases as the subject progresses further <strong>in</strong>to the<br />
VE.<br />
Unst<strong>and</strong>ardized Coefficients<br />
St<strong>and</strong>ardized<br />
Coefficient<br />
B Std. Error Beta t Sig.<br />
(Constant) 19.567 .930 21.040
Chapter 5<br />
VE does show a significant positive effect, <strong>and</strong><br />
was therefore <strong>in</strong>cluded as a covariate <strong>in</strong> the<br />
general l<strong>in</strong>ear model for an ANCOVA with<br />
SUD as dependent variable <strong>and</strong> virtual world<br />
<strong>and</strong> condition as <strong>in</strong>dependent factors. The<br />
results of this ANCOVA are displayed <strong>in</strong> table<br />
5.6, show<strong>in</strong>g significant effects for both factors,<br />
as well as an <strong>in</strong>teraction between virtual world<br />
<strong>and</strong> condition. Figure 5.18 shows a plot of the<br />
estimated marg<strong>in</strong>al means based on this<br />
ANCOVA for the SUDs <strong>in</strong> the two conditions <strong>in</strong><br />
the different virtual worlds. This plot shows<br />
i df F Sig.<br />
(Intercept) 1 1.236 .268<br />
Progress 1 31.638
Estimated marg<strong>in</strong>al means of SUD<br />
6<br />
5<br />
4<br />
3<br />
2<br />
1<br />
0<br />
Therapist control<br />
World<br />
Airport<br />
Patient control<br />
Patient’s user <strong>in</strong>terface<br />
Firestairs<br />
Rooftop<br />
Construction site<br />
Hallway<br />
patient control condition (F=3.795, p=.073 <strong>and</strong> F=4.617, p=.051 for item 10 <strong>and</strong> item 12<br />
respectively).<br />
In all, 16 subjects were recorded when go<strong>in</strong>g through the neutral virtual world while<br />
verbaliz<strong>in</strong>g their thoughts accord<strong>in</strong>g to the th<strong>in</strong>k-aloud protocol. These session lasted<br />
approximately five m<strong>in</strong>utes each.<br />
Of the seven subjects assigned to the therapist control condition, three subjects needed<br />
explicit <strong>in</strong>structions from the therapist to turn his or her head <strong>in</strong> the direction that the subject<br />
was mov<strong>in</strong>g <strong>in</strong> the VE. Two of these subjects did not move their heads at all until <strong>in</strong>structed<br />
by the therapist, keep<strong>in</strong>g their head still as if watch<strong>in</strong>g a monitor.<br />
Of the n<strong>in</strong>e subjects <strong>in</strong> the patient control condition, three subjects reported general<br />
difficulties <strong>in</strong> underst<strong>and</strong><strong>in</strong>g the locomotion technique. Two of these also experienced<br />
problems mak<strong>in</strong>g turns, where they had difficulties keep<strong>in</strong>g themselves from bump<strong>in</strong>g <strong>in</strong>to<br />
walls. One subject reported problems with remember<strong>in</strong>g how to stop mov<strong>in</strong>g.<br />
All other subjects reported no problems <strong>and</strong> usually simply commented or described the<br />
virtual world.<br />
Closet<br />
Elevator<br />
Figure 5.18: Estimated marg<strong>in</strong>al means of the SUD scores for the<br />
different virtual worlds <strong>in</strong> the different conditions.<br />
Simulator sickness<br />
The SSQ showed that simulator sickness was somewhat lower <strong>in</strong> the patient control<br />
condition, but this effect was not statistically significant: F=3.069, p=.103 (n=15).<br />
5.4.3 Discussion<br />
The results confirm the f<strong>in</strong>d<strong>in</strong>gs of the previous experiment that presence is not higher <strong>in</strong> a<br />
patient control condition when compared to therapist control. But even though the two fear<br />
measures heartrate <strong>and</strong> SUDs are not correlated with one another, both do show the same<br />
difference between the two conditions: fear is lower <strong>in</strong> the patient control condition. One<br />
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Chapter 5<br />
possible explanation could be that <strong>in</strong> the patient control conditions subjects could better<br />
avoid fearful situations. In this experiment the progress of the subjects through the VE was<br />
taken <strong>in</strong>to consideration, thus failure of the subject to enter a general area that was more<br />
fearful did not <strong>in</strong>fluence the results. However, on a smaller scale subjects could avoid<br />
mov<strong>in</strong>g close to a ledge or move faster through a scary part of the VE. Due to the diversity<br />
<strong>and</strong> complexity of the VEs used <strong>in</strong> this experiment, it was not possible to take this type of<br />
avoidance behavior <strong>in</strong>to consideration.<br />
The general usability of the system does not seem to be very different between the two<br />
conditions. The errors reported by subjects us<strong>in</strong>g the th<strong>in</strong>k-aloud protocol <strong>in</strong>dicated that the<br />
errors patients make <strong>in</strong> the patient control condition are somewhat more serious, where<br />
subjects have difficulties <strong>in</strong> actually achiev<strong>in</strong>g tasks such as mak<strong>in</strong>g turns, compared to the<br />
problems reported <strong>in</strong> the therapist control condition where a small number of subjects needed<br />
to be specifically <strong>in</strong>structed to look <strong>in</strong> the direction they were be<strong>in</strong>g moved.<br />
No difference <strong>in</strong> simulator sickness was found between the two conditions.<br />
5.5 Experiment 3: Patient Control<br />
In case the patient is given control over his or her own position <strong>in</strong> the VE, we need to<br />
determ<strong>in</strong>e which locomotion is best suited for VRET. Given the large number of locomotion<br />
techniques available to us it is <strong>in</strong>feasible to test all of them. Fortunately, especially the<br />
previous research by Bowman has already <strong>in</strong>vestigated the accuracy <strong>and</strong> speed with which<br />
users can move through the virtual world with most of the techniques. However, it is still not<br />
very clear if a more natural technique will lead to higher presence <strong>and</strong> a higher fear. To<br />
<strong>in</strong>vestigate this, we can compare the least natural technique to the most natural one.<br />
Although of course chosen subjectively, we would like to argue that h<strong>and</strong>-controlled view<strong>in</strong>g<br />
is the least natural <strong>in</strong>teraction method, because here users have to move a device to rotate the<br />
viewpo<strong>in</strong>t <strong>and</strong> press a button to move forward, which is not at all similar to the way we move<br />
<strong>in</strong> the real world. The most natural locomotion technique today that allows the user to move<br />
larger distances <strong>in</strong> the VE than headtrack<strong>in</strong>g alone is walk-<strong>in</strong>-place. Here the user can rotate<br />
the viewpo<strong>in</strong>t by rotat<strong>in</strong>g his or her head <strong>and</strong> can move forward by mak<strong>in</strong>g a walk<strong>in</strong>g<br />
motion. An advantage of this technique is that is doesn’t require an extra track<strong>in</strong>g device <strong>and</strong><br />
is therefore relatively <strong>in</strong>expensive.<br />
To determ<strong>in</strong>e the separate effects of the headtrack<strong>in</strong>g <strong>and</strong> the walk<strong>in</strong>g motion detection, we<br />
can add a third locomotion technique: gaze directed steer<strong>in</strong>g, where rotation is controlled by<br />
headtrack<strong>in</strong>g <strong>and</strong> the user can move forward by press<strong>in</strong>g a button.<br />
5.5.1 Method<br />
Design<br />
The experiment consisted of three conditions:<br />
• Walk-<strong>in</strong>-place<br />
• Trackball (h<strong>and</strong> controlled view<strong>in</strong>g us<strong>in</strong>g a h<strong>and</strong>held trackball device)<br />
• Headtrack<strong>in</strong>g (gaze-directed steer<strong>in</strong>g)<br />
The walk-<strong>in</strong>-place technique was implemented by feed<strong>in</strong>g the coord<strong>in</strong>ates obta<strong>in</strong>ed from the<br />
track<strong>in</strong>g device <strong>in</strong>to a multi-layered perceptron (Herz et al., 1993) that was tra<strong>in</strong>ed to<br />
dist<strong>in</strong>guish between walk<strong>in</strong>g <strong>and</strong> non-walk<strong>in</strong>g behavior.<br />
100
Patient’s user <strong>in</strong>terface<br />
Subjects were required to complete a course through a VE. Each subject was exposed to only<br />
one condition.<br />
<strong>Virtual</strong> Environment<br />
The VE used <strong>in</strong> this experiment consisted of three parts<br />
that were connected, form<strong>in</strong>g a s<strong>in</strong>gle VE: a small<br />
tra<strong>in</strong><strong>in</strong>g space, where subjects could familiarize<br />
themselves with the <strong>in</strong>teraction technique, a room<br />
designed to determ<strong>in</strong>e the controllability of the<br />
<strong>in</strong>teraction technique <strong>and</strong> a part conta<strong>in</strong><strong>in</strong>g height<br />
situations aimed at determ<strong>in</strong><strong>in</strong>g the effect of the<br />
locomotion technique on the fear of the subjects.<br />
The room designed for determ<strong>in</strong><strong>in</strong>g the controllability<br />
of the technique conta<strong>in</strong>ed several objects such as<br />
couches <strong>and</strong> plants. A specific location <strong>in</strong> the room was<br />
marked with a flag <strong>and</strong> a spot on the ground as<br />
depicted <strong>in</strong> figure 5.19. The subject was <strong>in</strong>structed to<br />
move to this marker <strong>and</strong> press a button to <strong>in</strong>dicate that<br />
he or she had reached it. After this the marker would<br />
disappear <strong>and</strong> another would appear somewhere else <strong>in</strong><br />
the room. All the markers were easy to f<strong>in</strong>d, but<br />
differed <strong>in</strong> difficulty to reach. This way we prevented<br />
the subjects from los<strong>in</strong>g their orientation <strong>in</strong> the VE.<br />
Subjects were also <strong>in</strong>structed to try to avoid collisions<br />
with the objects <strong>in</strong> the room. By <strong>in</strong>struct<strong>in</strong>g the patient<br />
to avoid collision <strong>in</strong>stead of tell<strong>in</strong>g him or her to<br />
complete the task as quick as possible, the emphasis of<br />
the test was put on controllability <strong>in</strong>stead of speed.<br />
When the subject had reached all seven markers, he or<br />
she was <strong>in</strong>structed to move <strong>in</strong>to an elevator, which led<br />
to the f<strong>in</strong>al part of the VE. The subject was told that the<br />
accuracy test was over <strong>and</strong> was now <strong>in</strong>structed to<br />
Figure 5.19: First part of the VE,<br />
with a flag as target for the subject<br />
to move to <strong>and</strong> obstacles such as<br />
plants <strong>and</strong> couches.<br />
Figure 5.20: Firestair with a box<br />
placed <strong>in</strong> the far corner, aimed at<br />
stimulat<strong>in</strong>g the subjects to look <strong>in</strong><br />
certa<strong>in</strong> directions.<br />
locate boxes <strong>in</strong> the VE. These boxes were placed <strong>in</strong> the last part of the VE to stimulate the<br />
subject to look around. The top side of these boxes was open <strong>and</strong> on the <strong>in</strong>side a figure was<br />
depicted. Subjects were <strong>in</strong>structed to tell the experiment leader which figures they saw.<br />
Figure 5.20 shows the firestairs found at the beg<strong>in</strong>n<strong>in</strong>g of this part, along with a box.<br />
The top section of the VE was specifically designed to measure the avoidance behavior of<br />
the subjects. Figure 5.21 shows an overview of this section. In the first half of the section<br />
(Situation 1), subjects could avoid the great depth by keep<strong>in</strong>g to the right. In the second half<br />
(Situation 2), an obstacle prevented them from do<strong>in</strong>g this. Situation 1 <strong>and</strong> 2 are shown <strong>in</strong><br />
figures 22 <strong>and</strong> 23 respectively.<br />
To avoid any unwanted effects caused by differences <strong>in</strong> framerate between different parts of<br />
the VE <strong>and</strong> between conditions, the framerate was fixed at 15 frames per second.<br />
101
Chapter 5<br />
Large<br />
drop<br />
Large<br />
drop<br />
A2<br />
Walls<br />
obstacle<br />
A1<br />
Subject’s path<br />
Situation 2<br />
Situation 1<br />
Figure 5.21: Overview of the top section of the<br />
VE, show<strong>in</strong>g a typical subject’s path <strong>and</strong> the<br />
extent of the avoidance behaviour <strong>in</strong> situation 1<br />
(A1) <strong>and</strong> <strong>in</strong> situation 2 (A2).<br />
Figure 5.22: Situation 1, where<br />
subjects could avoid the depth by<br />
keep<strong>in</strong>g to the right.<br />
Figure 5.23: Situation 2, where<br />
avoidance was h<strong>in</strong>dered by<br />
<strong>in</strong>troduc<strong>in</strong>g an obstacle.<br />
Measures<br />
Prior to the experiment itself, the subjects were required to fill <strong>in</strong> the follow<strong>in</strong>g<br />
questionnaires:<br />
Acrophobia Questionnaire (AQ): This questionnaire, developed by (Cohen, 1977), consists<br />
of 40 items <strong>and</strong> can be divided <strong>in</strong>to a fear <strong>and</strong> an avoidance subscale.<br />
Motion Sickness Tendency questionnaire (MST) 10 : A short questionnaire to measure the<br />
subject’s tendency to suffer from motion sickness.<br />
<strong>Computer</strong> Experience questionnaire (CE) 9 : 5-item questionnaire regard<strong>in</strong>g the subject’s<br />
experience with computers <strong>and</strong> 3D programs<br />
Tellegen Absorption Scale (TAS): Developed by (Tellegen & Atk<strong>in</strong>son, 1974), this<br />
questionnaire aims to measure the subject’s openness to absorb<strong>in</strong>g <strong>and</strong> self-alter<strong>in</strong>g<br />
experiences.<br />
Simulator Sickness Questionnaire (SSQ): This questionnaire, designed by (Kennedy et al.,<br />
1993), is aimed at measur<strong>in</strong>g the simulator sickness experienced by the subject. The<br />
questionnaire was filled <strong>in</strong> just prior to the experiment to acquire a base-rate.<br />
10 See appendix A for the complete questionnaires<br />
102
Patient’s user <strong>in</strong>terface<br />
Dur<strong>in</strong>g the first part of the experiment, where the controllability of the <strong>in</strong>teraction technique<br />
was tested, the follow<strong>in</strong>g data was automatically recorded:<br />
• Number of collisions: The number of times the subject collided with objects <strong>in</strong> the<br />
virtual world, <strong>and</strong> the magnitude of the collision, where a head-on collision resulted <strong>in</strong><br />
the highest score.<br />
• Accuracy: The accuracy with which subjects positioned themselves near the flags <strong>in</strong> the<br />
first part of the experiment, measured <strong>in</strong> cm.<br />
In the second part of the experiment aimed at determ<strong>in</strong><strong>in</strong>g the control of fear the <strong>in</strong>teraction<br />
technique provided, the follow<strong>in</strong>g measures were recorded:<br />
• Heartrate: With a five second <strong>in</strong>terval, the heartrate of the subjects was recorded with<br />
an external device.<br />
• SUDs: At certa<strong>in</strong> predef<strong>in</strong>ed locations <strong>in</strong> the VE, the subjects were requested to rate<br />
their fear on a scale of 0 to 10. At the beg<strong>in</strong>n<strong>in</strong>g of the second part of the experiment, a<br />
base-rate measure was taken to compensate for any general anxiety that the subjects<br />
might be experienc<strong>in</strong>g.<br />
• Head-Down Rotation (HDR): Average number of degrees of downward rotation of the<br />
subject’s head, used as an <strong>in</strong>dication of whether subjects were look<strong>in</strong>g down <strong>in</strong>to the<br />
depth <strong>in</strong> height situations.<br />
• Avoidance (AV): Extend to which the subject avoided the edge of the large drop <strong>in</strong><br />
Situation 1 <strong>and</strong> Situation two, measured as the <strong>in</strong>tegral of the distance <strong>in</strong> cm from the<br />
edge.<br />
After the experiment the subjects were <strong>in</strong>structed to fill <strong>in</strong> the follow<strong>in</strong>g questionnaires:<br />
• Simulator Sickness Questionnaire (SSQ): Similar to the base-rate measured just prior to<br />
the experiment. The f<strong>in</strong>al score of the SSQ is calculated by subtract<strong>in</strong>g the base-rate<br />
score from this score.<br />
• Igroup <strong>Presence</strong> Questionnaire (IPQ): The questionnaire developed by (Schubert et al.,<br />
1999) to measure the subject’s sense of presence.<br />
• Usability Questionnaire (USA) 9 : Small questionnaire aimed at measur<strong>in</strong>g the subject’s<br />
subjective evaluation of the <strong>in</strong>teraction technique. (see appendix A)<br />
Subjects<br />
To acquire a wide variety of subjects <strong>in</strong> terms of age, gender <strong>and</strong> computer experience,<br />
representative of the typical user population for VRET, subjects were recruited through two<br />
radio programs on Radio West, advertisement <strong>in</strong> local newspapers <strong>and</strong> <strong>in</strong> the news bullet<strong>in</strong> of<br />
the Fobievrienden Nederl<strong>and</strong> foundation, posters on the campus of Delft University of<br />
Technology <strong>and</strong> email newsflashes at the Hogeschool voor de Kunsten Utrecht. Subjects<br />
were excluded from the experiment if they were suffer<strong>in</strong>g from epilepsy, had eyesight with<br />
deficiency greater than ± 2 dioptres (<strong>and</strong> did not wear contact lenses) , or were wear<strong>in</strong>g a<br />
pacemaker.<br />
42 subjects qualified for these criteria, 23 women <strong>and</strong> 19 men. These subjects were r<strong>and</strong>omly<br />
distributed over the three conditions <strong>and</strong> received €10 upon completion of the experiment.<br />
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Chapter 5<br />
5.5.2 Results<br />
Subjects<br />
M<strong>in</strong>. Max. Mean (SD) Max. Score*<br />
AQ-fear 15 77 44.85 (16.07) 120<br />
<strong>Computer</strong> Experience 8 20 13.66 (2.67) 25<br />
Age 18 62 30.41 (12.42)<br />
* Max. score = highest possible score on the questionnaire.<br />
Table 5.7: Descriptive statistics of the subjects<br />
Of the 42 subjects, three were not able to complete the experiment due to extreme fear,<br />
result<strong>in</strong>g <strong>in</strong> some miss<strong>in</strong>g data <strong>in</strong> the fear section of the experiment. One of these subjects<br />
was removed from the experiment altogether because of too extreme values on several<br />
scores. Table 5.7 shows the some descriptive statistics of the rema<strong>in</strong><strong>in</strong>g 41 subjects.<br />
To test the distribution across the groups an ANOVA with condition as dependent variable<br />
was performed for AQ (F=2.309, p=.113). Age (F=1.351, p=.271), Gender (F=.233, p=.801),<br />
CE (F=.188, p=.830), MSQ (F=1.439, p=.250) <strong>and</strong> TAS (F=1.808, p=.178), <strong>in</strong>dicat<strong>in</strong>g that<br />
the subjects were evenly distributed over the three conditions.<br />
Measure reliability<br />
A reliability analysis has been performed<br />
for the various questionnaires, us<strong>in</strong>g<br />
Cronbach’s alpha as shown <strong>in</strong> table 5.8.<br />
The heartrate measure was extremely<br />
hampered by technical problems such as<br />
magnetic <strong>in</strong>terference from the track<strong>in</strong>g<br />
device <strong>and</strong> was unusable.<br />
The SUD scores were found to correlate<br />
significantly with the AQ-fear scores<br />
(Pearson correlation=.437, p=.005),<br />
confirm<strong>in</strong>g that people with a higher<br />
fear of heights report higher fear <strong>in</strong><br />
the VE, suggest<strong>in</strong>g that the SUD<br />
measures were reliable.<br />
Accuracy of the locomotion<br />
technique<br />
Two measures are related to the<br />
accuracy with which subjects can<br />
move through the virtual world: the<br />
accuracy with which subjects<br />
positioned themselves on the markers<br />
dur<strong>in</strong>g the accuracy test <strong>and</strong> the<br />
number of collisions <strong>and</strong> the<br />
magnitude of these collisions with<br />
objects <strong>in</strong> the room. We <strong>in</strong>vestigated<br />
104<br />
Measure N of cases N of items Alpha<br />
IPQ 41 14 .8308<br />
AQ 64 32 .9203<br />
MSQ 42 5 .8380<br />
TAS 42 6 .6632<br />
USA 41 11 .6408<br />
SSQ(pre) 42 28 .8269<br />
SSQ(post) 42 28 .8572<br />
CE 64 5 .6148<br />
Table 5.8: Chronbach’s alpha as calculated for<br />
the various questionnaires<br />
Number of collisions<br />
1200<br />
1000<br />
800<br />
600<br />
400<br />
200<br />
0<br />
Walk-<strong>in</strong>-place<br />
Trackball<br />
13<br />
Headtrack<strong>in</strong>g<br />
Figure 5.24: Boxplot of the number of collisions <strong>in</strong><br />
the different conditions.
