Impact sur l'expérience utilisateur en environnement virtuel immersif de l'utilisation d'objets connectés portés pour la rétroaction physiologique

Abstract : The internet of things has now entered every home and, with a society more and more focused towards wellness, these sensors measure and offer henceforth a wide variety of physiological data. Virtual reality technologies reaching maturity, coupled with the advent of the internet of things, allow consequently new opportunities to propose improved immersive experiences. If we identify nowadays many virtual reality studies reporting the usage of physiological data, they mainly use medical equipment, which poses strong usability constraints, is often cumbersome and limits mobility. In an attempt to overcome these limitations, this study therefore focuses on the original usage of smart wearables as substitutes for traditional sensors in immersive applications. Thus, this thesis is positioned halfway between a technological feasibility study and a fundamental user experience study.In this context, the objective of our study is to contribute to knowledge about the impact of the use of physiological data in immersive virtual environments. More precisely, the impact of biofeedback, via off-the-shelf smart wearables, on user engagement and the sense of agency. We have thus carried out two experiments allowing us to study the impacts of the different biofeedback modalities on user experience. Our first experiment implements a biofeedback based on heart rate in a virtual reality horror game, allowing to enhance the feeling of fear. The results of this experiment confirm the interest of using smart wearables to capture physiological data for immersive virtual reality experiences. They also highlight the positive impact of this biofeedback on user engagement. The second experiment focuses on the use of cardiac activity as a mandatory interaction mechanism. This experiment is divided into two parts, the first one quantifying the participants’ level of competency in heartrate control and the second one immersing them in a series of tasks in virtual reality ; heartrate control is necessary to complete the different steps of the experience. The results of this experiment demonstrate the possibility of using the said interaction mechanic for virtual reality experiences and indicate a positive impact on the sense of agency, linked with the level of competency of the participants. On a theoretical level, this thesis proposes a synthesis of user experience models in virtual environment and submit the foundations of a model that we call "physiological immersion".
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Samory Houzangbe. Impact sur l'expérience utilisateur en environnement virtuel immersif de l'utilisation d'objets connectés portés pour la rétroaction physiologique. Génie des procédés. Ecole nationale supérieure d'arts et métiers - ENSAM, 2019. Français. ⟨NNT : 2019ENAM0011⟩. ⟨tel-02150593⟩

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