On the Evaluation of Engagement in Immersive Applications When Users Are on the Autism Spectrum
Abstract
:1. Introduction
1.1. ICT-Based ASD Treatment
1.2. Evaluation of VR-Based ASD Treatment
1.3. Our Study on Engagement Evaluation
RQ0: can the immersive experience of an ASD individual with the two selected HMDs be considered engaging (and hence promote the HMDs as potentially appropriate for treatment support)?
RQ1: can the immersive experience of an ASD individual be considered actually engaging (and hence promote the HMD as potentially appropriate for treatment support) even when customary IVE-specific evaluation metrics seem to suggest a not optimal level of engagement?
RQ2: can the lack of success in any IVE-specific evaluation metrics turn out to be potentially useful within the framework of IVE-based ASD treatment design?
2. Materials and Methods
2.1. Materials
- The HoloLens translucent visor, adding a layer of synthetic reality to the natural field of vision that becomes enriched by virtual elements overlaid on top of it. In our evaluation, study participants experimented the Hololens Commercial Suite, which includes the Development Edition hardware as well as enterprise features for added security and device management.
- The Oculus Rift headset, offering a 100% immersion in a virtual world generated by the computer inside the device while the field of view of the real world is cut out. In our experiment, the Oculus Rift headset was connected to a VR-ready laptop (Asus GL 502 V) with Intel Core I-7 7700 HQ, 2.80 GHz clock, 16 GB RAM running the Windows-10 OS and a NVIDIA GTX1070 high performance GPU with 8 GB of dedicated high speed GDDR5 RAM, with 1920 graphic processing cores.
2.2. Participants
2.3. Measured Factors
- Evaluating the extent of the connection that study participants developed with the proposed synthetic worlds,
- Analyzing whether considerations and engagement measures generally valid for TD people could be still considered valid for ASD people, and
- Translating the achieved results into guidelines in terms of development of technology-enhanced ASD treatment.
2.3.1. Measured Acceptability and Usability Factors
2.3.2. Measured Engagement Factors
- emotional participation in watching photorealistic and non-photorealistic images can provide useful indications on the necessary realism; degree of photorealism is customarily attributed a meaningful role for the achievement of a higher sense of presence [58,74,94], under the assumption that the more realistic an IVE is, the more the scene is believable and the greater is the chance of promoting generalization and transfer of skill and understanding from the virtual to the real world [55];
- suspension of disbelief is indicated as a desirable feature to facilitate the interaction with the IVE (e.g., [53,95,96,97]), under the assumption that a VE exerts its measurable influence more by eliciting an acceptance of the virtual world rather than by eliciting a true belief of the realism of the VE [96];
- body participation is recognized as having statistically significant relations with the level of engagement [98], and is strictly connected with the concept of presence, being in particular a crucial component of the first level of the self (the “proto presence”), i.e., the ability to enact motor intentions by moving the body as discussed in [72], page 21;
- active exploration and action are related with self-government exploration, suggested as more efficient than passive avatar-guided exploration of VEs [99]. Furthermore, [100] emphasize that presence and agency are directly related within experiences of using VEs such that “presence is a core neuropsychological phenomenon whose goal is to produce a sense of agency and control: I am present in a real or virtual space if I manage to put my intentions into action (enacting them)”.
- Level of attention is considered a key component of cognitive engagement during a VR experience [109,110]. Indeed, during interaction, engagement is not stable but can fluctuate. Selective attention to a stimulus seems essential for a basic form of involvement; a more protracted, and therefore focused form of attention, is a requirement for engagement and promotes the possibility of an affective engagement [103].
- Emotional participation can be interpreted as the positive affective attitude toward the experience that can motivate the individual to engage in and spend time to the activity [111]. It thus includes pleasure, curiosity, enthusiasm, and anticipatory excitement during and after the experience [112].
- Verbal reaction can provide important information about the intensity of involvement. In this regard, verbal behavior, the propensity to comment or ask questions [112] about the activity, can be understood as an indicator of active, motivated, and focused participation during and after the experience.
2.4. IVE Scenarios
- E1: the “Introduction to Virtual Reality” demo allows users to browse different scenes via remote control; for example, users can watch the world from the space as if they were an astronaut, watch the far-away lands as if they were physically in these lands, attend a Cirque du Soleil performance as if they were in the center of the performance itself, interact with a giant from a bygone era as if they were face to face with them. These scenarios and associated activities contributed primarily to the evaluation of emotional participation in photorealistic images (EF_1 factor), and interaction ability in using remote control (usability factor).
- E2: the “Dreamdeck demos” offer a mix of photorealistic and not photorealistic scenarios in which users can, for example, talk with an alien face to face, meet forest animals, watch a city of the future standing on one on its high terrace, moving within a strange museum awaiting the T. Rex coming against them. These scenarios and associated activities contributed primarily to the evaluation of emotional participation in photorealistic images and emotional participation in not photorealistic image (EF_1 factors).