Patient’s user <strong>in</strong>terface<br />
whether age, gender or computer experience had any <strong>in</strong>fluence on these two measures. No<br />
correlation was found between these variables.<br />
An ANOVA showed that there was no significant difference <strong>in</strong> position<strong>in</strong>g accuracy between<br />
conditions (F=2.087, p=.138), but that there was a significant difference <strong>in</strong> the number of<br />
collisions (F=3.273, p = .049). In figure 5.24, the boxplot shows that particularly <strong>in</strong> the walk<strong>in</strong>-place<br />
condition some people tended to have much higher numbers of collisions.<br />
<strong>Presence</strong><br />
An <strong>in</strong>vestigation <strong>in</strong>to what factors<br />
100<br />
could have <strong>in</strong>fluenced the presence<br />
29<br />
score revealed that there was no<br />
90<br />
correlation between the IPQ scores<br />
<strong>and</strong> the AQ, gender, computer<br />
80<br />
experience <strong>and</strong> TAS. This is<br />
70<br />
<strong>in</strong>terest<strong>in</strong>g, s<strong>in</strong>ce we <strong>in</strong>cluded the<br />
TAS because we expected absorption<br />
60<br />
to be important for presence. S<strong>in</strong>ce<br />
50<br />
this did not appear to be the case, the<br />
TAS was ignored <strong>in</strong> the rest of this<br />
40<br />
35<br />
study.<br />
30<br />
We did however f<strong>in</strong>d a significant<br />
20<br />
positive correlation between age <strong>and</strong><br />
Walk-<strong>in</strong>-place Trackball Headtrack<strong>in</strong>g<br />
presence (Pearson correlation =.380,<br />
p=.015), <strong>in</strong>dicat<strong>in</strong>g that older people Figure 5.25: Boxplot of the IPQ scores.<br />
tend to score higher on the IPQ. To<br />
compensate for this effect <strong>in</strong> our analysis, age was used as a covariate <strong>in</strong> an ANCOVA with<br />
condition as <strong>in</strong>dependent factor <strong>and</strong> IPQ as dependent factor. Our analysis showed a<br />
significant difference <strong>in</strong> presence between conditions (F=4.722, p =.015). Figure 5.25 shows<br />
the boxplot of the IPQ scores, show<strong>in</strong>g that presence is highest <strong>in</strong> the walk-<strong>in</strong>-place<br />
condition.<br />
Fear<br />
As stated previously, fear as<br />
measured us<strong>in</strong>g the SUD scores<br />
correlated with the AQ-fear scores. It<br />
was therefore used as a covariate <strong>in</strong><br />
an ANCOVA with condition as<br />
<strong>in</strong>dependent factor <strong>and</strong> SUD as<br />
dependent variable. For this we used<br />
the SUD measure prior to situation 1<br />
<strong>and</strong> situation 2 (m<strong>in</strong>us the base-rate<br />
measure). Other variables were not<br />
found to correlate with fear <strong>and</strong> were<br />
therefore not <strong>in</strong>cluded <strong>in</strong> this<br />
analysis. Results showed a significant<br />
difference between conditions<br />
(F=4.015, p=.026). The boxplot of<br />
IPQ<br />
SUD<br />
8<br />
6<br />
4<br />
2<br />
0<br />
Walk-<strong>in</strong>-place<br />
Trackball<br />
Headtrack<strong>in</strong>g<br />
Figure 5.26: Boxplot of the SUD scores.<br />
105
Chapter 5<br />
the SUD scores <strong>in</strong> the different conditions <strong>in</strong> figure 5.26 shows that the fear was highest <strong>in</strong><br />
the walk-<strong>in</strong>-place condition.<br />
Furthermore, fear has been found to be significantly higher <strong>in</strong> situation 2 when compared to<br />
situation 1 (F=46.402, p
Patient’s user <strong>in</strong>terface<br />
General usability<br />
The scores on the usability questionnaire did not correlate with the scores on computer<br />
experience, AQ, MSQ, age or gender. There also was no difference between conditions<br />
(F=.705. p=0.500), <strong>in</strong>dicat<strong>in</strong>g that subjects rated all locomotion techniques equally.<br />
5.5.3 Discussion<br />
The accuracy with which users could move through the VE did not differ greatly. Only the<br />
number of collisions was significantly higher <strong>in</strong> the walk-<strong>in</strong>-place condition.<br />
As discussed <strong>in</strong> the previous chapter, the locomotion technique can <strong>in</strong>fluence fear <strong>in</strong> two<br />
ways: by chang<strong>in</strong>g what the user sees <strong>and</strong> by chang<strong>in</strong>g the user’s sense of presence. The<br />
results of this experiment show that subjects <strong>in</strong>deed could use the locomotion technique to<br />
lower their fear, result<strong>in</strong>g <strong>in</strong> lower fear scores <strong>in</strong> situation 1 when compared to situation 2.<br />
Results also showed that all three locomotion techniques allowed for the same avoidance<br />
behavior, s<strong>in</strong>ce there was no difference <strong>in</strong> avoidance as measured through the distance from<br />
the edge <strong>and</strong> the downward head rotation between conditions. This provided us with an<br />
excellent opportunity to test whether presence does <strong>in</strong>deed <strong>in</strong>fluence fear directly, because<br />
what the subjects saw <strong>in</strong> all three conditions was now the same.<br />
The more natural locomotion techniques resulted both <strong>in</strong> higher presence scores <strong>and</strong> <strong>in</strong><br />
higher fear scores, <strong>in</strong>dicat<strong>in</strong>g that presence has a positive effect on fear. The simulator<br />
sickness was higher for the more natural locomotion techniques, <strong>and</strong> the results suggest that<br />
this is ma<strong>in</strong>ly attributable to the headtrack<strong>in</strong>g used to determ<strong>in</strong>e the rotation of the viewpo<strong>in</strong>t.<br />
These results are <strong>in</strong> l<strong>in</strong>e with previous research, <strong>and</strong> can be expla<strong>in</strong>ed by the fact that nobody<br />
actually keeps his or her head perfectly still, result<strong>in</strong>g <strong>in</strong> cont<strong>in</strong>uous movement of the<br />
viewpo<strong>in</strong>t, whereas <strong>in</strong> the trackball condition one simply does not have to touch the trackball<br />
to keep still. The cont<strong>in</strong>uous movement <strong>in</strong> the headtrack<strong>in</strong>g conditions will confront the user<br />
more with the latency of the system <strong>and</strong> will therefore lead to more sensory conflict <strong>and</strong> thus<br />
to more simulator sickness.<br />
The overall scores of the subjects concern<strong>in</strong>g the usability of the system was not different<br />
between the devices, <strong>in</strong>dicat<strong>in</strong>g that subjects found all techniques equally easy to use.<br />
This experiment suggests that more natural locomotion techniques can contribute to higher<br />
levels of presence <strong>and</strong> fear <strong>in</strong> a VE, <strong>and</strong> that all techniques offer comparable levels of control<br />
over what the patient sees <strong>and</strong> hears <strong>in</strong> the HMD. The result on simulator sickness suggest<br />
that add<strong>in</strong>g headtrack<strong>in</strong>g <strong>in</strong>creases simulator sickness, but more natural <strong>in</strong>teraction<br />
techniques such as walk-<strong>in</strong>-place do not add further to simulator sickness. In all, the most<br />
natural locomotion technique seems to be the one most suitable for VRET.<br />
5.6 Discussion<br />
The first two experiments showed that presence does not differ between the patient control or<br />
therapist control. However, the second experiment showed that the fear that a patient<br />
experiences <strong>in</strong> a VE is greater when the patient does not have control over his or her<br />
position. Accord<strong>in</strong>g to our presence model described <strong>in</strong> the previous chapter, there are two<br />
ways <strong>in</strong> which the <strong>in</strong>teraction technique can <strong>in</strong>fluence the fear of a patient <strong>in</strong> VRET: by<br />
chang<strong>in</strong>g what the patient sees or by chang<strong>in</strong>g the sense of presence of a patient. Our results<br />
suggest that when the patient has control, he or she probably f<strong>in</strong>ds some way to avoid fearful<br />
situations <strong>and</strong> thus effect his or her fear. Compared to this effect, the effect of the locomotion<br />
technique on presence seems to be m<strong>in</strong>imal.<br />
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Chapter 5<br />
The third experiment clearly confirms that, when a virtual fearful situation can be avoided,<br />
people with fear of heights will <strong>in</strong>deed show avoidance behavior <strong>in</strong> a VE, <strong>and</strong> this avoidance<br />
behavior will lead to a significant reduction <strong>in</strong> that person's fear. This experiment also<br />
showed that, when avoidance behavior is equal, presence does correlate with fear <strong>and</strong> that<br />
more natural locomotion techniques not only lead to more presence but also to more fear.<br />
There apparently is very little difference <strong>in</strong> the general usability of the different locomotion<br />
techniques, or even between patient control <strong>and</strong> therapist control. Also, there does not seem<br />
to be much difference <strong>in</strong> simulator sickness, although headtrack<strong>in</strong>g does seem to add to<br />
sickness reported by subjects.<br />
It should be noted however that only a limited number of locomotion techniques has been<br />
tested <strong>in</strong> these experiments. Therapist control was only compared to one type of patient<br />
control, <strong>and</strong> our own research has shown there to be differences between different types of<br />
patient control (i.e. between different types of locomotion technique). Also, the difference<br />
between patient <strong>and</strong> therapist control was m<strong>in</strong>imized because with either type of control,<br />
patients could use headtrack<strong>in</strong>g to look around <strong>in</strong> the VE.<br />
5.7 Conclusions<br />
Regard<strong>in</strong>g the hypotheses stated <strong>in</strong> relation to the case of VRET, we can conclude that the<br />
first hypothesis is not correct:<br />
Hypothesis 1: Locomotion controlled by the patient will <strong>in</strong>crease the patient’s sense of<br />
presence.<br />
Both experiment 1 <strong>and</strong> 2 showed no significant difference between a patient control<br />
condition <strong>and</strong> a therapist control condition. Similarly, the hypothesis based on this first<br />
hypothesis is also proven <strong>in</strong>correct:<br />
Hypothesis 2: Locomotion controlled by the patient will <strong>in</strong>crease the fear a phobic user can<br />
experience.<br />
In fact, experiment 2 showed that fear <strong>in</strong>creases when the patient does not have control over<br />
his of her position <strong>in</strong> the VE.<br />
Experiment 3 showed that the locomotion technique can have an effect on the presence a<br />
person experiences, thus verify<strong>in</strong>g our next hypothesis:<br />
Hypothesis 3: A more natural locomotion technique for the patient will <strong>in</strong>crease the presence<br />
a user experiences<br />
Also, this experiment showed that fear was effected by the locomotion technique, verify<strong>in</strong>g<br />
the fourth hypothesis:<br />
Hypothesis 4: A more natural locomotion technique for the patient will <strong>in</strong>crease the fear a<br />
phobic user can experience.<br />
In general, based on the three experiments described <strong>in</strong> this chapter we can conclude that<br />
therapist control seems to be the best type of control over the patient's position, when<br />
consider<strong>in</strong>g the effect on the patient's experience.<br />
108
Patient’s user <strong>in</strong>terface<br />
Should however control by the patient seem necessary for other considerations, then more<br />
natural techniques such as the walk-<strong>in</strong>-place technique seems best suited for VRET.<br />
109
6 Therapist's user <strong>in</strong>terface<br />
The UI for the therapist is <strong>in</strong> many ways different from the UI for the patient. One reason for<br />
this is that the therapist doesn't have to be immersed <strong>in</strong> the virtual world. He or she does not<br />
need to have a sense of presence, does not need to feel be<strong>in</strong>g <strong>in</strong>side the virtual reality. Instead<br />
the therapist requires an overview of the situation <strong>and</strong> needs to be able to give the therapy to<br />
cure the patient. In currently available VR systems for phobia treatment the UI for the<br />
therapist can be called m<strong>in</strong>imal. The therapist is provided with a monitor that shows the same<br />
image as displayed <strong>in</strong> the HMD, <strong>and</strong> can control the VE through keyboard comm<strong>and</strong>s <strong>and</strong><br />
sometimes by us<strong>in</strong>g a joystick. Based on our TA we can determ<strong>in</strong>e <strong>in</strong> what way this UI can<br />
be improved, what elements can be added to facilitate the therapist <strong>in</strong> his or her work. These<br />
changes <strong>in</strong> the UI can then be evaluated <strong>in</strong> terms of their usability. For this we will mostly<br />
use subjective evaluation by therapists <strong>and</strong>, s<strong>in</strong>ce it is difficult to f<strong>in</strong>d actual practic<strong>in</strong>g<br />
therapists who are will<strong>in</strong>g <strong>and</strong> able to participate <strong>in</strong> such experiments, by students tra<strong>in</strong>ed as<br />
therapists. The results reported <strong>in</strong> this chapter may therefore not be entirely reliable, but<br />
should be seen as <strong>in</strong>dicators.<br />
6.1 Requirements<br />
Our TA showed that the therapist's ma<strong>in</strong> goals are to determ<strong>in</strong>e the fear the patient is<br />
experienc<strong>in</strong>g, change the experience of the patient <strong>and</strong> solv<strong>in</strong>g any ambiguity that the patient<br />
may have. For the most part, the therapy progresses from determ<strong>in</strong><strong>in</strong>g the fear to chang<strong>in</strong>g<br />
the experience <strong>and</strong> back aga<strong>in</strong>. It is these two activities that form the core of the therapist's<br />
work dur<strong>in</strong>g exposure therapy <strong>and</strong> that should be facilitated by the UI.<br />
Our TA also showed that the current UI, based on our survey of the current state-of-the-art of<br />
VR phobia treatment systems, can be improved <strong>in</strong> several areas to achieve a better<br />
facilitation of the therapist work. In short, we identified these areas as:<br />
• Fear determ<strong>in</strong>ation<br />
• Collaborative steer<strong>in</strong>g<br />
• Limited view for navigation<br />
• Frames of reference<br />
• Lack of affordances for the therapist<br />
Any changes to the UI should improve at least one of these areas.<br />
6.2 Design options<br />
One design option already discussed <strong>in</strong> the previous chapter is whether the patient or the<br />
therapist is controll<strong>in</strong>g the position of the patient <strong>in</strong> the VE. This choice not only effects the<br />
usability <strong>and</strong> effectiveness for the patient, it also could have an effect on the way the<br />
therapist performs his or her work. One can imag<strong>in</strong>e that, by reliev<strong>in</strong>g the therapist of the<br />
task of position<strong>in</strong>g the patient <strong>in</strong> the VE, patient control will make the UI less complicated<br />
for the therapist.<br />
Hypothesis 5: Locomotion controlled by the patient will reduce the complexity of the HCI for<br />
the therapist.<br />
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Chapter 6<br />
Because the therapist does not have to be immersed <strong>in</strong> the VR, it seems most feasible to<br />
provide the therapist with a UI similar to traditional <strong>in</strong>terfaces such as the WIMP <strong>in</strong>terface.<br />
The required <strong>in</strong>put <strong>and</strong> output devices such as monitor, mouse <strong>and</strong> keyboard are relatively<br />
cheap <strong>and</strong> the WIMP paradigm is well known to most people, <strong>in</strong>clud<strong>in</strong>g therapists, mak<strong>in</strong>g it<br />
easier to learn how to use the system. Of course, some elements of the UI will have to<br />
display 3D graphics, s<strong>in</strong>ce the VE plays such an important role <strong>in</strong> the therapy. Hence, we<br />
propose that the therapist's UI take the form of a comb<strong>in</strong>ed 2D-3D console <strong>and</strong> that such an<br />
<strong>in</strong>terface will <strong>in</strong>crease the usability of the system.<br />
Hypothesis 6: An extended therapist UI <strong>in</strong> the shape of a comb<strong>in</strong>ed 2D - 3D console will<br />
<strong>in</strong>crease the usability of the system.<br />
Figure 6.1 shows a proposition for the design of such a UI. The elements <strong>in</strong>corporated <strong>in</strong>to<br />
the design are <strong>in</strong>tended to improve the usability of the system. Through use of the familiar<br />
W<strong>in</strong>dow Icon Mouse Po<strong>in</strong>ter (WIMP) metaphor the therapist can control the various parts of<br />
the graphical user <strong>in</strong>terface. The two three-dimensional views <strong>in</strong> the middle of the screen<br />
display the VE from the viewpo<strong>in</strong>t of the patient (top) <strong>and</strong> from a second, external viewpo<strong>in</strong>t<br />
(bottom). Furthermore, patient name <strong>and</strong> session-number can be stored with additional<br />
treatment data <strong>and</strong> a clock is provided to keep track of session time.<br />
Figure 6.1: Overview of the proposed user <strong>in</strong>terface for the therapist.<br />
112
6.2.1 SUDs record<strong>in</strong>g<br />
Dur<strong>in</strong>g therapy, patients are often asked to<br />
report their current level of anxiety on a scale<br />
from zero to ten, where zero means not anxious<br />
at all <strong>and</strong> ten <strong>in</strong>dicates the highest level of fear<br />
the patient can imag<strong>in</strong>e. Such Subjective Units<br />
of Discomfort (SUDs) are used by therapist to<br />
determ<strong>in</strong>e amongst others whether the fear has<br />
dim<strong>in</strong>ished dur<strong>in</strong>g the exposure treatment.<br />
Figure 6.2 show a tool designed to keep track of<br />
these SUDs. By click<strong>in</strong>g on one of the numbers<br />
Therapist’s user <strong>in</strong>terface<br />
Figure 6.2: Tool for keep<strong>in</strong>g track of<br />
SUDs.<br />
the SUD as well as the time is recorded <strong>and</strong> displayed either on a chart or <strong>in</strong> the form of a<br />
table. The back arrow can be clicked to erase the last SUD notation.<br />
Through this tools, the therapist can keep track of the history of SUDs reported by the<br />
patient, mak<strong>in</strong>g it easier to spot improvement or lack of improvement. We therefore<br />
formulate the follow<strong>in</strong>g hypothesis:<br />
Hypothesis 6a: Provid<strong>in</strong>g a tool for keep<strong>in</strong>g track of the patient’s fear will <strong>in</strong>crease usability<br />
for the therapist.<br />
6.2.2 Free viewpo<strong>in</strong>t<br />
To solve the navigation problems experienced<br />
by some therapists, we propose an external<br />
viewpo<strong>in</strong>t as shown <strong>in</strong> figure 6.3. This<br />
viewpo<strong>in</strong>t is by default locked on the patient,<br />
show<strong>in</strong>g the viewpo<strong>in</strong>t of the patient <strong>in</strong> the<br />
shape of a head wear<strong>in</strong>g an HMD.<br />
Also displayed <strong>in</strong> this external viewpo<strong>in</strong>t is the<br />
location of the rail<strong>in</strong>g that is surround<strong>in</strong>g the<br />
patient <strong>in</strong> reality. This not only enables the<br />
therapist to determ<strong>in</strong>e where the patient is<br />
st<strong>and</strong><strong>in</strong>g with<strong>in</strong> the rail<strong>in</strong>g without look<strong>in</strong>g up,<br />
but it also makes it possible for the therapist to<br />
determ<strong>in</strong>e when a virtual rail<strong>in</strong>g corresponds to<br />
the real rail<strong>in</strong>g, thus creat<strong>in</strong>g the illusion that the<br />
patient could physically touch the virtual rail<strong>in</strong>g.<br />
In other words, it gives the therapist immediate<br />
<strong>in</strong>sight <strong>in</strong>to the mapp<strong>in</strong>g between the real <strong>and</strong><br />
Figure 6.3: Extra viewpo<strong>in</strong>t display<strong>in</strong>g<br />
the VE as well as a representation of the<br />
HMD <strong>and</strong> the rail<strong>in</strong>g surround<strong>in</strong>g the<br />
patient <strong>in</strong> reality.<br />
virtual frame of reference of the patient. For <strong>in</strong>stance, <strong>in</strong> figure 6.3 the virtual rail<strong>in</strong>g is not<br />
aligned with the real rail<strong>in</strong>g, <strong>in</strong> figure 6.4 the alignment is perfect. Our hypothesis regard<strong>in</strong>g<br />
