Exploring the Weak Association between Flow Experience and - - PowerPoint PPT Presentation

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Exploring the Weak Association between Flow Experience and - - PowerPoint PPT Presentation

Exploring the Weak Association between Flow Experience and Performance in Virtual Environments Yulong Bian, Chenglei Yang, Chao Zhou, Juan Liu, Wei Gai, Xiangxu Meng, Feng Tian, Chia Shen Presenter: Yulong Bian Emaill: bianyulong@sdu.edu.cn Is


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Exploring the Weak Association between Flow Experience and Performance in Virtual Environments

Presenter: Yulong Bian

Emaill: bianyulong@sdu.edu.cn

Yulong Bian, Chenglei Yang, Chao Zhou, Juan Liu, Wei Gai, Xiangxu Meng, Feng Tian, Chia Shen

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Is experience important in VE? Is performance important in VE?

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Flow experience represents a highly enjoyable mental state where the individual is fully immersed and engaged in the process of the activity.

Flow experience Optimal experience

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Higher level Lower level Flow Flow experience experience Performance Performance

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Performance Performance Flow Flow experience experience VEs and some other computer mediated environment(CME) The main purpose of this study is to understand the reasons of the weak association, and to propose approaches that can alleviate the weak association problem in VE designs.

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Building Theoretical Model

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Flow experience

Task

Flow antecedents

Traditional flow model for non-virtual activities Person Experience Performance

Flow consequences

Artifacts

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Flow experience Task

Traditional flow model for non-virtual activity

Flow antecedents Person Experience Performance Flow experience Task

PAT model for computer-mediated activity Artifacts

Person Experience Performance Flow consequences

Artifacts

Flow antecedents Flow consequences

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Flow experience

Task

PAT model for computer-mediated activity

Artifacts Person Experience Performance

Flow antecedents Flow consequences

Computer systems Interactive tools Display devices Virtual contents Artifact

1 2

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Flow experience Task

Traditional flow model (No-Virtual activities)

Flow antecedents Person Experience Performance Flow consequences

Artifacts

Flow experience Task

PAT model for computer-mediated activity (Virtual activities)

Artifacts Person Experience Performance Flow antecedents Flow consequences

1 2 Other positive activity experience

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Empirical study 1

A STUDY EXPLORING WEAK ASSOCIATION BETWEEN FLOW AND PERFORMANCE IN VE ACTIVITIES

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Virtual Tai Chi training (activity 1) VR shooting game (activity 2)

Hypothesis

In VEs where the artifacts are incongruent with the primary task, the relationship between flow and activity experience maybe strong, but relationship between flow and performance is weak.

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The Tai Chi training studio Pedagogical agent 3D animation demonstration Interactive device (A Smartphone-based fixed on the forearm ) The way of using interactive artifacts are disjointed from the primary task. Disjointing feature

Artifacts are numerous and disjointed with primary task. The interactions are not intuitive

A B

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VR shooting game (activity 2) A simulation gun Stereoscopic glasses 3D scene The function of interactive artifacts disjointed with the context and requirements of the primary task Disjointing feature

The number of bullets is unlimited The player is invincible

A B

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Valid questionnaires

Positive affects Learning satisfaction Self-efficacy Intrinsic interest

Expert evaluation

Flow experience Performance Learning experience The activity 1

Measures

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Flow experience Performance Game experience Satisfaction Playfulness Game motivation Presence

Game scores were recorded by the system

Measures

valid questionnaires

The activity 2

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Structural equation modeling (SEM) analysis

Structural equation model 1 (activity 1)

Results

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Structural equation modeling (SEM) analysis

Structural equation model 2 (activity 2)

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Performance Using interactive artifacts Engagement in primary task Flow Activity experiences

1 2

Discussion

Disjointing features Operating the interactive artifacts themselves is overtly fascinating, complicated or non-intuitive. The function/ content of interactive artifacts is disjoint with the context and requirements of the task.

A B

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Empirical study 2

A STUDY OF A POTENTIAL APPROACH TO STRENGTHEN THE WEAK ASSOCIATION

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Study 2

A VR simulated driving game Hypothesis

Hypothesis

Flow can significantly and positively influence game performance in a VE where the interaction design and the primary task are appropriately congruent.

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Steering wheel Pedals A vehicle motion simulator Congruence feature

The using of interactive artifacts is easy and intuitive, thus it does not distract users’ attention from performing the primary task The interactive content is congruent with the context and requirements of the primary task

A B

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Flow experience Performance

Flow experience was measured with valid questionnaires. Game scores were recorded by the system.

β=0.524, p<0.001 β=0.457, ΔR2=27.1, p<0.01 (Control the preexisting experience)

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Empirical study 3

A CASE STUDY OF IMPROVING THE ASSOCIATION BETWEEN FLOW AND PERFORMANCE

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Study 3

3D glasses Kinect

Study 2

Hypothesi s

Hypothesis Our proposed interaction design guideline are effective in optimizing VR game. VR tennis game

A simulated racket

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  • The interaction is not sufficiently natural

and intuitive. When hitting the ball by waving the racket, the return of the ball is set on a simplistic trajectory that does not reflect the player’s intention.

  • The interactive content is disjoint with the

context and requirements of the primary task. The viewpoint of the player is fixed and does not change with the real-time body movement of the player.

  • We optimized the return stroke trajectory

to reflect the player's true intention.

  • We modified the tennis racket design so

that the ball hitting experience became more natural.

  • We changed the fixed view point to a

dynamic moving viewpoint, i.e. player’s view point changed according their body position in real time.

New version (Jointed) Old version (Disjointed)

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Performance

Game experiences were measured with valid questionnaires. Game scores were recorded by the system.

Flow experience Performance

Results

(β=0.334, p=0.103) (β=0.470, p=0.018)

Old version (1) New version (2)

Weak association Strong association Flow experience

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1

A theoretical model explaining the mechanism

  • f weak association

2

We verify an approach for strengthening the relationship between flow and performance in VE

3

They have practical implications in

  • ptimizing VE design.

Conclusions

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Limitations and future work The sample sizes are small.

The small sample sizes may affect the reliability or stability of the outcomes. Therefore, our findings may need to be further tested with larger samples

02 01

We used games of different genres in the 3 studies.

The VE genres might lead to extra variables . The potential effect of VE genres needs to be tested in future work.

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Presenter: Yulong Bian

CHI 2018, April 20th,2018

Emaill: bianyulong@sdu.edu.cn

THANKS