- E3: the “3D virtual reality model of the Church of Santa Maria Paganica in L’Aquila”, allows visitors to explore an important historic site destroyed by the earthquake of April 6th, 2009. By means of a game pad, users can approach artistic details, such as the Church choir, or move away out of the church to visit the square, or magically teletransport themselves onto the platforms built to observe the cupola artistic works. This scenario and associated activities contributed primarily to the evaluation of interaction ability in using the game pad (usability factor) and exploration of the virtual world (EF_1 factor).
- E4: in the “Blocks game” available on Leap Motion Store, users can interact with virtual blocks, moving them, creating them in different geometric forms and magically levitating them, by using their virtual hands, thanks to the Leap motion technology [114]. This scenario and associated activities contributed primarily to the evaluation of interaction ability via gestures (usability factor).
- E5: In the “Michelangelos’ David demo” available for the HoloLens Commercial Suite, users can interact with the photorealistic hologram of the statue using their own hands: they can approach the sculpture to discover the overall artistic details, miniaturize it, restore its original size, or even change it by chiseling the marble. This scenario and associated activities contributed primarily to the evaluation of emotional participation in photorealistic images, body participation and action (EF_1 factors), and interaction ability via gestures (usability factor) in a mixed reality setting.
2.5. Activities and Procedures
2.6. Ethical Considerations
3. Results
3.1. Acceptability and Usability
3.2. Engagement
4. Discussion
4.1. Acceptability and Usability
4.2. Engagement
4.2.1. Degree of Realism
4.2.2. Suspension of Disbelief
4.2.3. Analysis of Factors in EF_II
4.2.4. Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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P1 | P2 | P3 | P4 | P5 | |
---|---|---|---|---|---|
Age | 21 | 21 | 23 | 21 | 22 |
Gender | M | M | M | M | M |
Years of education | 16 | 16 | 16 | 15 | 13 |
Social cognition measures | |||||
CE-BES | 30 | 37 | 34 | 30 | 25 |
AE-BES | 43 | 45 | 39 | 44 | 38 |
EYES TASK | 19 | 25 | 18 | 18 | 23 |
Advanced ToM | 11 | 12 | 12 | 10 | 12 |
Wechsler Adult Int. Scale (WAIS) | |||||
WAIS-VCI | 110 | 96 | 69 | 86 | 98 |
WAIS-PRI | 94 | 114 | 73 | 73 | 83 |
WAIS-WMI | 89 | 89 | 83 | 92 | 92 |
WAIS-PSI | 83 | 89 | 97 | 75 | 75 |
WAIS-IQ | 94 | 98 | 73 | 76 | 84 |
ENGAGEMENT FACTORS I (EF_I)—5-point Likert Scale | |||
Emotional part. in images I (Ph) | participation in watching photorealistic images | ||
Emotional part. in images II (NPh) | participation in watching non-photorealistic images | ||
Suspension of disbelief | the extent to which the virtual world is temporarily accepted as reality | ||
Body Participation | the extent of body movement during the IVE experience, measured as the degree of coherent body reactions with respect to expected and allowed body movement | ||
Exploration | the degree of voluntary exploration of the virtual synthetic world | ||
Action | the degree of voluntary participant’s input actions not mandatorily required from the activity | ||
ENGAGEMENT FACTORS II (EF_II) *—qualitative evaluation | |||
Facial expression | negative | neutral | positive |
Level of attention | fleeting | vigilant | focusing |
Emotional participation (overall) | low | medium | high |
Verbal reaction | not present | shallow | deep |
EF_I Factors | IVEs |
---|---|
Emotional part. in images I (Ph) | E1, E2, E3, E5 |
Emotional part. in images II (NPh) | E2 |
Suspension of disbelief | E1, E2, E3, E5 |
Body Participation | E1, E2, E3, E5 |
Exploration | E1, E3, E5 |
Action | E3, E5 |
EF_II factors | All IVEs for each factor |
Activities | Description * | Interaction Modality | |
---|---|---|---|
HoloLens | Oculus Rift | ||
A1 | Mounting the HMD | - | - |
A2 | Dismounting the HMD | - | - |
A3 | Browsing menus | gesture | remote control |
A4 | Watching IVE | - | - |
A5 | Exploring IVE | gesture | game pad |