this external viewpo<strong>in</strong>t is therefore formulated as follows:<br />
Hypothesis 6b: Provid<strong>in</strong>g the therapist with an ‘external’ viewpo<strong>in</strong>t of the VE with a<br />
projection of real world objects will <strong>in</strong>crease usability for the therapist.<br />
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To change this external viewpo<strong>in</strong>t the therapist<br />
needs some k<strong>in</strong>d of locomotion control.<br />
Locomotion techniques for desktop VR can<br />
roughly be divided <strong>in</strong>to two categories: “direct<br />
control” <strong>and</strong> “widget-based control”. Especially<br />
games use the “direct control” method, where an<br />
<strong>in</strong>put device such as a mouse, joystick or<br />
keyboard directly controls viewpo<strong>in</strong>t rotation<br />
<strong>and</strong> translation. But s<strong>in</strong>ce the viewpo<strong>in</strong>t is part<br />
of a WIMP <strong>in</strong>terface, it is more feasible to<br />
<strong>in</strong>corporate a “Widget-based control”. Usually<br />
a w<strong>in</strong>dow is provided with a bar conta<strong>in</strong><strong>in</strong>g<br />
several special widgets. Through the mouse <strong>and</strong><br />
keyboard the user can select <strong>and</strong> operate a<br />
widget. These controls can offer a wide variety<br />
of locomotion techniques such as gaze directed steer<strong>in</strong>g but also discrete selection from a<br />
pop-up menu. The user often is required to <strong>in</strong>dicate the start <strong>and</strong> stop of the <strong>in</strong>put, for<br />
<strong>in</strong>stance by respectively press<strong>in</strong>g <strong>and</strong> releas<strong>in</strong>g the mouse button.<br />
Figure 6.4: External viewpo<strong>in</strong>t where the<br />
real <strong>and</strong> virtual rail<strong>in</strong>g are aligned.<br />
Research has shown these type of <strong>in</strong>terfaces to cause user frustration <strong>in</strong> a variety of ways,<br />
result<strong>in</strong>g <strong>in</strong> several recommendation (Sayers et al., 2000) concern<strong>in</strong>g flexible control of<br />
speed, <strong>in</strong>dication of direction of movement, natural navigation modes, an undo-facility, map<br />
usage, use of self-explanatory buttons <strong>and</strong> icons <strong>and</strong> the visibility of the tools available to the<br />
user. Most of these recommendations were <strong>in</strong>corporated <strong>in</strong> our design of the therapist UI.<br />
6.2.3 Automatic pilot<br />
Figure 6.5: A part of the two-dimension map (left) <strong>and</strong> the control for the automatic pilot<br />
(right).<br />
In case the therapist is (also) given control of the position of the patient <strong>in</strong> the VE, we can<br />
provide the therapist with several controls to manipulate the patient’s location. Beside use of<br />
for <strong>in</strong>stance a joystick, the therapist could use an automatic pilot similar to the one provided<br />
<strong>in</strong> the current UI where the therapist could move the patient to a location by press<strong>in</strong>g a button<br />
that corresponded to that specific location <strong>in</strong> the VE. However, to relieve the therapist of the<br />
task of remember<strong>in</strong>g which button corresponds with which location, we can provide a 2D<br />
map of the VE where these 'navigation po<strong>in</strong>ts' are displayed. We can state the follow<strong>in</strong>g<br />
hypothesis:<br />
Hypothesis 6c: Provid<strong>in</strong>g the therapist with an autopilot based on a 2D map will <strong>in</strong>crease<br />
usability for the therapist.<br />
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Therapist’s user <strong>in</strong>terface<br />
Figure 6.5 shows a design of the UI for such an autopilot. In this specific design, the<br />
autopilot can be programmed by dropp<strong>in</strong>g a token represent<strong>in</strong>g a location <strong>in</strong> the VE on the<br />
widget of the autopilot panel. By press<strong>in</strong>g the ‘start’ button the patient will gradually be<br />
moved to the location at the speed set with the speed control. By press<strong>in</strong>g ‘jump to’ the<br />
patient will immediately be teleported to that location. The location tokens can be picked up<br />
from the two-dimensional map of the VE <strong>and</strong> could be stored <strong>and</strong> retrieved from the patient<br />
dossier so the therapist could later return with a patient to a specific situation.<br />
6.2.4 Graphical controls<br />
In current VRET systems, therapist can<br />
sometimes change elements of the VE. The<br />
therapist can do this usually by press<strong>in</strong>g buttons<br />
on the keyboard. With our comb<strong>in</strong>ation of a 2D<br />
<strong>and</strong> 3D UI, we can provide the therapist control<br />
through st<strong>and</strong>ard 2D graphical widgets as<br />
displayed <strong>in</strong> figure 6.6. This shows more clearly<br />
which options are available to the therapist <strong>and</strong><br />
how he or she can operate these, <strong>and</strong> gives the<br />
therapist <strong>in</strong>formation about which sett<strong>in</strong>gs were<br />
selected. We therefore formulate the follow<strong>in</strong>g<br />
hypothesis:<br />
Hypothesis 6d: Provid<strong>in</strong>g the therapist with<br />
graphical controls over specific elements <strong>in</strong> the<br />
VE will <strong>in</strong>crease the usability for the therapist.<br />
Figure 6.6: Graphical controls for the<br />
therapist to alter elements of the VE.<br />
6.3 Experiment 4: Exploratory evaluation<br />
To ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to the relative usability of the UI proposed <strong>in</strong> the previous paragraph,<br />
typical users should be allowed to try the different design options. In this first experiment we<br />
tested both the old <strong>and</strong> new UI <strong>in</strong> a therapy sett<strong>in</strong>g.<br />
6.3.1 Method<br />
A user <strong>in</strong>terface was designed to represent the current state-of-the-art as described <strong>in</strong> chapter<br />
3. This user <strong>in</strong>terface (UI1) <strong>and</strong> the proposed new design (UI2) were used for exposure<br />
therapy on 27 students diagnosed as hav<strong>in</strong>g a reasonable amount of acrophobia or<br />
claustrophobia. The therapy was performed by six students of the cl<strong>in</strong>ical psychology<br />
department tra<strong>in</strong>ed <strong>in</strong> phobia treatment. For acrophobia treatment our VEs of a construction<br />
site, firestairs <strong>and</strong> rooftop terrace were used <strong>in</strong> comb<strong>in</strong>ation with UI1. For claustrophobia<br />
treatment a virtual elevator, closet <strong>and</strong> narrow hallway were used <strong>in</strong> comb<strong>in</strong>ation with UI2.<br />
With this UI, patients were also allowed to move themselves through the VE by use of the<br />
locomotion technique of lean<strong>in</strong>g, already described <strong>in</strong> previous experiments.<br />
Questionnaires for both ‘patients’ <strong>and</strong> ‘therapists’ were used to acquire <strong>in</strong>sight <strong>in</strong>to the<br />
overall system usability <strong>and</strong> the usability of specific elements of the user <strong>in</strong>terface. These<br />
questionnaires can be found <strong>in</strong> appendix A. The patients were also required to fill <strong>in</strong> the<br />
Igroup <strong>Presence</strong> Questionnaire. Additionally, the therapists were <strong>in</strong>terviewed based on video<br />
record<strong>in</strong>gs of the treatment sessions.<br />
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Chapter 6<br />
6.3.2 Results<br />
In all, three students perform<strong>in</strong>g the therapy were <strong>in</strong>terviewed. Two of these preferred UI2 to<br />
UI1. The other student <strong>in</strong>dicated that her preference for UI1 was primarily based on the fact<br />
that the acrophobia worlds provided better possibilities for the exposure therapy; it was<br />
possible to <strong>in</strong>crease the fear for the patient more gradually <strong>and</strong> to a higher extent.<br />
Interest<strong>in</strong>gly, this student did rate UI2 much higher on our questionnaire with questions<br />
regard<strong>in</strong>g sense of control dur<strong>in</strong>g the session, ease of use of the system <strong>and</strong> whether it was<br />
subjectively pleas<strong>in</strong>g to use the system. The other students rated both user <strong>in</strong>terfaces equally.<br />
Analysis of the questionnaires <strong>and</strong> <strong>in</strong>terviews <strong>in</strong>dicated that several elements of the proposed<br />
design were found helpful <strong>in</strong> the therapy. The SUDs registration tool was most popular,<br />
receiv<strong>in</strong>g 5 out of 5 po<strong>in</strong>ts both for be<strong>in</strong>g used frequently <strong>and</strong> for easy of use.<br />
The students <strong>in</strong>dicated that the automatic pilot was hardly used at all. This was because the<br />
patient could navigate him or herself through the virtual environment. The students reported<br />
the autopilot to be moderately easy to use, <strong>and</strong> that they could achieve their goals with the<br />
automatic pilot. Stor<strong>in</strong>g certa<strong>in</strong> locations for later use with that patient was never used<br />
because patients were never exposed to the same VE twice.<br />
The external viewpo<strong>in</strong>t was considered useful (average four out of five po<strong>in</strong>ts). Users<br />
commented that the viewpo<strong>in</strong>t <strong>in</strong>creased their overview of the situation, reduced the need to<br />
look at the patient directly <strong>and</strong> facilitated mov<strong>in</strong>g the patients <strong>in</strong> tight spots. However, none<br />
of the students ever used the controls to change the viewpo<strong>in</strong>t. The ma<strong>in</strong> reason given for this<br />
was that the controls were too complicated. One user commented that there were ‘simply too<br />
many buttons.’<br />
The fact that the patients could navigate themselves <strong>in</strong> UI2 was evaluated positively by the<br />
therapists (average four out of five po<strong>in</strong>ts). Due to an error <strong>in</strong> fill<strong>in</strong>g <strong>in</strong> the questionnaires,<br />
only four of the patients treated with UI1 actually filled <strong>in</strong> the usability questionnaire,<br />
compared to 14 us<strong>in</strong>g UI2. Nevertheless, a one-way-ANOVA showed scores to be<br />
significantly lower (p=.008) for UI2 <strong>in</strong> response to the question whether the <strong>in</strong>terventions of<br />
the therapists <strong>in</strong> the controls were considered to be annoy<strong>in</strong>g. Also <strong>in</strong>terest<strong>in</strong>g is that subjects<br />
us<strong>in</strong>g UI2 scored almost significantly higher on questions regard<strong>in</strong>g how much they looked<br />
around <strong>in</strong> the VE (p=.058) <strong>and</strong> the ease with which they could do this (p=.087).<br />
The presence experienced by the patients, as measured with the IPQ, did not differ<br />
significantly between conditions as shown by an ANOVA with condition as <strong>in</strong>dependent<br />
factor <strong>and</strong> IPQ score as dependent factor (F=.173, p=.681, n=27).<br />
6.3.3 Discussion<br />
The fact that the different types of user <strong>in</strong>terfaces were used for treatment of different<br />
phobias made comparison between the systems difficult. As expected, responses showed<br />
usability to be not only a function of the type of user <strong>in</strong>terface but also of the design of the<br />
VE itself. However, qualitative <strong>in</strong>sight was ga<strong>in</strong>ed <strong>in</strong>to the contribution of several user<br />
<strong>in</strong>terface design elements to system usability. The tool for record<strong>in</strong>g SUDs as well as the<br />
external viewpo<strong>in</strong>t were evaluated positively <strong>in</strong> terms of their usability. It is also clear that<br />
the controls for chang<strong>in</strong>g the external viewpo<strong>in</strong>ts need to be simplified before therapists will<br />
use them.<br />
The patient’s locomotion control was considered to enhance usability, both for therapists <strong>and</strong><br />
patients. However, this type of <strong>in</strong>teraction had no measurable effect on the sense of presence<br />
that the patients experienced.<br />
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Therapist’s user <strong>in</strong>terface<br />
The study reported here is, of course, only of an exploratory nature. A second experiment<br />
where the different user <strong>in</strong>terfaces would be used <strong>in</strong> treatment of one <strong>and</strong> the same phobia<br />
was planned but not executed due to an unforeseen reduction <strong>in</strong> our research team.<br />
6.4 Experiment 5: Patient vs. Therapist control<br />
This experiment was comb<strong>in</strong>ed with experiment 2 described <strong>in</strong> the previous chapter. Subjects<br />
suffer<strong>in</strong>g from fear of fly<strong>in</strong>g, <strong>in</strong>clud<strong>in</strong>g those with underly<strong>in</strong>g compla<strong>in</strong>ts of acrophobia <strong>and</strong><br />
claustrophobia, were treated <strong>in</strong> n<strong>in</strong>e different virtual environments. The therapists performed<br />
treatment with both patient control <strong>and</strong> therapist control, <strong>and</strong> used a slightly adapted version<br />
of the user <strong>in</strong>terface used <strong>in</strong> the previous experiment. We could therefore exam<strong>in</strong>e the impact<br />
on usability not only of the different control types, but also of the UI <strong>in</strong> general, similar to<br />
the previous experiment. Furthermore, this experiment provides some <strong>in</strong>sight <strong>in</strong>to the effect<br />
of the controls that are given to the therapist on the fear of the patient <strong>and</strong> thus on the therapy<br />
itself.<br />
6.4.1 Method<br />
Conditions<br />
The experiment consisted of two conditions: therapist control <strong>and</strong> patient control. In the<br />
therapist control condition, therapist could change the patient's location <strong>in</strong> the VE by either<br />
us<strong>in</strong>g the joystick or by us<strong>in</strong>g a path control as depicted <strong>in</strong> figure 6.7. Therapists could use<br />
three buttons: 'forward', 'backward' <strong>and</strong> 'stop' <strong>and</strong> could set the speed with which subjects<br />
were moved through the VE through a trackbar widget. The path through the VE was<br />
displayed as a red l<strong>in</strong>e on the 2D map of the VE.<br />
The path control is a simplification of the autopilot used <strong>in</strong> the previous experiment <strong>and</strong> is<br />
based on the observation that therapists always used the preset navigation po<strong>in</strong>ts <strong>and</strong> often <strong>in</strong><br />
the same order.<br />
Figure 6.7: Path control for the therapist, with the 'forward' button activated.<br />
The control for the external viewpo<strong>in</strong>t was also adapted based on the observations of the<br />
previous experiment that therapist found there to be too many controls. Therapists could now<br />
rotate the viewpo<strong>in</strong>t by select<strong>in</strong>g <strong>and</strong> dragg<strong>in</strong>g the turn button, <strong>and</strong> could zoom <strong>in</strong> <strong>and</strong> out by<br />
select<strong>in</strong>g <strong>and</strong> dragg<strong>in</strong>g the zoom button, as shown <strong>in</strong> figure 6.8.<br />
In the patient condition, therapists had no<br />
control over the patient's location. The therapists<br />
had a total of n<strong>in</strong>e virtual worlds at their<br />
disposal. One of these was the airplane world,<br />
where the patient was always seated <strong>and</strong> there<br />
therefore was no difference between the two<br />
conditions.<br />
Figure 6.8: Alternative design for the<br />
control of the external viewpo<strong>in</strong>t.<br />
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Chapter 6<br />
Measures<br />
Therapists were videotaped us<strong>in</strong>g the system <strong>in</strong> both conditions. These videotapes were later<br />
reviewed with the therapists <strong>and</strong> they were asked to comment on what they were do<strong>in</strong>g <strong>and</strong><br />
on their experiences with the system <strong>in</strong> general. Their comments were noted <strong>and</strong> analyzed.<br />
Also, therapist were asked to fill <strong>in</strong> usability questionnaires evaluat<strong>in</strong>g the different aspects<br />
of the UI. This questionnaire can be found <strong>in</strong> appendix A.<br />
Furthermore, all actions by the therapist <strong>and</strong> patient were automatically recorded by the<br />
system, <strong>in</strong>clud<strong>in</strong>g location of the patient <strong>in</strong> the VE <strong>and</strong> the chang<strong>in</strong>g of elements of the VE<br />
by the therapist. Also the SUDs entered by the therapist <strong>and</strong> the heartrate of the patient were<br />
recorded, as described <strong>in</strong> the previous chapter.<br />
Subjects<br />
In all, six therapists participated <strong>in</strong> the experiment, four of whom were students at the<br />
University of Amsterdam tra<strong>in</strong>ed <strong>in</strong> the treatment of phobias <strong>and</strong> two were full therapists at<br />
the VALK foundation. All therapists were female <strong>and</strong> all therapists were exposed to both<br />
conditions. Prior to the experiment all therapists received <strong>in</strong>structions regard<strong>in</strong>g the use of<br />
the system, <strong>and</strong> the system was supplied with a short manual.<br />
6.4.2 Results<br />
Usability<br />
Five of the six therapists reviewed video record<strong>in</strong>gs of treatment sessions. The sixth therapist<br />
had failed to record any of her sessions. Dur<strong>in</strong>g the review of the record<strong>in</strong>g, the most<br />
common remark made by therapists was that the HMD was too heavy <strong>and</strong> too cumbersome.<br />
Other than that, therapists reported very few usability problems. Two therapists remarked<br />
that <strong>in</strong> the patient control condition, therapists had very little to do but help the patient<br />
underst<strong>and</strong> the locomotion technique (which was extremely difficult for some patients). One<br />
Element Frequency of use (SD) Ease of use (SD)<br />
2D map 4.5 (.55) 4.3 (.52)<br />
Path display 4.7 (.52) 4.5 (.55)<br />
World controls 4.5 (.84) 4.5 (.55)<br />
Patient’s view 4.7 (.52) 4.5 (.84)<br />
External view 3.3 (.32) 3.8 (.41)<br />
Control for external view 1 (0) 1 (0)<br />
SUDs record<strong>in</strong>g 5 (0) 5 (0)<br />
Path control 4.3 (.82) 4.8 (.41)<br />
Joystick control 1.2 (.41)<br />
Table 6.1: Average scores (<strong>and</strong> st<strong>and</strong>ard deviations) of the different questions regard<strong>in</strong>g<br />
parts of the UI (n=6). Possible scores range from 1 to 5.<br />
therapist remarked that the path display <strong>in</strong> the 2D map was not always completely clear,<br />
s<strong>in</strong>ce no directional <strong>in</strong>formation was supplied with the path (<strong>in</strong> other words: which direction<br />
was forward <strong>and</strong> which was backwards).<br />
All six therapists filled <strong>in</strong> the usability questionnaire. The results of the first part of the<br />
questionnaire, concern<strong>in</strong>g <strong>in</strong>dividual elements of the UI, are displayed <strong>in</strong> table 6.1.<br />
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Therapist’s user <strong>in</strong>terface<br />
The 2D map was evaluated positively, <strong>and</strong> therapists remarked it was useful for determ<strong>in</strong><strong>in</strong>g<br />
where the patient was <strong>in</strong> relation the whole VE, <strong>and</strong> how far the patient still had to go, <strong>and</strong><br />
was therefore found useful <strong>in</strong> plann<strong>in</strong>g the therapy. Similar remarks were made about the<br />
path display on the 2D map.<br />
The world controls were also evaluated positively. Therapists remarked it was very easy to<br />
underst<strong>and</strong> what elements could be changed <strong>in</strong> the VE <strong>and</strong> how to control these elements.<br />
One therapist did remark that it was not always completely clear what the effect would be of<br />
a certa<strong>in</strong> action before the therapist had tried it out once or twice.<br />
The patient’s view was also found to be very useful. Most therapists motivated their<br />
evaluation by say<strong>in</strong>g they needed to know what the patient was see<strong>in</strong>g. Four therapists<br />
specifically mentioned they found it very useful to see if patients were look<strong>in</strong>g at someth<strong>in</strong>g<br />
specific <strong>in</strong> the VE, or were try<strong>in</strong>g to avoid look<strong>in</strong>g at it.<br />
