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Evaluation of Facial Expressions as an Interaction Mechanism and their Impact on Affect, Workload and Usability in an AR game

Abstract

With the recent development of Head Mounted Display (HMD) for Virtual Reality (VR) allowing to track and recognize user's Facial Expression (FE)s in real-time, we investigated the impact that the use of FEs as an action-trigger input mechanism (e.g. a FE mapped to a single action) has on our emotional state; as well as their workload and usability compared to the use of a controller button. We developed an Augmented Reality (AR)-based memory card where the users select virtual cards using a wand and flip them using either a FE (smiling; frowning) or a Xbox controller button. The users were separated into three groups: (1) flipping the card with a smile (n = 10); (2) flipping the card with a frown (n = 8) and (3) flipping the cards with the Xbox controller button (n = 11). We did not see any significant differences between our groups in: (i) the positive and negative affect of the participants and (ii) the reported workload and usability, thus highlighting that the FEs could be used inside a HMD in the same way as a controller button.
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Dates and versions

hal-01625955 , version 1 (30-10-2017)

Identifiers

  • HAL Id : hal-01625955 , version 1

Cite

Alan Transon, Adrien Verhulst, Jean-Marie Normand, Guillaume Moreau, Maki Sugimoto. Evaluation of Facial Expressions as an Interaction Mechanism and their Impact on Affect, Workload and Usability in an AR game. VSMM 2017 - 23rd International Conference on Virtual Systems and Multimedia, Oct 2017, Dublin, Ireland. pp.1-8. ⟨hal-01625955⟩
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