A6 | Playing with IVE | gestures | gestures |
Metrics | HL Activities | OR Activities |
---|---|---|
Autonomy in managing devices | 0.90 (0.20) | 0.75 (0.25) |
Comprehension of IVE features | 0.53 (0.37) | 0.58 (0.33) |
Interaction ability | 0.70 (0.24) | 0.77 (0.31) |
ENGAGEMENT FACTORS I | ||
EF_ I Metrics | HL Activities | OR Activities |
Emotional part. in images I (Ph) | A4 | A4 |
Emotional part. in images II (NPh) | - | A4 |
Suspension of disbelief | A3, A4, A5, A6 | A3, A4, A5, A6 |
Body Participation | A3, A4, A5, A6 | A3, A4, A5, A6 |
Exploration | A3, A4, A5, A6 | A3, A4, A5, A6 |
Action | A3, A4, A5, A6 | A3, A4, A5; A6 |
ENGAGEMENT FACTORS II | ||
EF_ II Factor | HL Activities | OR Activities |
Facial expression | A1, A2, A3, A4, A5, A6 | A1, A2, A3, A4, A5, A6 |
Level of attention | A3, A4, A5, A6 | A3, A4, A5, A6 |
Emotional participation (overall) | A3, A4, A5, A6 | A3, A4, A5, A6 |
Verbal reaction | A1, A2, A3, A4, A5, A6 | A1, A2, A3, A4, A5, A6 |
ENGAGEMENT FACTORS I—HoloLens | ||||||
ID | Emotional Participation in Images | Suspension of Disbelief | Body Participation | Exploration | Action | |
Ph | NPh | |||||
P1 | 4.00 | - | 3.00 | 3.00 | 3.00 | 4.00 |
P2 | 4.50 | - | 3.00 | 2.00 | 2.50 | 4.00 |
P3 | 3.00 | - | 2.00 | 4.00 | 3.00 | 3.50 |
P4 | 3.25 | - | 3.00 | 4.00 | 4.00 | 3.00 |
P5 | 5.00 | - | 3.50 | 4.00 | 3.75 | 5.00 |
M (SD) | 3.95 (0.75) | - | 2.90 (0.49) | 3.40 (0.8) | 3.25 (0.55) | 3.90 (0.66) |
NORM | 0.79 | - | 0.58 | 0.68 | 0.65 | 0.78 |
ENGAGEMENT FACTORS I—Oculus Rift | ||||||
P1 | 3 | 3.66 | 3 | 1.66 | 3.33 | 4.5 |
P2 | 4 | 4.66 | 3 | 2 | 3.66 | 3.66 |
P3 | 4.66 | 4 | 3.33 | 2.66 | 3.66 | 3.66 |
P4 | 4.66 | 3.66 | 3.33 | 2.66 | 2.66 | 2 |
P5 | 4.66 | 4 | 4.33 | 2 | 3.66 | 4.66 |
M (SD) | 4.20 (0.65) | 4.0 (0.37) | 3.40 (0.49) | 2.20 (0.40) | 3.39 (0.39) | 3.70 (0.94) |
NORM | 0.84 | 0.8 | 0.64 | 0.44 | 0.70 | 0.74 |
ENGAGEMENT FACTORS II (EF_II)—HoloLens | ||||
ID | Facial Expression | Level of Attention | Emotional Participation (Overall) | Verbal Reaction |
P1 | neutral | focusing | medium | not present |
P2 | positive | focusing | high | shallow |
P3 | neutral | focusing | medium | shallow |
P4 | neutral | focusing | medium | deep |
P5 | positive | focusing | high | deep |
M (SD) | 0.7 (0.24) | 1 (0.00) | 0.7 (0.24) | 0.6 (0.37) |
ENGAGEMENT FACTORS II (EF_II)—Oculus Rift | ||||
P1 | neutral | vigilant | medium | deep |
P3 | positive | focusing | high | deep |
P4 | positive | focusing | high | deep |
P5 | positive | focusing | medium | shallow |
P6 | positive | focusing | high | deep |
M (SD) | 0.9 (0.20) | 0.9 (0.20) | 0.8 (0.24) | 0.9 (0.2) |
ENGAGEMENT FACTORS I—Summary Results | ||||||
Emotional Participation in Images | Suspension of Disbelief | Body Participation | Exploration | Action | ||
Ph | NPh | |||||
HL | 0.79 | - | 0.58 | 0.68 | 0.65 | 0.78 |
OR | 0.84 | 0.8 | 0.64 | 0.44 | 0.70 | 0.74 |
ENGAGEMENT FACTORS II—Summary results | ||||||
Facial Expression | Level of Attention | Emotional Participation (overall) | Verbal Reaction | |||
HL | 0.7 | 1 | 0.7 | 0.6 | ||
OR | 0.9 | 0.9 | 0.8 | 0.9 |
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Tarantino, L.; Attanasio, M.; Di Mascio, T.; De Gasperis, G.; Valenti, M.; Mazza, M. On the Evaluation of Engagement in Immersive Applications When Users Are on the Autism Spectrum. Sensors 2023, 23, 2192. https://doi.org/10.3390/s23042192
Tarantino L, Attanasio M, Di Mascio T, De Gasperis G, Valenti M, Mazza M. On the Evaluation of Engagement in Immersive Applications When Users Are on the Autism Spectrum. Sensors. 2023; 23(4):2192. https://doi.org/10.3390/s23042192
Chicago/Turabian StyleTarantino, Laura, Margherita Attanasio, Tania Di Mascio, Giovanni De Gasperis, Marco Valenti, and Monica Mazza. 2023. "On the Evaluation of Engagement in Immersive Applications When Users Are on the Autism Spectrum" Sensors 23, no. 4: 2192. https://doi.org/10.3390/s23042192
APA StyleTarantino, L., Attanasio, M., Di Mascio, T., De Gasperis, G., Valenti, M., & Mazza, M. (2023). On the Evaluation of Engagement in Immersive Applications When Users Are on the Autism Spectrum. Sensors, 23(4), 2192. https://doi.org/10.3390/s23042192