The external view was also used frequently, but less so than the previous elements. Three<br />
therapists specifically mentioned that it was useful to f<strong>in</strong>d out if a patient was st<strong>and</strong><strong>in</strong>g near a<br />
ledge or rail<strong>in</strong>g. One therapist mentioned that the second viewpo<strong>in</strong>t allowed her to see what<br />
the patient was do<strong>in</strong>g without look<strong>in</strong>g up. Another therapist mentioned the fact that you<br />
could not actually see the patient’s posture on the screen, only the user’s head., <strong>and</strong> that she<br />
therefore also still needed to look at the patient.<br />
The controls for the external viewpo<strong>in</strong>t were hardly used at all, <strong>and</strong> the ma<strong>in</strong> reason for this<br />
was, accord<strong>in</strong>g to all therapists, that the controls were too complicated. Therapists were<br />
uncerta<strong>in</strong> what would happen when they pressed a specific button (even though they all<br />
received specific tra<strong>in</strong><strong>in</strong>g on these controls). Also, most therapists remarked that the default<br />
position of the external viewpo<strong>in</strong>t was adequate, so they did not really need to change the<br />
viewpo<strong>in</strong>t.<br />
The SUDs record<strong>in</strong>g tool was used frequently, <strong>and</strong> therapists had no problem operat<strong>in</strong>g it.<br />
The path control was also used often (<strong>in</strong> the specific condition), <strong>and</strong> was also found very<br />
easy to use. Very few therapists actually used the joystick, so an evaluation of the joystick’s<br />
ease of use was not possible.<br />
Table 6.2 shows the results of the second part of the usability questionnaire regard<strong>in</strong>g the<br />
evaluation of patient control versus therapist control. One therapist did not have enough<br />
experience with the patient control condition to participate <strong>in</strong> this comparison of the two<br />
conditions.<br />
Item Score<br />
It was easier for me if the patient had to steer him/herself 2.8 (.84)<br />
Situational awareness<br />
In the therapist control condition, I had less overview over the whole situation 1.2 (.45)<br />
When the patient was navigat<strong>in</strong>g, I had more attention for the therapy itself 1 (0)<br />
Complexity<br />
Therapist control is more <strong>in</strong>tensive than patient control 2.2 (1.1)<br />
Therapist control requires more attention than patient control 2 (1.22)<br />
Therapist control is more complicated than patient control 1.4 (.89)<br />
Table 6.2: Average scores (<strong>and</strong> st<strong>and</strong>ard deviation) of the questions regard<strong>in</strong>g the therapist<br />
<strong>and</strong> patient control conditions (n=5). Possible scores range from 1 to 5.<br />
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Chapter 6<br />
On the questions regard<strong>in</strong>g the therapist’s awareness of the entire therapy, all therapists<br />
<strong>in</strong>dicated this awareness was higher <strong>in</strong> the therapist control condition. Dur<strong>in</strong>g this condition,<br />
therapists had to monitor the patient’s fear level very carefully to determ<strong>in</strong>e whether the<br />
patient was be<strong>in</strong>g moved too fast. In the patient control condition, therapists usually assumed<br />
that patients would more or less set their own pace, <strong>and</strong> the therapists paid less attention to<br />
their fear levels, result<strong>in</strong>g <strong>in</strong> less <strong>in</strong>sight <strong>in</strong>to the course of the therapy.<br />
On the questions regard<strong>in</strong>g the complexity of the UI <strong>in</strong> the two conditions, the therapist<br />
<strong>in</strong>dicated that patient control was more complex <strong>and</strong> <strong>in</strong>tensive for the therapist. Three<br />
therapists specifically mentioned that they cont<strong>in</strong>uously had to check whether the subject<br />
was go<strong>in</strong>g <strong>in</strong> the right direction. In general, all therapists remarked that the patient<br />
locomotion technique is difficult for many patients, <strong>and</strong> they are required to put <strong>in</strong> time <strong>and</strong><br />
effort to help the patient navigate through the virtual world.<br />
Four out of five therapists preferred the therapist control condition over the patient control<br />
condition. The other therapist remarked that both types of controls had their advantages, <strong>and</strong><br />
patient control was very easy to use when the patient was someone who could easily learn<br />
the locomotion technique.<br />
All therapists preferred path control over joystick control.<br />
Effects of controls<br />
Table 6.3 <strong>and</strong> table 6.4 show the results of analysis relat<strong>in</strong>g the time the patients has spend <strong>in</strong><br />
the VE <strong>and</strong> the progress the patient has made <strong>in</strong> the VE to either the heartrate 12 or the SUDs<br />
reported by the patient. The results of the l<strong>in</strong>ear regression <strong>in</strong> table 6.3 shows that time has a<br />
negative effect on heartrate, <strong>and</strong> progress a positive effect. In other words, the fear as<br />
measured by heartrate reduces over time, but <strong>in</strong>creases when a patient moves (or is moved)<br />
further <strong>in</strong> the VE. The results of the l<strong>in</strong>ear regression <strong>in</strong> table 6.4 shows that for SUDs,<br />
progress also has a positive effect on heartrate. Time, however, does not appear to correlate<br />
with SUDs.<br />
Unst<strong>and</strong>ardized Coefficients<br />
St<strong>and</strong>ardized<br />
Coefficient<br />
B Std. Error Beta t Sig.<br />
(Constant) 19.567 .930 21.040
Therapist’s user <strong>in</strong>terface<br />
Heartrate - basel<strong>in</strong>e SUD<br />
df F Sig. F Sig.<br />
(Intercept) 1 .612 .434 .464 .496<br />
Fasten seatbelt sign 1 62.210
Chapter 6<br />
l<strong>in</strong>e with the therapist’s <strong>in</strong>tentions, therapists tend to spend a lot of time <strong>and</strong> effort help<strong>in</strong>g<br />
the patient <strong>in</strong> navigat<strong>in</strong>g through the VE.<br />
Also, because patient control reduces the therapist’s <strong>in</strong>volvement <strong>in</strong> determ<strong>in</strong><strong>in</strong>g the progress<br />
through the VE, the determ<strong>in</strong>ation of the patient’s fear by the therapist is performed less<br />
often <strong>and</strong> reduces the therapist’s awareness of how the therapy is proceed<strong>in</strong>g.<br />
6.5 Experiment 6: Free viewpo<strong>in</strong>t<br />
In the previously described experiment, the subjective evaluation of the free viewpo<strong>in</strong>t did<br />
not clearly show whether this viewpo<strong>in</strong>t was useful <strong>in</strong> VRET. Fortunately, the usability of<br />
such a free viewpo<strong>in</strong>t can also be evaluated <strong>in</strong> a more objective manner. The free viewpo<strong>in</strong>t<br />
was designed to aid the therapist <strong>in</strong> align<strong>in</strong>g the real <strong>and</strong> virtual frame of reference. In an<br />
experiment that was performed concurrently with the previously described experiment, the<br />
contribution of the free viewpo<strong>in</strong>t to the precision <strong>and</strong> speed with which therapists could<br />
achieve this alignment was evaluated.<br />
The free viewpo<strong>in</strong>t gives the therapist an exocentric view of the situation. Exocentric views<br />
have been known to lead to better global awareness, but can reduce the local awareness<br />
needed for efficient navigation (Lasswell & Wickens, 1995) It is therefore not clear<br />
beforeh<strong>and</strong> whether the free viewpo<strong>in</strong>t will have a positive effect on the therapist’s<br />
performance.<br />
6.5.1 Method<br />
We created a VE with elements typical for phobia treatment: a corridor, a closed elevator <strong>and</strong><br />
firestairs. Subjects, who took the role of therapists, were <strong>in</strong>structed to move a patient<br />
through the VE as fast as possible us<strong>in</strong>g the joystick. At certa<strong>in</strong> pre-def<strong>in</strong>ed locations they<br />
were asked to place the patient <strong>in</strong> a position where the patient can look over the virtual<br />
rail<strong>in</strong>g <strong>and</strong> press a button when they thought they had reached this position.<br />
There were two conditions, to which each subject was exposed <strong>in</strong> r<strong>and</strong>om order:<br />
1. The therapist could only see the VE from the patient’s viewpo<strong>in</strong>t<br />
2. The therapist had two displays: one with patient’s viewpo<strong>in</strong>t, one with the free<br />
viewpo<strong>in</strong>t.<br />
Subjects<br />
The ‘therapists’ were n<strong>in</strong>e persons tra<strong>in</strong>ed <strong>in</strong> phobia treatment, two of whom were<br />
professional therapists <strong>and</strong> seven psychology students. They had no prior experience with the<br />
system, apart from a short <strong>in</strong>struction that was the same for all subjects. The ‘patient’ was the<br />
experiment leader, <strong>and</strong> did not move unless <strong>in</strong>structed by the therapist.<br />
Measures<br />
Before the experiment, the subjects filled <strong>in</strong> the <strong>Computer</strong> Experience questionnaire (CE), a<br />
five-item questionnaire regard<strong>in</strong>g the subject’s experience with computers <strong>and</strong> 3D programs.<br />
They also completed a Spatial Ability test, designed to measure the subject’s ability to<br />
perform mental rotations of objects (Neer<strong>in</strong>cx et al., 1999).<br />
Dur<strong>in</strong>g the experiment, the follow<strong>in</strong>g data was collected:<br />
• Total length of the path taken through the VE.<br />
• Total time taken to complete the VE.<br />
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Therapist’s user <strong>in</strong>terface<br />
• Total length of the path from certa<strong>in</strong> checkpo<strong>in</strong>ts <strong>in</strong> the VE to where the subject pushed<br />
the button.<br />
• Total time between checkpo<strong>in</strong>t <strong>and</strong> press<strong>in</strong>g the button.<br />
• Number of times the therapist made a frontal collision with an object <strong>in</strong> the VE.<br />
• Total position<strong>in</strong>g error, which is the difference between the position where the therapist<br />
pushed the button <strong>and</strong> the ideal position. The total error is the sum of this measure over<br />
several <strong>in</strong>stances <strong>in</strong> the VE.<br />
• Total rotation error is the difference between the rotation where the therapist pushed the<br />
button <strong>and</strong> the ideal rotation (parallel to the rail<strong>in</strong>g)<br />
After the experiment, subjects completed a usability questionnaire with five five-po<strong>in</strong>t Likert<br />
scale questions, that can also be found <strong>in</strong> appendix A.<br />
6.5.2 Results<br />
First of all, extreme values<br />
were removed from the<br />
data 13 . Neither Spatial<br />
Awareness nor <strong>Computer</strong><br />
Experience correlated significantly<br />
with any of the<br />
dependent variables <strong>and</strong><br />
were thus ignored <strong>in</strong> the<br />
further analysis.<br />
A multivariate ANOVA<br />
for repeated measures was<br />
performed with condition<br />
as with<strong>in</strong>-subjects factor <strong>and</strong> order as<br />
between-subjects factor <strong>and</strong> the<br />
various measures displayed <strong>in</strong> table<br />
6.6 as dependent variables. The total<br />
path length was found to be<br />
significantly higher <strong>in</strong> condition 2<br />
where the subjects had both patient<br />
<strong>and</strong> external viewpo<strong>in</strong>t at their<br />
disposal. The total position<strong>in</strong>g error<br />
however was significantly higher <strong>in</strong><br />
condition 1.<br />
Apart from the ma<strong>in</strong> effects<br />
displayed <strong>in</strong> table 6.6, an <strong>in</strong>teraction<br />
effect was found between condition<br />
<strong>and</strong> order on the variable ‘total time<br />
taken’ (F=21.552, p=.002). As<br />
displayed <strong>in</strong> figure 6.9, subjects only<br />
took longer <strong>in</strong> condition 2 if they<br />
experienced this condition first.<br />
Measure F p<br />
Total length 6.742 .036<br />
Total time taken 29.534 .001<br />
Length between checkpo<strong>in</strong>ts <strong>and</strong> buttonpress .779 .407<br />
Time between checkpo<strong>in</strong>ts <strong>and</strong> buttonpress 3.320 .111<br />
Number of collisions .726 .422<br />
Total position<strong>in</strong>g error 10.733 .014<br />
Total rotation error .046 .836<br />
Table 6.6: ANOVA for repeated measures with condition as<br />
with<strong>in</strong>-subjects factor <strong>and</strong> order as between-subjects factor<br />
(n=9).<br />
Time (milliseconds)<br />
300000<br />
280000<br />
260000<br />
240000<br />
220000<br />
200000<br />
180000<br />
160000<br />
140000<br />
120000<br />
1,2<br />
4<br />
Order<br />
2,1<br />
Condition 1<br />
Condition 2<br />
Figure 6.9: Boxplot of the total time taken to<br />
complete the tasks <strong>in</strong> the VE <strong>in</strong> the different<br />
conditions <strong>and</strong> <strong>in</strong> the different orders <strong>in</strong> which<br />
subjects were exposed to the conditions.<br />
13 Extreme values were considered to be more than two st<strong>and</strong>ard deviations above or below<br />
mean<br />
123
Chapter 6<br />
Question Mean (SD) F p<br />
The 2nd viewpo<strong>in</strong>t made execut<strong>in</strong>g the tasks easier 3.22 (1.56) 0.205 .665<br />
In condition 2 I was watch<strong>in</strong>g the 2nd (external) viewpo<strong>in</strong>t more 3.67 (1.41) 7.834 .027<br />
than the viewpo<strong>in</strong>t of the patient<br />
I found the 2nd viewpo<strong>in</strong>t to be confus<strong>in</strong>g 3.00 (1.50) 0.778 .407<br />
I never rotated or zoomed the 2nd viewpo<strong>in</strong>t 4.11 (1.76) 3.889 .089<br />
The 2nd viewpo<strong>in</strong>t made the situation easier to oversee 3.78 (1.20) 3.370 .109<br />
Table 6.7: Mean (<strong>and</strong> St<strong>and</strong>ard Deviation) of the scores on the usability questions, <strong>and</strong> the<br />
results of an ANOVA with order as <strong>in</strong>dependent factor <strong>and</strong> score as depended variable.<br />
Otherwise, the total time taken was the same <strong>in</strong> both conditions.<br />
An analysis of the scores on the items of the usability questionnaire is shown <strong>in</strong> table 6.7.<br />
Order was found to have a significant effect on the question regard<strong>in</strong>g whether the subject<br />
watched the free viewpo<strong>in</strong>t more than the patient’s viewpo<strong>in</strong>t <strong>in</strong> condition 2. Results showed<br />
subjects tended to look more at the second viewpo<strong>in</strong>t when they experienced condition 2<br />
first.<br />
6.5.3 Discussion<br />
The lower position<strong>in</strong>g error <strong>in</strong> condition 2 <strong>in</strong>dicates that the free viewpo<strong>in</strong>t helps therapists <strong>in</strong><br />
position<strong>in</strong>g the patient more precisely, thus align<strong>in</strong>g the two frames of reference better.<br />
The results from the questionnaire showed very little difference <strong>in</strong> subjective usability<br />
between the two conditions. The scores did show that the controls for the second viewpo<strong>in</strong>t<br />
were hardly used by the therapists.<br />
Based on the <strong>in</strong>crease <strong>in</strong> path length <strong>and</strong> time taken, we must assume that the second<br />
viewpo<strong>in</strong>t also has a negative effect on the efficiency with which the therapist can navigate<br />
the patient through the VE. The results show that the total time take is longer <strong>in</strong> condition 2<br />
only when this condition is experienced first, <strong>and</strong> this can be expla<strong>in</strong>ed by consider<strong>in</strong>g the<br />
usability questionnaire results that show that subjects tend to look more at the free viewpo<strong>in</strong>t<br />
than the patient’s viewpo<strong>in</strong>t when they experience condition 2 first.<br />
From this we can deduce that, although the free viewpo<strong>in</strong>t is better suited for precise<br />
alignment of the two frames of reference, it is less suited for navigation from po<strong>in</strong>t to po<strong>in</strong>t.<br />
It seems that when the therapist is first confronted with the patient’s viewpo<strong>in</strong>t only, he or<br />
she will learn to use this viewpo<strong>in</strong>t together with the free viewpo<strong>in</strong>t when both displays are<br />
available, <strong>and</strong> thus is able to better comb<strong>in</strong>e the advantages of both viewpo<strong>in</strong>ts. When the<br />
user is immediately confronted with both viewpo<strong>in</strong>ts, he or she will rely too much only on<br />
the free viewpo<strong>in</strong>t. It seems likely however that this is only the case for novice users. When<br />
users have sufficient experience, they will probably be able to use both viewpo<strong>in</strong>ts <strong>in</strong> an<br />
optimal fashion.<br />
6.6 Discussion<br />
The explorative experiment 4 <strong>in</strong>dicated that the proposed new UI was preferred by the<br />
therapists over the UI based on the current state-of-the-art. Unfortunately, a more thorough<br />
comparison was planned but not executed. Experiment 5 did show that therapists frequently<br />
used the new aspects of the proposed UI, <strong>and</strong> found these easy to use. This can be seen as<br />
confirmation that the proposed UI elements add to the systems usability, when compared to<br />
the very m<strong>in</strong>imal UI found <strong>in</strong> VRET systems today. One exception is the free viewpo<strong>in</strong>t, of<br />
which the results of this experiment show that therapists use it less frequently than other<br />
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Therapist’s user <strong>in</strong>terface<br />
elements, <strong>and</strong> f<strong>in</strong>d it less easy to use. Especially the controls of the free viewpo<strong>in</strong>t are found<br />
to be too complicated to use.<br />
Experiment 5 also showed that the controls of the therapist can have a significant impact on<br />
the fear of the patient, argu<strong>in</strong>g that the therapist should not be denied these important tools <strong>in</strong><br />
controll<strong>in</strong>g the therapy.<br />
Another f<strong>in</strong>d<strong>in</strong>g of this experiment is that the therapists strongly prefer therapist control to<br />
patient control. Therapist rate the complexity <strong>and</strong> <strong>in</strong>tensiveness of the therapist control lower<br />
<strong>and</strong> rated their overall awareness of the therapy higher when they could control the patient’s<br />
position <strong>in</strong> the VE.<br />
Experiment 6 showed that the free viewpo<strong>in</strong>t can be effective when measured with more<br />
objective measures. It enables the therapists to position the patient more precisely <strong>in</strong> the VE,<br />
allow<strong>in</strong>g for a better alignment between virtual <strong>and</strong> real frame of reference. But depend<strong>in</strong>g<br />
on previous experience of the therapist, it might also decrease the efficiency <strong>in</strong> terms of time<br />
needed to move a patient through the VE. However, tra<strong>in</strong><strong>in</strong>g will most likely solve this<br />
problem, <strong>and</strong> efficiency <strong>in</strong> mov<strong>in</strong>g the patient probably does not have very much therapeutic<br />
value.<br />
This experiment furthermore confirmed that the controls of the external viewpo<strong>in</strong>t are hardly<br />
used at all.<br />
6.7 Conclusions<br />
Experiment 5 clearly showed that, contrary to expectations, therapist control was preferred<br />
by the therapist because they rated it to be less complicated. We therefore need to reject our<br />
hypothesis:<br />
Hypothesis 5: Locomotion controlled by the patient will reduce the complexity of the HCI for<br />
the therapist.<br />
However, we should not rule out the possibility that these results are only due to the specific<br />
locomotion technique used for the patient control condition. Fortunately, this does not seem<br />
likely s<strong>in</strong>ce experience with various locomotion techniques has shown that users do not<br />
experience more or less usability problems with this technique than with other techniques.<br />
In general, the evaluation of the proposed new UI <strong>in</strong>dicated that the therapists preferred the<br />
new design <strong>and</strong> showed that therapists used the new elements frequently <strong>and</strong> found them<br />
usable. Thus, we can accept our general hypothesis:<br />
Hypothesis 6: An extended therapist UI <strong>in</strong> the shape of a comb<strong>in</strong>ed 2D - 3D console will<br />
<strong>in</strong>crease the usability of the system.<br />
One of the elements that very clearly was welcomed by the therapists was the SUDs<br />
record<strong>in</strong>g tool. Without exception, all therapists <strong>in</strong>dicated they used it frequently <strong>and</strong> found it<br />
easy to use. We can therefore accept our sub-hypothesis:<br />
Hypothesis 6a: Provid<strong>in</strong>g a tool for keep<strong>in</strong>g track of the patient’s fear will <strong>in</strong>crease usability<br />
for the therapist.<br />
An element not unambiguously evaluated positively by the therapist, but shown to be<br />
effective through an objective evaluation <strong>in</strong> experiment 6 is the external viewpo<strong>in</strong>t. With it,<br />
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Chapter 6<br />
therapist can have better <strong>in</strong>sight <strong>in</strong>to the mapp<strong>in</strong>g between virtual <strong>and</strong> real frame of<br />
reference. We can accept the related sub-hypothesis:<br />
Hypothesis 6b: Provid<strong>in</strong>g the therapist with an ‘external’ viewpo<strong>in</strong>t of the VE with a<br />
projection of real world objects will <strong>in</strong>crease usability for the therapist.<br />
The autopilot based on a 2D map was found useful by the therapists <strong>and</strong> was used frequently.<br />
However, it is not very clear whether it is an improvement over the ‘old’ autopilot based on<br />
keyboard comm<strong>and</strong>s that is sometimes used <strong>in</strong> current VRET systems. Our usability<br />
evaluation however did not show users to have the same usability problems as found <strong>in</strong> our<br />
analysis <strong>in</strong> chapter 3, such as trouble remember<strong>in</strong>g what button corresponded with which<br />
location. We can therefore accept our sub-hypothesis:<br />
Hypothesis 6c: Provid<strong>in</strong>g the therapist with an autopilot based on a 2D map will <strong>in</strong>crease<br />
usability for the therapist.<br />
In a similar ve<strong>in</strong>, therapist evaluated the graphical controls over specific elements of the VE<br />
positively. Unfortunately, a straightforward comparison between graphical controls <strong>and</strong><br />
keyboard controls did not take place s<strong>in</strong>ce no controls over the VE were available <strong>in</strong> our case<br />
study <strong>in</strong> chapter 3. Even though <strong>in</strong> theory graphical controls should be easier to use, we have<br />
no empirical evidence to support or reject our sub-hypothesis:<br />
Hypothesis 6d: Provid<strong>in</strong>g the therapist with graphical controls over specific elements <strong>in</strong> the<br />
VE will <strong>in</strong>crease the usability for the therapist .<br />
126
7 Conclusions<br />
In this dissertation the issue was raised that even though technology is rapidly advanc<strong>in</strong>g,<br />
these technologies are not adapted for use by most users. On the border between technology<br />
<strong>and</strong> users we f<strong>in</strong>d the area of HCI, <strong>and</strong> it is this area that we need to improve to fully exploit<br />
the advantages that new technologies can offer. VR is one example of a technology where<br />
there is yet not enough underst<strong>and</strong><strong>in</strong>g concern<strong>in</strong>g the design of the necessary HCI, especially<br />
when this technology is used <strong>in</strong> a cooperative fashion. A specific class of applications<br />
depends heavily on the fact that VR can <strong>in</strong>fluence users <strong>in</strong> a non-cognitive way <strong>and</strong> also<br />
requires close collaboration between users <strong>in</strong> a VE. One example of this class of applications<br />
is VRET.<br />
The goal set for this dissertation is to extend knowledge of the design of HCI to be able to<br />
cope with applications such as VRET. VRET was therefore def<strong>in</strong>ed as a case, an example of<br />
its class, <strong>and</strong> by attempt<strong>in</strong>g to design the HCI for VRET, we hoped to ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to what<br />
changes are needed <strong>in</strong> the design process to facilitate the design of such applications <strong>in</strong> an<br />
optimal fashion. These changes took shape <strong>in</strong> the form of a TA method <strong>and</strong> a presence model<br />
that have consequently been used to generate design options. In chapter 5 <strong>and</strong> 6, the usability<br />
of these design options has been evaluated <strong>in</strong> a number of experiments. In the next few<br />
paragraphs, we will discuss the implication of the results of these experiments for the TA<br />
method <strong>and</strong> presence model.<br />
7.1 Task Analysis method<br />
Based on our TA, several design recommendations were made regard<strong>in</strong>g the user <strong>in</strong>terfaces<br />
of our VRET system. These recommendations were <strong>in</strong>tended to alter the tasks as executed by<br />
the therapist <strong>and</strong> patient <strong>in</strong> such a way that the usability problems detected <strong>in</strong> our first task<br />
model (TM1) were solved. A second task model (TM2) can be used to describe what the<br />
VRET process looks like after the recommendations have been implemented. In these<br />
paragraphs we will discuss what differences were expected between TM1 <strong>and</strong> TM2 <strong>and</strong> what<br />
differences were actually found <strong>in</strong> our experiments. The expectation was that these<br />
recommendations would lead to an <strong>in</strong>crease <strong>in</strong> usability, <strong>and</strong> were therefore formulated as<br />
hypotheses regard<strong>in</strong>g changes to the user <strong>in</strong>terfaces <strong>and</strong> their consequences for the usability<br />
of the system.<br />
7.1.1 Instruct<strong>in</strong>g the computer<br />
The first hypothesis stated that locomotion control by the patient <strong>in</strong>stead of by the therapist<br />
would reduce the complexity of the HCI for the therapist. This hypothesis was based on the<br />
assumption that reliev<strong>in</strong>g the therapist of controll<strong>in</strong>g the position of the patient would reduce<br />
the number of tasks for the therapist <strong>and</strong> therefore the complexity of his or her work. In<br />
terms of the diagram as depicted <strong>in</strong> figure 7.1, we assumed that remov<strong>in</strong>g the task ‘Instruct<br />
computer to move patient’ <strong>and</strong> its underly<strong>in</strong>g actions would lead to a more simpler overall<br />
task for the therapist. However, experiment 5 showed that this hypothesis was <strong>in</strong>correct. It<br />
showed that by remov<strong>in</strong>g this task, fulfill<strong>in</strong>g the goal ‘Change exposure’ became more<br />
complicated for the therapist because he or she had to change the patient’s location <strong>in</strong> the VE<br />
<strong>in</strong>directly by collaborat<strong>in</strong>g with the patient. Also, our f<strong>in</strong>d<strong>in</strong>gs <strong>in</strong>dicated that remov<strong>in</strong>g the<br />
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Chapter 7<br />
therapist’s direct control over the patient’s position seemed to lead to less frequent changes<br />
<strong>in</strong> the patient’s exposure by the therapist. Our analysis of the sequence of events showed that<br />
this chang<strong>in</strong>g of the exposure was alternated with determ<strong>in</strong><strong>in</strong>g the patient’s fear, <strong>and</strong> by<br />
reduc<strong>in</strong>g the frequency of one task (the chang<strong>in</strong>g of the exposure), the frequency of the other<br />
task (determ<strong>in</strong><strong>in</strong>g the patient’s fear) was also reduced, caus<strong>in</strong>g the therapist to be less aware<br />
of the progression of the therapy.<br />
Another (sub) hypothesis stated that graphical controls over elements of the VE would<br />
<strong>in</strong>crease the usability for the therapist. This hypothesis was based on the assumption that<br />
graphical widgets provide the therapists with more affordances than arbitrary keyboard<br />
comm<strong>and</strong>s, mak<strong>in</strong>g it easier for the therapist to extract procedural <strong>in</strong>formation concern<strong>in</strong>g<br />
the available functions <strong>and</strong> their operation. Unfortunately, this hypothesis could not be<br />
accurately tested, s<strong>in</strong>ce our orig<strong>in</strong>al case on which TM1 is based did not allow for any<br />
changes of elements of the VR, <strong>and</strong> a planned empirical comparison could not be executed.<br />
Yet another (sub) hypothesis stated that an external viewpo<strong>in</strong>t with a projection of real world<br />
objects on the virtual world would <strong>in</strong>crease the usability for the therapist. This hypothesis<br />
was based on the assumption that this viewpo<strong>in</strong>t would provide accurate <strong>in</strong>formation about<br />
the mapp<strong>in</strong>g of the real <strong>and</strong> virtual frames of reference, <strong>and</strong> that this viewpo<strong>in</strong>t could provide<br />
the therapist with <strong>in</strong>formation about the immediate surround<strong>in</strong>gs of the patient that was not<br />
visible on the limited patient’s viewpo<strong>in</strong>t. In both cases it would provide the task ‘Monitor<br />
patient position’ with more suitable state <strong>in</strong>formation. Experiment 6 showed that this<br />
Procedures<br />
Sound<br />
T.Controls<br />
T.Screen<br />
P.Posture<br />
seq.<br />
Inform patient<br />
about VE change<br />
Instruct computer<br />
Instruct computer<br />
to to move patient<br />
alt.<br />
Push joystick Press button<br />
Alter VE<br />
element<br />
Figure 7.1: Decomposition of the task 'Instruct computer' <strong>in</strong> task model 2.<br />
Monitor patient<br />
position<br />
hypothesis can be accepted. Therapists are better able to align the virtual <strong>and</strong> real frame of<br />
reference us<strong>in</strong>g this external viewpo<strong>in</strong>t, but the results also showed that the number of<br />
collisions with obstacles did not differ when this viewpo<strong>in</strong>t was <strong>in</strong>cluded, <strong>in</strong>dicat<strong>in</strong>g that its<br />
usability <strong>in</strong> terms of detect<strong>in</strong>g nearby obstacles is limited.<br />
128
7.1.2 Determ<strong>in</strong><strong>in</strong>g the patient's fear<br />
One f<strong>in</strong>al (sub) hypothesis<br />
based on the TA stated that a<br />
tool for record<strong>in</strong>g <strong>and</strong> review<strong>in</strong>g<br />
SUDs would <strong>in</strong>crease the<br />
usability of the system. This<br />
hypothesis was based on the<br />
assumption that such a tool<br />
would provide the therapist<br />
with historical data about the<br />
SUDs reported by the patient,<br />
mak<strong>in</strong>g it easier to spot improvement<br />
or lack of improvement<br />
<strong>in</strong> the patient’s anxiety.<br />
It would relieve the therapist<br />
of memoriz<strong>in</strong>g the state <strong>in</strong>formation<br />
by facilitat<strong>in</strong>g storage<br />
of that <strong>in</strong>formation outside of<br />
the therapist’s head by use of a<br />
cognitive artifact: the SUDs<br />
Goals<br />
Procedures<br />
Sound<br />
T.Controls<br />
T.Screen<br />
P.Posture<br />
Ask patient to to<br />
to to report fear<br />
Cure patient<br />
Conclusions<br />
Determ<strong>in</strong>e fear Change exposure Solve ambiguity<br />
Monitor patient<br />
response<br />
record<strong>in</strong>g tool. Responses of the therapists <strong>in</strong> the various experiments showed that this<br />
hypothesis can be accepted. All therapists gave highest marks for the SUD record<strong>in</strong>g tool on<br />
usability <strong>and</strong> frequency of use.<br />
sim.<br />
Figure 7.2: Decomposition of the goal 'Determ<strong>in</strong>e fear' <strong>in</strong><br />
task model 2.<br />
7.1.3 Usefulness of the TA method<br />
Our TA method was used for two purposes: it was used for descriptive purposes to describe<br />
the current VRET process <strong>and</strong> identify <strong>and</strong> analyze usability problems <strong>in</strong> the current way of<br />
work<strong>in</strong>g, <strong>and</strong> it was used for predictive purposes, to predict the result of implement<strong>in</strong>g<br />
specific design recommendations.<br />
Whether our description of the current way of work<strong>in</strong>g is accurate <strong>and</strong> complete is not easily<br />
determ<strong>in</strong>able. However, given the empirical approach used <strong>and</strong> the classification of events<br />
us<strong>in</strong>g the predeterm<strong>in</strong>ed framework of Speech Act theory, we can argue that the validity of<br />
our TM is better supported than a TM that is based on an ad hoc, more subjective analysis as<br />
used <strong>in</strong> most TA methods.<br />
With the TA method, we were able to uncover several usability problems <strong>in</strong> the VRET<br />
process. Questions that would be <strong>in</strong>terest<strong>in</strong>g to ask but impossible to answer are: ‘were all<br />
usability problems found?’ <strong>and</strong> ‘were all found usability problems really a problem?’<br />
However, our TA method covered areas of the TA doma<strong>in</strong> not covered by any s<strong>in</strong>gle other<br />
TA method. Several usability problems were related to the <strong>in</strong>terdependencies of these areas,<br />
such as the <strong>in</strong>formation needs of tasks that required <strong>in</strong>formation sources <strong>in</strong> the UI, result<strong>in</strong>g<br />
<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to usability problems such as the need for <strong>in</strong>formation on the two frames of<br />
reference that was not satisfied <strong>in</strong> the orig<strong>in</strong>al UI design. We can argue that it is therefore<br />
likely that our method uncovered more usability problems than other TA methods that cover<br />
only a part of the TA doma<strong>in</strong> covered by our method.<br />
Our TA could furthermore be used to generate recommendations for design changes. Some<br />
of these recommendations <strong>in</strong>deed <strong>in</strong>creased the usability for the users, other recommendations<br />
did not. This however does not immediately <strong>in</strong>validate our TA method. In fact, both<br />
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Chapter 7<br />
the outcomes that were predicted <strong>and</strong> those that were not could all still be expla<strong>in</strong>ed with<strong>in</strong><br />
the framework of our TM, as shown <strong>in</strong> the previous paragraphs. It is only the predictive<br />
value of our TM that is less reliable, <strong>and</strong> this can be attributed to the fact that the model is<br />
mostly qualitative <strong>in</strong> nature <strong>and</strong> not quantitative, <strong>and</strong> that therefore the result of oppos<strong>in</strong>g<br />
effects cannot be predicted beforeh<strong>and</strong>. Only very little TA methods actually claim to be of a<br />
predictive nature, such as the Keystroke model (Card et al., 1983), <strong>and</strong> these are only<br />
applicable <strong>in</strong> a very small doma<strong>in</strong>. One should further note that the usability evaluations<br />
were mostly of a subjective nature <strong>and</strong> <strong>in</strong>volved mostly students <strong>in</strong>stead of practic<strong>in</strong>g<br />
therapists, <strong>and</strong> may therefore not be completely accurate.<br />
In general, we can argue that, <strong>in</strong> the case of VRET, <strong>and</strong> for similar applications, our TA<br />
method is probably best suited to analyze <strong>and</strong> underst<strong>and</strong> the task at h<strong>and</strong>. Prov<strong>in</strong>g this<br />
beyond a doubt however seems an impossible task <strong>and</strong> falls beyond the scope of this thesis.<br />
7.2 <strong>Presence</strong> model<br />
Therapist-<strong>Computer</strong> <strong>Interaction</strong><br />
Patient-<strong>Computer</strong> <strong>Interaction</strong>s<br />
View of VE<br />
<strong>Presence</strong><br />
Figure 7.3: Overview of the presence model for VRET<br />
Fear Effectiveness<br />
Figure 7.3 shows an overview of the presence model. Apply<strong>in</strong>g the presence model <strong>in</strong> the<br />
design of the HCI for VRET resulted <strong>in</strong> a number of hypotheses regard<strong>in</strong>g the UI for the<br />
patient <strong>and</strong> the effect that this UI has on the patient’s presence <strong>and</strong> fear.<br />
7.2.1 Therapist versus patient control<br />
The first hypothesis stated that control by the patient would lead to higher sense of presence<br />
when compared to control by the therapist. This hypothesis was based on the assumption that<br />
when the patient is given control over the VE, he or she will be more <strong>in</strong>volved <strong>in</strong> the VE <strong>and</strong><br />
we had proposed that <strong>in</strong>volvement is one way <strong>in</strong> which <strong>in</strong>teraction can lead to presence.<br />
Experiments showed that this hypothesis should be rejected, that patient control does not<br />
lead to a higher sense of presence as measured us<strong>in</strong>g a validated presence questionnaire. The<br />
most likely explanation for this is that the differences between therapist <strong>and</strong> patient control<br />
are too small to have an effect on presence. It should be noted that <strong>in</strong> both types of control,<br />
the patient could change the rotation of the viewpo<strong>in</strong>t <strong>and</strong> the translation over a small area.<br />
The added possibility of further translation <strong>in</strong> the VE through use of a locomotion technique<br />
that is not as natural as the headtrack<strong>in</strong>g that is already used apparently does not change the<br />
user’s <strong>in</strong>volvement enough to be measured <strong>in</strong> our experimental setup.<br />
The second hypothesis stated that patient control would also lead to a higher level of fear <strong>in</strong><br />
the patient. This hypothesis was based on the assumption that the first hypothesis is true, <strong>and</strong><br />
that the <strong>in</strong>creased sense of presence would lead to higher levels of fear. S<strong>in</strong>ce the first<br />
hypothesis was rejected <strong>and</strong> presence was not different for the two control types, we would<br />
therefore expect that the fear would also not be different. However, the experiments showed<br />
that <strong>in</strong> fact fear was lower <strong>in</strong> the patient control condition. The most likely explanation is that<br />
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Conclusions<br />
patient control allowed the patient to avoid fearful situations, <strong>and</strong> thus by chang<strong>in</strong>g the view<br />
of the VE, could reduce the fear of the patient. Experiment 3 showed that, when possible,<br />
users with a phobia will clearly show avoidance behavior <strong>in</strong> a VE <strong>and</strong> that this avoidance<br />
behavior will lead to a reduction <strong>in</strong> fear. This supports our explanation.<br />
7.2.2 Patient locomotion technique<br />
The third hypothesis stated that a more natural locomotion technique would lead to a higher<br />
sense of presence. This hypothesis was based on the assumption that a more natural<br />
locomotion technique would allow users to more easily form a mental model of the<br />
<strong>in</strong>teraction with the VE, <strong>and</strong> that this HCI would become ready-to-h<strong>and</strong> or <strong>in</strong>visible to the<br />
user. Our experiment showed that this hypothesis was correct, that presence was higher for<br />
the more natural locomotion technique. It should be noted that the avoidance behavior of the<br />
subjects <strong>in</strong> this experiment was the same for all locomotion techniques. In other words: the<br />
view that the subject had of the VE was the same for all techniques, <strong>and</strong> therefore did not<br />
<strong>in</strong>fluence the fear.<br />
The fourth hypothesis stated that a more natural locomotion technique would also lead to<br />
more fear <strong>in</strong> a phobic user. This hypothesis was based on the assumption that the previous<br />
hypothesis was correct, <strong>and</strong> that the <strong>in</strong>crease <strong>in</strong> presence would lead to higher levels of fear.<br />
This hypothesis was also proven correct: subjects us<strong>in</strong>g the more natural techniques reported<br />
higher levels of fear.<br />
7.2.3 Usefulness of the presence model<br />
The fact that the first two hypotheses were rejected does not <strong>in</strong>validate our presence model.<br />
The results of the experiments showed that there is too little difference between patient <strong>and</strong><br />
therapist control <strong>in</strong> terms of patient <strong>in</strong>volvement <strong>and</strong> that we therefore overestimated the<br />
magnitude of the effect of the type of control on the sense of presence. Similarly, avoidance<br />
behavior was found to have a strong effect on the level of fear, <strong>and</strong> it is the magnitude of this<br />
effect that most likely was underestimated <strong>in</strong> form<strong>in</strong>g our second hypothesis.<br />
When this avoidance behavior is constant, sufficiently large changes <strong>in</strong> the locomotion<br />
technique have been shown to lead to a higher sense of presence <strong>and</strong> to higher levels of fear.<br />
Our presence model therefore rema<strong>in</strong>s the same, with the added underst<strong>and</strong><strong>in</strong>g of the<br />
magnitude that oppos<strong>in</strong>g effects can take <strong>in</strong> determ<strong>in</strong><strong>in</strong>g the fear a patient will experience.<br />
Additionally, experiment 5 showed that when the therapist changes elements of the VE, <strong>and</strong><br />
thus the patient’s view of the VE, that this will also lead to difference <strong>in</strong> the level of fear.<br />
One weak po<strong>in</strong>t that rema<strong>in</strong>s <strong>in</strong> our presence model is the assumption that more fear will lead<br />
to a more effective therapy. As discussed <strong>in</strong> chapter 4, there is some evidence that <strong>in</strong>dicates<br />
that more presence <strong>and</strong> more fear will lead to a lower number of therapies that fail, <strong>in</strong>dicat<strong>in</strong>g<br />
a threshold effect: Therapy can be performed as long as the fear can be <strong>in</strong>creased over a<br />
certa<strong>in</strong> undef<strong>in</strong>ed threshold value.<br />
The presence model for the first time unambiguously shows the relationship between<br />
presence <strong>and</strong> fear, between user <strong>in</strong>teraction <strong>and</strong> presence <strong>and</strong> between user <strong>in</strong>teraction <strong>and</strong><br />
fear. Our extensive review of presence literature has shown that such a model did not yet<br />
exist, at least not <strong>in</strong> validated form. The model can be used for applications similar to VRET,<br />
<strong>and</strong> can form the basis for an overall underst<strong>and</strong><strong>in</strong>g of how HCI can play an important role <strong>in</strong><br />
affect<strong>in</strong>g the user <strong>in</strong> a non-cognitive way.<br />
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Chapter 7<br />
7.3 User Interface design for VRET<br />
The TA method <strong>and</strong> presence model were used<br />
to achieve the first part of the goal of this<br />
dissertation: to propose guidel<strong>in</strong>es for the<br />
<strong>Human</strong>-<strong>Computer</strong> <strong>Interaction</strong> of <strong>Virtual</strong> <strong>Reality</strong><br />
Exposure Therapy Systems for treatment of<br />
phobias to improve the usability <strong>and</strong> effectiveness<br />
of these systems. The second part of the<br />
research goal, the validation of these guidel<strong>in</strong>es,<br />
took place <strong>in</strong> the shape of the experiments<br />
described <strong>in</strong> chapters 5 <strong>and</strong> 6. Based on these<br />
experiments, we can make the follow<strong>in</strong>g<br />
conclusions regard<strong>in</strong>g what the user <strong>in</strong>terfaces<br />
should look like for VRET systems:<br />
Guidel<strong>in</strong>e 1: Control over the position of the<br />
patient is best performed by the therapist <strong>in</strong>stead<br />
of the patient.<br />
With therapist control, the usability for both the<br />
patient <strong>and</strong> the therapist is higher. For the<br />
patient, it will lead to higher levels of fear <strong>and</strong><br />
presumably to a more effective therapy. For the<br />
therapist, it reduces the complexity of the HCI<br />
<strong>and</strong> provides the therapist with better overview<br />
over the therapy.<br />
Although less relevant given the above<br />
conclusion, <strong>in</strong> case the patient should be given<br />
control, results show that:<br />
Guidel<strong>in</strong>e 2: The most natural patient locomotion<br />
technique is best suited for VRET.<br />
The most natural locomotion technique can<br />
provide patients with the highest sense of<br />
presence <strong>and</strong> the highest levels of fear, aga<strong>in</strong><br />
presumably lead<strong>in</strong>g to more effective therapy.<br />
Figure 7.4: A patient <strong>and</strong> the therapist,<br />
us<strong>in</strong>g the proposed UI.<br />
Figure 7.5: Overview of the 2D / 3D<br />
<strong>in</strong>terface for the therapist.<br />
Guidel<strong>in</strong>e 3: Compared to a m<strong>in</strong>imal UI for the therapist that shows only the patient’s po<strong>in</strong>t<br />
of view <strong>and</strong> accepts only keyboard <strong>and</strong> joystick comm<strong>and</strong>s, an <strong>in</strong>terface based on a<br />
comb<strong>in</strong>ation of 2D <strong>and</strong> 3D elements should be preferred.<br />
The UI elements that were <strong>in</strong>corporated <strong>in</strong> the latter <strong>in</strong>terface were all considered to add to<br />
the usability of the system accord<strong>in</strong>g to the subjective rat<strong>in</strong>gs of therapists:<br />
Guidel<strong>in</strong>e 4: An autopilot based on a path displayed on a 2D map should be provided for the<br />
therapist.<br />
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Conclusions<br />
Guidel<strong>in</strong>e 5: A tool for record<strong>in</strong>g <strong>and</strong> review<strong>in</strong>g SUDs should be provided for the therapist.<br />
Guidel<strong>in</strong>e 6: Controls over the VE us<strong>in</strong>g graphical widgets should be provided for the<br />
therapist.<br />
An external viewpo<strong>in</strong>t show<strong>in</strong>g a projection of real world objects onto the virtual world<br />
received less subjective appraisal, but was nevertheless shown to be useful <strong>in</strong> position<strong>in</strong>g the<br />
patient <strong>in</strong> the VE when objective measures were used:<br />
Guidel<strong>in</strong>e 7: An external viewpo<strong>in</strong>t show<strong>in</strong>g a projection of real world objects onto the<br />
virtual world should be provided for the therapist.<br />
7.4 Limitations<br />
Every research has its limitations, <strong>and</strong> it is awareness of these limitations that can make the<br />
results useful. One important limitation of this research is that the results of our experiments<br />
were obta<strong>in</strong>ed <strong>in</strong> a laboratory sett<strong>in</strong>g. Even though our analysis of the current traditional<br />
phobia treatment practice showed that the VRET performed followed the same pattern as<br />
everyday therapy, the situation was still artificial <strong>in</strong> several ways. For <strong>in</strong>stance, most<br />
therapists <strong>in</strong> our studies were psychology students tra<strong>in</strong>ed <strong>in</strong> phobia treatment <strong>in</strong>stead of<br />
experienced therapists. Protocols for treatment were more strictly adhered to than might be<br />
expected <strong>in</strong> the real world of daily practice. The only patients were people who know<strong>in</strong>gly<br />
volunteered to partake <strong>in</strong> a scientific experiment <strong>and</strong> can therefore not be assumed to be<br />
completely representative of the entire population of phobics.<br />
Another limitation of our research is that only the case of VRET has been <strong>in</strong>vestigated.<br />
Whether the f<strong>in</strong>d<strong>in</strong>gs will also hold for other applications cannot be know for sure. Also,<br />
only the effect of the choice of locomotion technique has been <strong>in</strong>vestigated <strong>in</strong> relationship to<br />
the patient’s sense of presence <strong>and</strong> fear. This provides very little assurance that the presence<br />
model applies to other types of <strong>in</strong>teraction as well.<br />
7.5 Future research<br />
Future research should of course take <strong>in</strong>to consideration <strong>and</strong> possibly correct for these<br />
limitations. Perhaps VRET can be used <strong>in</strong> a more realistic sett<strong>in</strong>g, <strong>and</strong> possibly other<br />
applications similar to VRET such as tra<strong>in</strong><strong>in</strong>g applications could be <strong>in</strong>vestigated to determ<strong>in</strong>e<br />
whether f<strong>in</strong>d<strong>in</strong>gs <strong>in</strong> this research also applies outside of the doma<strong>in</strong> of VRET.<br />
Furthermore, even though a l<strong>in</strong>k between <strong>in</strong>teraction <strong>and</strong> presence has now been established,<br />
the nature of that relationship is still unclear. The theory, proposed <strong>in</strong> this dissertation, that<br />
<strong>in</strong>teraction can <strong>in</strong>fluence presence by <strong>in</strong>volvement <strong>and</strong> by form<strong>in</strong>g of a mental map, could<br />
not be adequately tested <strong>in</strong> our experiments. Future experiments with more successful<br />
manipulations of presence could provide more qualitative <strong>in</strong>formation about the ways <strong>in</strong><br />
which <strong>in</strong>teraction effects presence.<br />
Also, the effect of other types of <strong>in</strong>teraction than locomotion on presence should be <strong>in</strong>vestigated.<br />
For <strong>in</strong>stance, provid<strong>in</strong>g users with the possibility to manipulate objects <strong>in</strong> a VE could<br />
<strong>in</strong>crease the sense of presence without <strong>in</strong>creas<strong>in</strong>g the avoidance behavior of the user <strong>and</strong> thus<br />
may <strong>in</strong>crease the effectiveness of the therapy.<br />
In this research, the technology has ma<strong>in</strong>ly been adapted to fit the exist<strong>in</strong>g treatment process.<br />
It would be <strong>in</strong>terest<strong>in</strong>g to <strong>in</strong>vestigate whether it is possible to adapt the therapy process to<br />
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Chapter 7<br />
better make use of the advantages of the technology. For example: currently, fear is<br />
gradually <strong>in</strong>creased dur<strong>in</strong>g therapy by mak<strong>in</strong>g what the patient sees more scary. Accord<strong>in</strong>g to<br />
the presence model, it could be equally possible to <strong>in</strong>crease fear by keep<strong>in</strong>g the fearful<br />
stimuli constant <strong>and</strong> slowly <strong>in</strong>crease the patient’s sense of presence.<br />
7.6 General conclusions<br />
VRET is slowly mov<strong>in</strong>g from the researcher's lab <strong>in</strong>to the daily practice of therapists. It is <strong>in</strong><br />
times like these that usability issues play an important role <strong>in</strong> the acceptance of such an<br />
advanced technology <strong>in</strong> a culture that has traditionally been somewhat conservative <strong>in</strong><br />
apply<strong>in</strong>g computer technology. In the com<strong>in</strong>g years, many therapists will start work<strong>in</strong>g with<br />
VRET systems for the first time, <strong>and</strong> the recommendations <strong>in</strong> this thesis could make their<br />
work much easier, <strong>and</strong> could possibly <strong>in</strong>crease the effectiveness of their therapy. It has<br />
shown how the HCI can be designed while tak<strong>in</strong>g the therapy process <strong>in</strong>to consideration.<br />
Describ<strong>in</strong>g the therapy process itself also added to our underst<strong>and</strong><strong>in</strong>g of the way therapists<br />
work <strong>in</strong> reality. This is significant because an objective analysis of this process until now has<br />
been lack<strong>in</strong>g. By uncover<strong>in</strong>g the <strong>in</strong>tricacies of the therapy process, of which many therapists<br />
probably are not consciously aware, the discussion has been made possible <strong>in</strong> which way<br />
therapy can be improved further us<strong>in</strong>g new <strong>and</strong> advanced technologies.<br />
In general, the TA method <strong>and</strong> presence model are small steps towards better HCI design,<br />
especially for a relatively new type of systems, that shows great potential.<br />
134
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147
Abbreviations<br />
ACTA Applied Cognitive Task Analysis<br />
ANCOVA ANalysis of COVAriance<br />
ANOVA ANalysis Of VAriance<br />
Alt. Alternative<br />
AQ Acrophobia Questionnaire<br />
CAVE <strong>Computer</strong> Aided <strong>Virtual</strong> Environment<br />
CE <strong>Computer</strong> Experience<br />
CSCW <strong>Computer</strong> Supported Collaborative Work<br />
CTA Cognitive Task Analysis<br />
CTM Cognitive Task Model<br />
CUD Comms Usage Diagram<br />
DC Distributed Cognition<br />
DoF Degrees of Freedom<br />
EID Ecological Interface Design<br />
FOV Field Of View<br />
GFOV Geometric Field Of View<br />
GOMS Goals, Operator, Method <strong>and</strong> Selection rules<br />
GTA Groupware Task Analysis<br />
GUI Graphical User Interface<br />
HCI <strong>Human</strong>-<strong>Computer</strong> <strong>Interaction</strong><br />
HMD Head-Mounted Display<br />
HTA Hierarchical Task Analysis<br />
ICS Interact<strong>in</strong>g Cognitive Subsystems<br />
IPQ Igroup <strong>Presence</strong> Questionnaire<br />
ITC_SOPI ITC Sense Of <strong>Presence</strong> Inventory<br />
ITQ Immersive Tendencies Questionnaire<br />
IWS Interactive Work System<br />
LPT Layered Protocol Theory<br />
MAD Méthode Analytique de Description<br />
MSQ Motion Sickness tendency Questionnaire<br />
NLP NeuroL<strong>in</strong>guistic Programm<strong>in</strong>g<br />
PGMC Participant, Goal, Medium <strong>and</strong> Content<br />
PQ <strong>Presence</strong> Questionnaire<br />
Seq. Sequential<br />
Sim. Simultaneous<br />
SSQ Simulator Sickness Questionnaire<br />
SUD Subjective Unit of Discomfort<br />
TA Task Analysis<br />
TAS Tellegen Absorption Scale<br />
TKS Task Knowledge Structures<br />
TM Task Model<br />
UI User Interface<br />
UIM User Interface Model<strong>in</strong>g<br />
149
UED User Environment Design<br />
VE <strong>Virtual</strong> Environment<br />
VR <strong>Virtual</strong> <strong>Reality</strong><br />
VRET <strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy<br />
WIMP W<strong>in</strong>dows, Icons, Mouse <strong>and</strong> Po<strong>in</strong>ter<br />
150
Appendix A: Questionnaires<br />
A.1 Task Analysis<br />
Protocol for the <strong>in</strong>terviews of therapists 14<br />
Introduction<br />
State name, <strong>in</strong>stitution <strong>and</strong> the name of the project (VR-project), as well as our partner, the<br />
University of Amsterdam. Ask whether it is OK to make sound record<strong>in</strong>gs.<br />
Expla<strong>in</strong> course of <strong>in</strong>terview<br />
'The goal of the <strong>in</strong>terview is to ga<strong>in</strong> <strong>in</strong>sight <strong>in</strong>to the current way of perform<strong>in</strong>g treatment <strong>and</strong><br />
any wishes <strong>and</strong> requirements for a future VR-system. I am therefore <strong>in</strong>terested <strong>in</strong> the way<br />
you work, not how people work "<strong>in</strong> general" or "accord<strong>in</strong>g to theory". This is because we<br />
want the future system to be used by people like you, <strong>and</strong> we want it to fit <strong>in</strong> your daily<br />
practice.'<br />
'The <strong>in</strong>terview will last approximately 15 to 13 m<strong>in</strong>utes.'<br />
Informed consent<br />
'Any <strong>in</strong>formation you will provide dur<strong>in</strong>g the <strong>in</strong>terview will be treated confidentially <strong>and</strong> will<br />
not be l<strong>in</strong>ked to your name but to a number. The sole purpose of the sound record<strong>in</strong>g of this<br />
<strong>in</strong>terview is for evaluation by the researcher.'<br />
General <strong>in</strong>formation about the therapist<br />
• 'First, I would like to ask you which phobias you have ever treated.'<br />
• 'How often do you come <strong>in</strong>to contact with such a phobia?'<br />
Select one of the phobias (acrophobia, claustrophobia or agoraphobia)<br />
'For the rema<strong>in</strong>der of the <strong>in</strong>terview, I would like you to consider the questions with relation<br />
to the treatment of ....... phobia.'<br />
Goal tree <strong>and</strong> current implementation<br />
'I would like to ask you to tell me the steps that such a treatment consists of. What does a<br />
treatment look like? Please start from the moment a patient reports to you with compla<strong>in</strong>ts.'<br />
The course of this part of the <strong>in</strong>terview can be controlled with the follow<strong>in</strong>g questions:<br />
• 'Why?', 'With which purpose?' to determ<strong>in</strong>e any higher-level goals <strong>and</strong> 'How?' to<br />
determ<strong>in</strong>e lower level goals <strong>and</strong> implementation details.<br />
• 'On what do you base such a decision?' <strong>and</strong> 'When will you do that?' to determ<strong>in</strong>e the<br />
<strong>in</strong>formation used by the therapist for specific steps.<br />
• When files are mentioned: 'What data is stored <strong>in</strong> such files?'<br />
14 This protocol is translated from Dutch.<br />
151
Appendix A<br />
Compla<strong>in</strong>ts <strong>and</strong> wishes<br />
'Furthermore I would like to ask you if there are any obstacles <strong>in</strong> your current way of<br />
work<strong>in</strong>g, <strong>and</strong> possibly any wishes <strong>and</strong> requirements for a future VR-system.'<br />
• 'What is currently often someth<strong>in</strong>g that goes wrong?'<br />
• 'What takes up most of your time?'<br />
• 'Imag<strong>in</strong>e the ideal situation where you had <strong>in</strong>f<strong>in</strong>ite time, money <strong>and</strong> manpower at your<br />
disposal. In what way would you change your treatments?'<br />
• 'The goal of our project is to build a VR system for treat<strong>in</strong>g patients with phobias. Can<br />
you th<strong>in</strong>k of any wishes you might have for such a system?'<br />
F<strong>in</strong>ish<br />
'That's it. Thank you very much for your cooperation.' Offer a demonstration of the current<br />
system. Refer to the website if they're curious.<br />
A.2 Experiment 1<br />
<strong>Computer</strong> experience questionnaire 15<br />
1. How often do you use a computer? (select the answer that best applies to you)<br />
a. Daily<br />
b. Several times per week<br />
c. Several times per month<br />
d. Several times per year<br />
2. With which <strong>in</strong>put devices are you familiar? (Multiple options possible)<br />
a. Keyboard<br />
b. Mouse<br />
c. Joystick<br />
d. Touch screen<br />
e. Pen/Stylus<br />
f. Draw<strong>in</strong>g tablet<br />
g. 3D <strong>in</strong>put devices (e.g. Space mouse <strong>and</strong> trackers)<br />
h. Other ....................................<br />
3. Do you sometimes play 3D computer games (that place you <strong>in</strong> a virtual world), <strong>and</strong> if<br />
yes, how often? (select answer that best applies to you)<br />
a. Never<br />
b. Daily<br />
c. Once per week<br />
d. Once per month<br />
e. Once per year<br />
4. In case you have any previous experience with <strong>Virtual</strong> <strong>Reality</strong> (VR), please state with<br />
which types of VR systems you have experience <strong>and</strong> how many times you have used<br />
them?<br />
a. Desktop VR(system with VR on an ord<strong>in</strong>ary monitor), number of times .......<br />
152
Questionnaires<br />
b. System with Head-Mounted Display (as you will be us<strong>in</strong>g today), number of times<br />
.......<br />
c. CAVE (system with glasses <strong>and</strong> projection onto walls), number of times ......<br />
d. Other ................................................., number of times ......<br />
A.3 Experiment 2<br />
<strong>Computer</strong> experience questionnaire 14<br />
Please rate the follow<strong>in</strong>g questions on a scale from one to five.<br />
Very bad Very good<br />
1. How do you rate your overall computer skills? 1 2 3 4 5<br />
Never Daily<br />
2. How often do you use a computer? 1 2 3 4 5<br />
Never Daily<br />
3. How often do you play 3D games on your computer? 1 2 3 4 5<br />
Never Daily<br />
4. How often do you use 3D programs (exclud<strong>in</strong>g games)? 1 2 3 4 5<br />
Never Often<br />
5. Have you ever used a VR-helmet before? 1 2 3 4 5<br />
Usability questionnaire 15<br />
Please <strong>in</strong>dicate with a number from 1 to 7 whether you agree with the follow<strong>in</strong>g statements.<br />
1 = Completely disagree<br />
7 = Completely agree<br />
1. I had quickly learned how to move through the virtual world.<br />
2. I found it easy to move myself through the virtual world.<br />
3. It was easy to do the th<strong>in</strong>gs <strong>in</strong> the virtual world that I wanted to do.<br />
4. I could do all th<strong>in</strong>gs that I wanted to do.<br />
5. It was immediately clear what I could <strong>and</strong> what I couldn't do <strong>in</strong> the virtual world.<br />
6. When I used the system for the 2 nd time, I still new exactly how it worked.<br />
7. I sometimes lost my orientation <strong>in</strong> the virtual world.<br />
8. I felt like I was <strong>in</strong> complete control.<br />
9. I liked us<strong>in</strong>g the controls of the system.<br />
10. I would have preferred to have more freedom of movement.<br />
11. I found the system to be easy to use.<br />
12. I have often looked around me <strong>in</strong> the virtual world.<br />
13. It was easy for me to look around <strong>in</strong> the virtual world.<br />
14. I hardly moved my head.<br />
15 This questionnaire has been translated from Dutch.<br />
153
Appendix A<br />
A.4 Experiment 3<br />
<strong>Computer</strong> experience questionnaire 16<br />
Please rate the follow<strong>in</strong>g questions on a scale from one to five.<br />
Very bad Very good<br />
1. How do you rate your overall computer skills? 1 2 3 4 5<br />
Never Daily<br />
2. How often do you use a computer? 1 2 3 4 5<br />
Never Daily<br />
3. How often do you play 3D games on your computer? 1 2 3 4 5<br />
Never Daily<br />
4. How often do you use 3D programs (exclud<strong>in</strong>g games)? 1 2 3 4 5<br />
Never Often<br />
5. Have you ever used a VR-helmet before? 1 2 3 4 5<br />
Usability questionnaire 16<br />
Please <strong>in</strong>dicate with a number from 1 to 7 whether you agree with the follow<strong>in</strong>g statements.<br />
1 = Completely disagree<br />
7 = Completely agree<br />
1. I had quickly learned how to move through the virtual world.<br />
2. I found it easy to move myself through the virtual world.<br />
3. It was easy to do the th<strong>in</strong>gs <strong>in</strong> the virtual world that I wanted to do.<br />
4. I could do all th<strong>in</strong>gs that I wanted to do.<br />
5. It was immediately clear what I could <strong>and</strong> what I couldn't do <strong>in</strong> the virtual world.<br />
6. I sometimes lost my orientation <strong>in</strong> the virtual world.<br />
7. I felt like I was <strong>in</strong> complete control.<br />
8. I liked us<strong>in</strong>g the controls of the system.<br />
9. I found the system to be easy to use.<br />
10. It was easy for me to look around <strong>in</strong> the virtual world.<br />
11. It took some time before I completely understood the controls.<br />
154
Questionnaires<br />
A.5 Experiment 4<br />
Usability questionnaire for the 'patients' 16<br />
Please <strong>in</strong>dicate with a number from 1 to 7 whether you agree with the follow<strong>in</strong>g statements.<br />
1 = Completely disagree<br />
7 = Completely agree<br />
1. I had quickly learned how to move through the virtual world.<br />
2. I found it easy to move myself through the virtual world.<br />
3. It was easy to do the th<strong>in</strong>gs <strong>in</strong> the virtual world that I wanted to do.<br />
4. I could do all th<strong>in</strong>gs that I wanted to do.<br />
5. It was immediately clear what I could <strong>and</strong> what I couldn't do <strong>in</strong> the virtual world.<br />
6. When I used the system for the 2 nd time, I still new exactly how it worked.<br />
7. I sometimes lost my orientation <strong>in</strong> the virtual world.<br />
8. I felt like I was <strong>in</strong> complete control.<br />
9. I liked us<strong>in</strong>g the controls of the system.<br />
10. I would have preferred to have more freedom of movement.<br />
11. I found the system to be easy to use.<br />
12. I have often looked around me <strong>in</strong> the virtual world.<br />
13. It was easy for me to look around <strong>in</strong> the virtual world.<br />
14. I hardly moved my head.<br />
Protocol usability <strong>in</strong>terview 'therapists' 17<br />
Video<br />
Watch the video of the treatment sessions. Instruct the subject to comment on the images.<br />
Questions<br />
Ask the subject to answer the follow<strong>in</strong>g questions us<strong>in</strong>g a scale from 1 through 5, where 1<br />
means absolutely no <strong>and</strong> 5 means absolutely yes. Also ask for a motivation of the answers.<br />
For UI1:<br />
1. Do you often use the autopilot?<br />
2. Is the autopilot easy to use?<br />
3. Do you use the joystick often?<br />
4. Is the joystick easy to use?<br />
5. Did you feel you were <strong>in</strong> complete control dur<strong>in</strong>g the session?<br />
6. Is the system easy to use?<br />
7. Did you (subjectively) like work<strong>in</strong>g with the system?<br />
For UI2:<br />
1. Did you use the free viewpo<strong>in</strong>t often?<br />
2. Did you like us<strong>in</strong>g this viewpo<strong>in</strong>t?<br />
16 This questionnaire has been translated from Dutch.<br />
17 This protocol has been translated from Dutch.<br />
155
Appendix A<br />
3. Were you able to see the th<strong>in</strong>gs you wanted to see <strong>in</strong> this viewpo<strong>in</strong>t?<br />
4. Did you use the autopilot often?<br />
5. Did you like us<strong>in</strong>g the autopilot?<br />
6. Did you use the button 'Disable patient control' often?<br />
7. Do you th<strong>in</strong>k it is a good th<strong>in</strong>g when the patient can walk through the VE him or<br />
herself?<br />
8. Did you store the navigation po<strong>in</strong>ts often?<br />
9. Did you f<strong>in</strong>d it easy to store navigation po<strong>in</strong>ts?<br />
10. How often did you use the notes field?<br />
11. Was the notes field easy to use?<br />
12. Did you use the SUDs record<strong>in</strong>g often?<br />
13. Did you f<strong>in</strong>d the SUDs record<strong>in</strong>g easy to use?<br />
14. Did you use the controls of the virtual world often?<br />
15. Did you f<strong>in</strong>d the controls of the virtual world easy to use?<br />
16. Have you ever used the alarm clock?<br />
17. Did you f<strong>in</strong>d the alarm clock easy to use?<br />
18. Did you feel you were <strong>in</strong> complete control dur<strong>in</strong>g the session?<br />
19. Is the system easy to use?<br />
20. Did you (subjectively) like work<strong>in</strong>g with the system?<br />
21. Which of the two UI did you enjoy work<strong>in</strong>g with the most?<br />
A.6 Experiment 5<br />
Protocol <strong>in</strong>terview therapists 15<br />
Video observations<br />
'I would like to review with you some vide-record<strong>in</strong>gs where you are us<strong>in</strong>g the system. I<br />
would like you to tell me what you are do<strong>in</strong>g on the record<strong>in</strong>gs. Try to give as much<br />
commentary about the use of the system as possible, about th<strong>in</strong>gs you f<strong>in</strong>d unusable or<br />
maybe very useful. Anyth<strong>in</strong>g that pops <strong>in</strong>to your m<strong>in</strong>d.'<br />
Watch 15 m<strong>in</strong>utes of record<strong>in</strong>g of the subject under condition 1, then 15 m<strong>in</strong>utes of<br />
record<strong>in</strong>g of the subject under condition 2.<br />
Questions<br />
'I would like to read to you some statements regard<strong>in</strong>g the system. I would like you to rate,<br />
for each statement, whether you agree with it on a scale from 1 (completely disagree) to 5<br />
(completely agree). I also would like you to motivate your answer.'<br />
Use a display of the UI to <strong>in</strong>dicate which part you're talk<strong>in</strong>g about. If subjects asks what you<br />
mean by 'often', respond with: 'often means more than five times per session.'<br />
(2D map)<br />
1. 'I often used the map.'<br />
2. 'I found the map to be clear <strong>and</strong> unambiguous.'<br />
(World controls)<br />
3. 'I often used the world controls.'<br />
156
4. 'I found the world controls to be easy to use.'<br />
(Patient's viewpo<strong>in</strong>t)<br />
5. 'I often used the viewpo<strong>in</strong>t of the patient.'<br />
6. ' I could see what I wanted to see on the patient's viewpo<strong>in</strong>t.'<br />
(Free viewpo<strong>in</strong>t)<br />
7. 'I often used the free viewpo<strong>in</strong>t.'<br />
8. 'I could see what I wanted to see on the free viewpo<strong>in</strong>t.'<br />
9. 'I often used the controls of the free viewpo<strong>in</strong>t.'<br />
10. 'I found the controls of the free viewpo<strong>in</strong>t easy to use.'<br />
(SUDs notation)<br />
11. 'I often used the SUDs record<strong>in</strong>g.'<br />
12. 'I found the SUDs record<strong>in</strong>g easy to use.'<br />
(Alarm clock)<br />
13. 'I often used the alarm clock.'<br />
14. 'I found the alarm clock easy to use.'<br />
(Path display)<br />
15. 'I often looked at the path display.'<br />
16. ' I found the path display to be clear <strong>and</strong> unambiguous.'<br />
(Path control)<br />
17. 'I often used the path control (<strong>in</strong> the specific condition).'<br />
18. 'I found the path control to be easy to use.'<br />
(Joystick control)<br />
19. 'I often used the joystick control (<strong>in</strong> the specific condition).'<br />
20. 'I found the joystick control to be easy to use.'<br />
(Patient control)<br />
21. 'It was easier for me if the patient had to steer him/herself.'<br />
(Situational awareness)<br />
22. ' In the therapist control condition, I had less overview over the whole situation.'<br />
23. ' When the patient was navigat<strong>in</strong>g, I had more attention for the therapy itself.'<br />
(Complexity)<br />
24. 'Therapist control is more <strong>in</strong>tensive than patient control.'<br />
25. 'Therapist control requires more attention than patient control.'<br />
26. 'Therapist control is more complicated than patient control.'<br />
Questionnaires<br />
'F<strong>in</strong>ally, I have two questions about the system <strong>in</strong> general:'<br />
27. 'Suppose you had to treat someone <strong>in</strong> VR aga<strong>in</strong> tomorrow. Which type of control would<br />
you choose to use?' (Therapist control or patient control)<br />
157
Appendix A<br />
28. 'If you had to choose between joystick <strong>and</strong> path control, which would you choose?'<br />
(Joystick or path control)<br />
A.7 Experiment 6<br />
<strong>Computer</strong> experience questionnaire 17<br />
Please rate the follow<strong>in</strong>g questions on a scale from one to five.<br />
Very bad Very good<br />
1. How do you rate your overall computer skills? 1 2 3 4 5<br />
Never Daily<br />
2. How often do you use a computer? 1 2 3 4 5<br />
Never Daily<br />
3. How often do you play 3D games on your computer? 1 2 3 4 5<br />
Never Daily<br />
4. How often do you use 3D programs (exclud<strong>in</strong>g games)? 1 2 3 4 5<br />
Never Often<br />
5. Have you ever used a VR-helmet before? 1 2 3 4 5<br />
Usability questionnaire 18<br />
In this experiment you have taken part <strong>in</strong> two conditions:<br />
Condition 1: No 2nd viewpo<strong>in</strong>t<br />
Condition 2: With 2nd viewpo<strong>in</strong>t<br />
Below you'll f<strong>in</strong>d some statements. Please rate to what extend you agree with these<br />
statements.<br />
1 = Completely disagree<br />
2 = Somewhat disagree<br />
3 = No op<strong>in</strong>ion<br />
4 = Somewhat agree<br />
5 = Completely agree<br />
1. The 2nd viewpo<strong>in</strong>t made execut<strong>in</strong>g the tasks easier<br />
2. In condition 2 I was watch<strong>in</strong>g the 2nd (external) viewpo<strong>in</strong>t more than the viewpo<strong>in</strong>t of<br />
the patient<br />
3. I found the 2nd viewpo<strong>in</strong>t to be confus<strong>in</strong>g<br />
4. I never rotated or zoomed the 2nd viewpo<strong>in</strong>t<br />
5. The 2nd viewpo<strong>in</strong>t made the situation easier to oversee<br />
18 This questionnaire has been translated from Dutch.<br />
158
Appendix B: Information<br />
needs<br />
Element:<br />
Ask patient to report fear<br />
Description:<br />
Verbal question by the therapist to the patient to report what level of fear he or she<br />
is currently experienc<strong>in</strong>g.<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Element:<br />
Monitor patient response<br />
Description:<br />
Monitor<strong>in</strong>g the reactions of the patients that might <strong>in</strong>dicate his or her fear level<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Patient’s fear responses<br />
Sources:<br />
Sound<br />
T.Screen<br />
P.Posture<br />
Element:<br />
Instruct patient to look<br />
Description:<br />
Verbally <strong>in</strong>struct<strong>in</strong>g the patient to look <strong>in</strong>to a certa<strong>in</strong> direction<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
159
Appendix B<br />
Element:<br />
Instruct patient to change posture<br />
Description:<br />
Verbally <strong>in</strong>struct<strong>in</strong>g the patient to change his or her posture <strong>in</strong> a certa<strong>in</strong> way<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
160<br />
Sources:<br />
Element:<br />
Monitor patient<br />
Description:<br />
Monitor<strong>in</strong>g whether the patient is follow<strong>in</strong>g <strong>in</strong>structions<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Current patient look<strong>in</strong>g direction<br />
Current patient posture<br />
Current patient location <strong>in</strong> VE<br />
Potential patient movement<br />
Sources:<br />
Sound<br />
T.Screen<br />
P.Posture<br />
Element:<br />
Inform patient about VE changes<br />
Description:<br />
Verbally <strong>in</strong>form<strong>in</strong>g the patient about any changes that the therapist will make to the<br />
VE<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Element:<br />
Push joystick<br />
Description:<br />
Sources:<br />
Operation of the joystick <strong>in</strong> order to move the patient<br />
Procedural <strong>in</strong>formation needs:<br />
Operation of the joystick<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Tra<strong>in</strong><strong>in</strong>g<br />
Manual<br />
Sources:
Element:<br />
Press button<br />
Description:<br />
Press<strong>in</strong>g one of the buttons to start or stop the autopilot<br />
Procedural <strong>in</strong>formation needs:<br />
Relationship<br />
locations<br />
between buttons <strong>and</strong><br />
Operation of the autopilot<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Tra<strong>in</strong><strong>in</strong>g<br />
Manual<br />
Sources:<br />
Element:<br />
Monitor patient position<br />
Description:<br />
Monitor<strong>in</strong>g the effect that the therapist’s controls have on the VE<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Position of the patient <strong>in</strong> the VE<br />
Effect of <strong>in</strong>teractions by patient<br />
Sources:<br />
T.Screen<br />
Element:<br />
Monitor for patient request<br />
Description:<br />
Listen<strong>in</strong>g to the patient to determ<strong>in</strong>e if the patient has a question<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Does the patient have a question<br />
Element:<br />
Inform patient about VE<br />
Description:<br />
Inform<strong>in</strong>g the patient about the VE<br />
Procedural <strong>in</strong>formation needs:<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Sound<br />
Sources:<br />
Sources:<br />
Information needs<br />
161
Appendix B<br />
Element:<br />
Inform patient of rationale<br />
Description:<br />
Inform<strong>in</strong>g the patient about the rationale of the therapy<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
162<br />
Sources:<br />
Element:<br />
Listen for therapist <strong>in</strong>structions<br />
Description:<br />
Listen<strong>in</strong>g for any <strong>in</strong>structions that the therapist might give<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Therapist <strong>in</strong>structions<br />
Element:<br />
Change posture (Change experience)<br />
Description:<br />
Sources:<br />
Sound<br />
Chang<strong>in</strong>g one’s posture <strong>in</strong> accordance with therapist’s <strong>in</strong>structions<br />
Procedural <strong>in</strong>formation needs:<br />
Effect of posture change on the view <strong>in</strong><br />
the HMD<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Tra<strong>in</strong><strong>in</strong>g<br />
Sources:<br />
Element:<br />
Monitor VE (Change experience)<br />
Description:<br />
Monitor<strong>in</strong>g the effect that one’s actions have on the VE as seen <strong>in</strong> the HMD<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Effect of own actions on VE<br />
Effect of therapist actions<br />
Sources:<br />
Sound<br />
HMD screens
Element:<br />
Report fear level<br />
Description:<br />
Report<strong>in</strong>g of the fear level to the therapist<br />
Procedural <strong>in</strong>formation needs:<br />
State <strong>in</strong>formation needs:<br />
Element:<br />
Change posture (Avoid fearful situations)<br />
Description:<br />
Sources:<br />
Sources:<br />
Chang<strong>in</strong>g one’s posture to avoid a situation that is fearful to the patient<br />
Procedural <strong>in</strong>formation needs:<br />
Effect of posture change on the view <strong>in</strong><br />
the HMD<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Tra<strong>in</strong><strong>in</strong>g<br />
Sources:<br />
Element:<br />
Monitor VE (Avoid fearful situations)<br />
Description:<br />
Monitor<strong>in</strong>g the VE to determ<strong>in</strong>e whether avoidance behavior is successful<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Effect of avoidance behavior<br />
Sources:<br />
Sound<br />
HMD screens<br />
Element:<br />
Ask question<br />
Description:<br />
Ask<strong>in</strong>g a question to the therapist to resolve an ambiguity<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Sources:<br />
Information needs<br />
163
Appendix B<br />
Element:<br />
Listen for response<br />
Description:<br />
Listen<strong>in</strong>g to any answer the therapist might give <strong>in</strong> reply to a question<br />
Procedural <strong>in</strong>formation needs:<br />
Sources:<br />
State <strong>in</strong>formation needs:<br />
Therapists answer<br />
164<br />
Sources:<br />
Sound
Samenvatt<strong>in</strong>g<br />
Mens-Mach<strong>in</strong>e-Interactie en Aanwezigheid<br />
<strong>in</strong> Virtuele Realiteit Exposure Therapie<br />
Door technologische ontwikkel<strong>in</strong>gen worden steeds meer geavanceerde gebruikers<strong>in</strong>terfaces<br />
mogelijk, zoals <strong>Virtual</strong> <strong>Reality</strong> (VR). Hierbij wordt de gebruiker blootgesteld aan<br />
driedimensionale computerbeelden en –geluid en wordt de illusie gewekt dat de gebruiker <strong>in</strong><br />
een <strong>and</strong>ere wereld is dan de echte, <strong>in</strong> een virtuele wereld. De gebruiker ervaart dit gevoel van<br />
aanwezigheid, ook wel ‘presence’ genaamd, op een niet-cognitief nivo. In het vakgebied<br />
mens-mach<strong>in</strong>e-<strong>in</strong>teractie ontstaat langzaam het besef dat het niet-cognitieve effect dat het<br />
systeem op de gebruiker kan hebben, van groot belang is. Er is een bepaalde klasse van<br />
applicaties waarbij dit effect essentieel is. Hierbij kan men denken aan amusementsprogramma’s<br />
zoals spelletjes, maar ook aan tra<strong>in</strong><strong>in</strong>gsapplicaties. Bij dit soort applicaties zien<br />
we steeds vaker dat ze door meerdere mensen tegelijk worden gebruikt, en dat deze<br />
gebruikers verschillende geavanceerde gebruikers<strong>in</strong>terfaces tot hun beschikk<strong>in</strong>g hebben om<br />
te communiceren met de computer en met elkaar. Om te bepalen hoe men dergelijke<br />
systemen ontwerpt, is <strong>in</strong> dit proefschrift gekozen voor een specifieke applicatie die tot deze<br />
klasse behoort: <strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy (VRET), oftewel exposure therapie <strong>in</strong> VR.<br />
VRET is de toepass<strong>in</strong>g van VR bij het beh<strong>and</strong>elen van fobieën zoals hoogtevrees,<br />
claustrofobie en vliegangst, waarbij de patiënt langzaam wordt blootgesteld aan steeds<br />
engere virtuele situaties en de angst door habituatie af zal nemen. In de afgelopen jaren heeft<br />
onderzoek over heel de wereld aangetoont dat VRET effectief kan zijn bij de beh<strong>and</strong>el<strong>in</strong>g<br />
van fobieën. Door de gebruikers<strong>in</strong>terfaces van deze applicatie te ontwerpen, wordt <strong>in</strong>zicht<br />
verkregen <strong>in</strong> hoe men dergelijke applicaties kan ontwikkelen. Het doel van dit proefschrift is<br />
dan ook richtlijnen op te stellen voor de mens-mach<strong>in</strong>e-<strong>in</strong>teractie van VRET systemen om de<br />
bruikbaarheid en effectiviteit te verhogen.<br />
Om dit te bereiken zijn, naast de besta<strong>and</strong>e kennis op het gebied van ontwerpen van<br />
<strong>in</strong>teractieve systemen, twee d<strong>in</strong>gen nodig. Als eerst bestaat er nog geen geschikte methode<br />
om het VRET proces <strong>in</strong> kaart te brengen en wordt <strong>in</strong> dit proefschrift een dergelijke Taak<br />
Analyse (TA) methode voorgesteld. Ten tweede bestaat er nog geen <strong>in</strong>zicht <strong>in</strong> de relatie<br />
tussen de mens-mach<strong>in</strong>e-<strong>in</strong>teractie aan de ene kant en de effectiviteit van de beh<strong>and</strong>el<strong>in</strong>g aan<br />
de <strong>and</strong>ere kant. In dit proefschrift wordt een model voorgesteld waar de effectiviteit wordt<br />
gekoppeld aan de angst die de patiënt ervaart en het gevoel van presence.<br />
De voorgestelde TA methode is een comb<strong>in</strong>atie van besta<strong>and</strong>e methoden. Het Language /<br />
Action Perspective wordt gebruikt om de multi-modale communicatie tijdens een<br />
beh<strong>and</strong>el<strong>in</strong>g te classificeren en te plaatsen <strong>in</strong> een taak-hierarchie. Vervolgens wordt een<br />
generieke <strong>in</strong>teractie-cyclus gebruikt om de <strong>in</strong>formatiebehoeften van de gebruiker te<br />
analyseren en te bepalen of het systeem aan deze behoeften voldoet. Hierbij wordt<br />
onderscheid gemaakt tussen <strong>in</strong>formatie over de staat van het systeem en <strong>in</strong>formatie over hoe<br />
het systeem bediend moet worden. De eerste soort <strong>in</strong>formatie moet door het systeem via de<br />
verschillende media verschaft worden, de tweede soort kan via h<strong>and</strong>leid<strong>in</strong>gen en tra<strong>in</strong><strong>in</strong>gen<br />
opgedaan worden. Een bruikbaar systeem verschaft de gebruiker met al deze <strong>in</strong>formatie via<br />
de gebruikers<strong>in</strong>terface.<br />
165
De TA methode is getoetst door deze te gebruiken <strong>in</strong> het analyseren van de huidige manier<br />
waarop VRET plaatsv<strong>in</strong>dt. Hiervoor is een laboratorium-opstell<strong>in</strong>g gemaakt die<br />
vergelijkbaar is met de huidige state-of-the-art op het gebied van VRET. In samenwerk<strong>in</strong>g<br />
met de Universiteit van Amsterdam is deze opstell<strong>in</strong>g getest bij het beh<strong>and</strong>elen van<br />
hoogtevrees en zijn enkele bruikbaarheidsproblemen aan het licht gekomen. Zo is het<br />
vaststellen van de angst van de patiënt door de therapeut de meest voorkomende aktiviteit<br />
tijdens de beh<strong>and</strong>el<strong>in</strong>g, maar biedt het systeem hiervoor geen ondersteun<strong>in</strong>g. Het<br />
tegelijkertijd navigeren door de virtuele wereld door zowel de therapeut als de patiënt leidt<br />
tot een aantal problemen, en men kan <strong>in</strong> het beperkte oogpunt dat beide gebruikers tot hun<br />
beschikk<strong>in</strong>g hebben niet altijd alle obstakels waarnemen. De therapeut heeft hiernaast geen<br />
<strong>in</strong>zicht <strong>in</strong> de verhoud<strong>in</strong>g tussen het referentiekader van de patiënt en het referentiekader van<br />
de virtuele wereld. Dit levert vooral problemen op <strong>in</strong>dien er objekten <strong>in</strong> de realiteit zijn die<br />
overeen moeten komen met virtuele objekten, zoals de rel<strong>in</strong>g waarb<strong>in</strong>nen de patiënt zich<br />
bev<strong>in</strong>dt. Verder verschaft het huidige systeem via de gebruikers<strong>in</strong>terface zeer we<strong>in</strong>ig<br />
<strong>in</strong>formatie over hoe de therapeut het systeem moet bedienen en is deze dan ook vaak<br />
aangewezen op de h<strong>and</strong>leid<strong>in</strong>g. Andere problemen die tijdens de hoogtevrees-beh<strong>and</strong>el<strong>in</strong>gen<br />
aan bod zijn gekomen zijn het feit dat er enkele patiënten waren die niet genoeg angst<br />
ervaarden waardoor de beh<strong>and</strong>el<strong>in</strong>g niet effectief was, en het feit dat enkele patiënten<br />
misselijk werden <strong>in</strong> de virtuele wereld. Dit laatste is een bekend fenomeen <strong>in</strong> VR, en wordt<br />
ook wel Simulator Sickness genoemd.<br />
Om te verklaren hoe mens-mach<strong>in</strong>e-<strong>in</strong>teractie kan bijdragen tot een effectievere therapie is<br />
een model opgesteld. In dit model is de effectiviteit direct gerelateerd aan de angst die een<br />
patiënt kan ervaren <strong>in</strong> de virtuele wereld. Is deze niet genoeg, dan is de beh<strong>and</strong>el<strong>in</strong>g niet<br />
effectief. Angst <strong>in</strong> een virtuele wereld wordt door twee d<strong>in</strong>gen bepaald: wat de patiënt ziet en<br />
de hoeveelheid presence die de patiënt ervaart. Als de gebruikers<strong>in</strong>terface de patiënt<br />
verh<strong>in</strong>dert om enge d<strong>in</strong>gen te zien of <strong>in</strong> staat stelt om enge d<strong>in</strong>gen te vermijden, zal de<br />
patiënt geen angst ervaren. Ook als de gebruikers<strong>in</strong>terface de patiënt niet het nodige gevoel<br />
van presence verschaft zal de angst m<strong>in</strong>imaal zijn. Om dit gevoel van presence op te wekken<br />
zal de mens-mach<strong>in</strong>e-<strong>in</strong>teractie de attentie van de gebruiker moeten richten op de virtuele<br />
wereld en zal deze <strong>in</strong>teractie het voor de gebruiker mogelijk moeten maken een mentaal<br />
model op te stellen van de virtuele wereld.<br />
Uit het presence model volgt dat de de bestur<strong>in</strong>g van het oogpunt van de patiënt<br />
waarschijnlijk het beste door de patiënt zelf kan geschieden, aangezien dit zijn of haar<br />
a<strong>and</strong>acht het meest op de virtuele wereld zal richten en dus het gevoel van presence zal<br />
verhogen. Deze hogere presence moet dan weer leiden tot een hogere angst. Een tweetal<br />
experimenten hebben echter aangetoond dat het verschil tussen bestur<strong>in</strong>g door de patiënt en<br />
bestur<strong>in</strong>g door de therapeut te kle<strong>in</strong> is om een effect te hebben op het gevoel van presence.<br />
De angst is echter bij patiëntbestur<strong>in</strong>g een stuk lager en dit is waarschijnlijk te verklaren<br />
doordat de patiënt bij zelfbestur<strong>in</strong>g enge situaties meer kan en zal vermijden. Een derde<br />
experiment toonde aan dat gebruikers <strong>in</strong>derdaad, wanneer dit mogelijk is, enge situaties<br />
zullen vermijden en dat deze vermijd<strong>in</strong>g een effect heeft op de angst. Dit experiment toonde<br />
tevens aan dat een meer natuurlijke <strong>in</strong>teractiemethode tot hogere presence leidt en tot meer<br />
angst bij de patiënt. Uit de experimenten bleek verder dat patiënten geen subjectieve<br />
voorkeur hebben voor een bepaalde <strong>in</strong>teractietechniek en dat Simulator Sickness hoger is<br />
<strong>in</strong>dien de <strong>in</strong>teractietechniek gebruik maakt van headtrack<strong>in</strong>g (het koppelen van het virtuele<br />
oogpunt van de gebruiker aan de beweg<strong>in</strong>gen van het hoofd van de gebruiker).<br />
Uit de TA methode volgt een aantal bruikbaarheidsproblemen die voornamelijk betrekk<strong>in</strong>g<br />
hebben op de gebruikers<strong>in</strong>terface voor de therapeut. Om deze op te lossen kan het systeem<br />
166
Samenvatt<strong>in</strong>g<br />
worden voorzien van een speciaal voor de therapeut ontworpen <strong>in</strong>terface besta<strong>and</strong>e uit een<br />
comb<strong>in</strong>atie van tweedimensionale en driedimensionale elementen. Verder is het aannemelijk<br />
dat zelfbestur<strong>in</strong>g door de patiënt de mens-mach<strong>in</strong>e-<strong>in</strong>teractie voor de therapeut m<strong>in</strong>der<br />
<strong>in</strong>gewikkeld zal maken dan wanneer de therapeut de patiënt bestuurd. In een tweetal<br />
experimenten bleek dit laatste echter niet het geval te zijn. Bestur<strong>in</strong>g door de patiënt zorgt<br />
ervoor dat de therapeut veel a<strong>and</strong>acht moet besteden aan het <strong>in</strong> goede banen leiden van de<br />
navigatie van de patiënt. De verschillende elementen van de voorgestelde <strong>in</strong>terface bleken<br />
echter wel bij te dragen tot de bruikbaarheid zoals deze door de therapeuten werd ervaren.<br />
Met name een hulpmiddel om de door de patiënt gerapporteerde angst te registreren werd<br />
door alle therapeuten als positief ervaren. Een automatische piloot gebaseerd op een<br />
tweedimensionale kaart en grafiche bedien<strong>in</strong>gen voor de virtuele wereld werden ook positief<br />
beoordeeld. Een tweede oogpunt, dat de virtuele wereld toont met een projectie van het<br />
gezichtspunt van de patiënt en reële objecten zoals de rel<strong>in</strong>g, werd m<strong>in</strong>der goed beoordeeld<br />
door de therapeuten. Een zesde experiment toonde aan, middels objektieve maatstaven, dat<br />
dit oogpunt wel bijdraagt <strong>in</strong> de nauwkeurigheid waarmee de therapeut de patiënt kan<br />
verplaatsen <strong>in</strong> de virtuele wereld.<br />
Uit de hierboven beschreven evaluaties blijkt dat <strong>in</strong> VRET de bestur<strong>in</strong>g van de patiënt door<br />
de virtuele wereld het beste door de therapeut kan geschieden en dat een VRET systeem de<br />
therapeut moet voorzien van een gebruiker<strong>in</strong>terface besta<strong>and</strong>e uit tweedimensionale en<br />
driedimensionale elementen. Deze evaluaties dienen echter ook om de TA methode en het<br />
presence model te evalueren. De TA methode is <strong>in</strong> staat gebleken bruikbaarheidsproblemen<br />
te detecteren en kon gebruikt worden om nieuwe ontwerpsvoorstellen te maken en hiermee is<br />
het nut van deze methode aangetoond. Het presence model bleek eveneens nuttig <strong>in</strong> het<br />
begrijpen van de relatie tussen mens-mach<strong>in</strong>e-<strong>in</strong>teractie en de effectiviteit van de<br />
beh<strong>and</strong>el<strong>in</strong>g. De ontwerpvoorstellen die hieruit volgde bleken echter niet allemaal correct,<br />
aangezien de grootte van twee tegenovergestelde effecten niet correct was voorspeld.<br />
Patiëntbestur<strong>in</strong>g <strong>in</strong> plaats van therapeutbestur<strong>in</strong>g heeft een m<strong>in</strong>imaal effect op het gevoel van<br />
aanwezigheid, maar heeft wel een groot effect op het vermijd<strong>in</strong>gsgedrag van de patiënt en<br />
leidt dus tot een lagere angst.<br />
Martijn Schuemie, 2003<br />
167
Curriculum vitae<br />
Martijn Schuemie was born on the 5th of August 1975 <strong>in</strong> Vught, the Netherl<strong>and</strong>s. He<br />
obta<strong>in</strong>ed his VWO diploma at the Develste<strong>in</strong> College <strong>in</strong> Zwijndrecht <strong>in</strong> 1993 <strong>and</strong> started<br />
study<strong>in</strong>g bus<strong>in</strong>ess economics at the Erasmus University <strong>in</strong> Rotterdam. Dur<strong>in</strong>g his studies, he<br />
also performed volunteer work at several youth-organizations, notably Youth Center New<br />
Adventure <strong>and</strong> the Youth Counsel of Hendrik Ido Ambacht. Martijn graduated <strong>in</strong> 1998, with<br />
a master thesis on the subject of Associative Conceptual Space, a form of knowledge<br />
representation for <strong>in</strong>formation retrieval systems. Immediately after graduation he started his<br />
research at the Delft University of Technology on the subject of human-computer-<strong>in</strong>teraction<br />
<strong>and</strong> presence <strong>in</strong> virtual reality exposure therapy. This research resulted, amongst others, <strong>in</strong><br />
this dissertation.<br />
169
SIKS dissertations<br />
1998-1 Johan van den Akker (CWI)<br />
DEGAS - An Active, Temporal Database of Autonomous Objects<br />
1998-2 Floris Wiesman (UM)<br />
Information Retrieval by Graphically Brows<strong>in</strong>g Meta-Information<br />
1998-3 Ans Steuten (TUD)<br />
A Contribution to the L<strong>in</strong>guistic Analysis of Bus<strong>in</strong>ess Conversations with<strong>in</strong> the<br />
Language/Action Perspective<br />
1998-4 Dennis Breuker (UM)<br />
Memory versus Search <strong>in</strong> Games<br />
1998-5 E.W.Oskamp (RUL)<br />
<strong>Computer</strong>ondersteun<strong>in</strong>g bij Straftoemet<strong>in</strong>g<br />
1999-1 Mark Sloof (VU)<br />
Physiology of Quality Change Modell<strong>in</strong>g; Automated modell<strong>in</strong>g of Quality Change<br />
of Agricultural Products<br />
1999-2 Rob Potharst (EUR)<br />
Classification us<strong>in</strong>g decision trees <strong>and</strong> neural nets<br />
1999-3 Don Beal (UM)<br />
The Nature of M<strong>in</strong>imax Search<br />
1999-4 Jacques Penders (UM)<br />
The practical Art of Mov<strong>in</strong>g Physical Objects<br />
1999-5 Aldo de Moor (KUB)<br />
Empower<strong>in</strong>g Communities: A Method for the Legitimate User-Driven Specification<br />
of Network Information Systems<br />
1999-6 Niek J.E. Wijngaards (VU)<br />
Re-design of compositional systems<br />
1999-7 David Spelt (UT)<br />
Verification support for object database design<br />
1999-8 Jacques H.J. Lent<strong>in</strong>g (UM)<br />
Informed Gambl<strong>in</strong>g: Conception <strong>and</strong> Analysis of a Multi-Agent Mechanism for<br />
Discrete Reallocation.<br />
171
2000-1 Frank Niess<strong>in</strong>k (VU)<br />
Perspectives on Improv<strong>in</strong>g Software Ma<strong>in</strong>tenance<br />
2000-2 Koen Holtman (TUE)<br />
Prototyp<strong>in</strong>g of CMS Storage Management<br />
2000-3 Carolien M.T. Metselaar (UvA)<br />
Sociaal-organisatorische gevolgen van kennistechnologie; een procesbenader<strong>in</strong>g en<br />
actorperspectief.<br />
2000-4 Geert de Haan (VU)<br />
ETAG, A Formal Model of Competence Knowledge for User Interface<br />
Design<br />
2000-5 Ruud van der Pol (UM)<br />
Knowledge-based Query Formulation <strong>in</strong> Information Retrieval.<br />
2000-6 Rogier van Eijk (UU)<br />
Programm<strong>in</strong>g Languages for Agent Communication<br />
2000-7 Niels Peek (UU)<br />
Decision-theoretic Plann<strong>in</strong>g of Cl<strong>in</strong>ical Patient Management<br />
2000-8 Veerle Coupé (EUR)<br />
Sensitivity Analyis of Decision-Theoretic Networks<br />
2000-9 Florian Waas (CWI)<br />
Pr<strong>in</strong>ciples of Probabilistic Query Optimization<br />
2000-10 Niels Nes (CWI)<br />
Image Database Management System Design Considerations, Algorithms <strong>and</strong><br />
Architecture<br />
2000-11 Jonas Karlsson (CWI)<br />
Scalable Distributed Data Structures for Database Management<br />
2001-1 Silja Renooij (UU)<br />
Qualitative Approaches to Quantify<strong>in</strong>g Probabilistic Networks<br />
2001-2 Koen H<strong>in</strong>driks (UU)<br />
Agent Programm<strong>in</strong>g Languages: Programm<strong>in</strong>g with Mental Models<br />
2001-3 Maarten van Someren (UvA)<br />
Learn<strong>in</strong>g as problem solv<strong>in</strong>g<br />
2001-4 Evgueni Smirnov (UM)<br />
Conjunctive <strong>and</strong> Disjunctive Version Spaces with Instance-Based Boundary Sets<br />
172
2001-5 Jacco van Ossenbruggen (VU)<br />
Process<strong>in</strong>g Structured Hypermedia: A Matter of Style<br />
2001-6 Martijn van Welie (VU)<br />
Task-based User Interface Design<br />
2001-7 Bastiaan Schonhage (VU)<br />
Diva: Architectural Perspectives on Information Visualization<br />
2001-8 Pascal van Eck (VU)<br />
A Compositional Semantic Structure for Multi-Agent Systems Dynamics.<br />
SIKS dissertations<br />
2001-9 Pieter Jan 't Hoen (RUL)<br />
Towards Distributed Development of Large Object-Oriented Models, Views of<br />
Packages as Classes<br />
2001-10 Maarten Sierhuis (UvA)<br />
Model<strong>in</strong>g <strong>and</strong> Simulat<strong>in</strong>g Work Practice BRAHMS: a multiagent model<strong>in</strong>g <strong>and</strong><br />
simulation language for work practice analysis <strong>and</strong> design<br />
2001-11 Tom M. van Engers (VUA)<br />
Knowledge Management: The Role of Mental Models <strong>in</strong> Bus<strong>in</strong>ess Systems Design<br />
2002-01 Nico Lass<strong>in</strong>g (VU)<br />
Architecture-Level Modifiability Analysis<br />
2002-02 Roelof van Zwol (UT)<br />
Modell<strong>in</strong>g <strong>and</strong> search<strong>in</strong>g web-based document collections<br />
2002-03 Henk Ernst Blok (UT)<br />
Database Optimization Aspects for Information Retrieval<br />
2002-04 Juan Roberto Castelo Valdueza (UU)<br />
The Discrete Acyclic Digraph Markov Model <strong>in</strong> Data M<strong>in</strong><strong>in</strong>g<br />
2002-05 Radu Serban (VU)<br />
The Private Cyberspace Model<strong>in</strong>g Electronic<br />
Environments <strong>in</strong>habited by Privacy-concerned Agents<br />
2002-06 Laurens Mommers (UL)<br />
Applied legal epistemology; Build<strong>in</strong>g a knowledge-based ontology of the legal<br />
doma<strong>in</strong><br />
2002-07 Peter Boncz (CWI)<br />
Monet: A Next-Generation DBMS Kernel For Query-Intensive Applications<br />
2002-08 Jaap Gordijn (VU)<br />
Value Based Requirements Eng<strong>in</strong>eer<strong>in</strong>g: Explor<strong>in</strong>g Innovative E-Commerce Ideas<br />
173
2002-09 Willem-Jan van den Heuvel(KUB)<br />
Integrat<strong>in</strong>g Modern Bus<strong>in</strong>ess Applications with Objectified Legacy<br />
Systems<br />
2002-10 Brian Sheppard (UM)<br />
Towards Perfect Play of Scrabble<br />
2002-11 Wouter C.A. Wijngaards (VU)<br />
Agent Based Modell<strong>in</strong>g of Dynamics: Biological <strong>and</strong> Organisational Applications<br />
2002-12 Albrecht Schmidt (UvA)<br />
Process<strong>in</strong>g XML <strong>in</strong> Database Systems<br />
2002-13 Hongj<strong>in</strong>g Wu (TUE)<br />
A Reference Architecture for Adaptive Hypermedia Applications<br />
2002-14 Wieke de Vries (UU)<br />
Agent <strong>Interaction</strong>: Abstract Approaches to Modell<strong>in</strong>g, Programm<strong>in</strong>g <strong>and</strong> Verify<strong>in</strong>g<br />
Multi-Agent Systems<br />
2002-15 Rik Eshuis (UT)<br />
Semantics <strong>and</strong> Verification of UML Activity Diagrams for Workflow Modell<strong>in</strong>g<br />
2002-16 Pieter van Langen (VU)<br />
The Anatomy of Design: Foundations, Models <strong>and</strong> Applications<br />
2002-17 Stefan Manegold (UvA)<br />
Underst<strong>and</strong><strong>in</strong>g, Model<strong>in</strong>g, <strong>and</strong> Improv<strong>in</strong>g Ma<strong>in</strong>-Memory Database Performance<br />
2003-01 He<strong>in</strong>er Stuckenschmidt (VU)<br />
Ontology-Based Information Shar<strong>in</strong>g <strong>in</strong> Weakly Structured Environments<br />
2003-02 Jan Broersen (VU)<br />
Modal Action Logics for Reason<strong>in</strong>g About Reactive Systems<br />
174
Index<br />
Affective comput<strong>in</strong>g .............................55<br />
Affordances.....................................28, 58<br />
Agoraphobia ...................................17, 41<br />
Automatic pilot ...................................115<br />
Cognitive artifacts.................................29<br />
Cognitive walkthrough .........................12<br />
Collaborative steer<strong>in</strong>g...........................50<br />
Co-operative evaluation........................13<br />
Design methodology...............................7<br />
Distributed Cognition .....................29, 43<br />
Embodied Cognition framework...........59<br />
Exposure Therapy...................................4<br />
In Vitro ...............................................4<br />
In Vivo..........................................4, 41<br />
Frames of reference ..............................51<br />
Free viewpo<strong>in</strong>t ............................113, 122<br />
Functional requirements .......................49<br />
Guidel<strong>in</strong>es <strong>and</strong> pr<strong>in</strong>ciples......................12<br />
Gulf of evaluation .................................28<br />
Gulf of execution ..................................28<br />
Heuristic evaluation ..............................12<br />
<strong>Human</strong> <strong>Computer</strong> <strong>Interaction</strong> .................1<br />
Igroup <strong>Presence</strong> Questionnaire (IPQ) ...64<br />
Immersion.......................................56, 57<br />
Informational requirements...................50<br />
Input devices.........................................83<br />
<strong>Interaction</strong> cycle....................................23<br />
Interactivity...........................................73<br />
Involvement ..........................................57<br />
Language / Action perspective..............24<br />
Locomotion techniques.........................84<br />
Output devices...................................... 84<br />
Perception-action coupl<strong>in</strong>g................... 58<br />
PGMC model........................................ 78<br />
Phobias ................................................... 4<br />
<strong>Presence</strong>............................................ 2, 55<br />
Procedural <strong>in</strong>formation......................... 28<br />
Ready-to-h<strong>and</strong> ...................................... 58<br />
Semidirected <strong>in</strong>terview......................... 30<br />
Simulator sickness.......................... 53, 61<br />
Social phobia........................................ 17<br />
Specific phobia..................................... 17<br />
State <strong>in</strong>formation .................................. 29<br />
Subjective Unit of Discomfort.............. 37<br />
Task Analysis ......................................... 8<br />
Task Analysis method .......................... 20<br />
Task Model ........................................... 21<br />
Task Model 1 .................................... 21<br />
Task Model 2 .................................... 21<br />
Telepresence......................................... 56<br />
Th<strong>in</strong>k-Aloud protocol........................... 30<br />
Usability ........................................... 1, 11<br />
Usability eng<strong>in</strong>eer<strong>in</strong>g lifecycle............... 8<br />
User evaluation..................................... 13<br />
<strong>Virtual</strong> Environment............................... 1<br />
<strong>Virtual</strong> <strong>Reality</strong> ........................................ 1<br />
<strong>Virtual</strong> <strong>Reality</strong> Exposure Therapy.......... 4<br />
Brief history...................................... 17<br />
State-of-the-art.................................. 32<br />
<strong>Virtual</strong> <strong>Reality</strong> testbed.......................... 34<br />
Vividness.............................................. 70<br />
W<strong>in</strong>dow, Icon, Menus <strong>and</strong> Po<strong>in</strong>ter ......... 1<br />
175