Interactive 2D vs. 3D Loading Screens in VR: Impact on User Experience and Perceived Wait Time
Resumo
Loading screens in games and VR tend to be frustrating, so optimizing them to maintain user engagement is crucial. Previous research suggests that interactions can significantly reduce perceived wait time. However, the complexity of 3D interactions may impose additional computational overhead. To address this, we investigate the possibility of using interactive loading screens with 2D elements, aiming to balance user engagement and performance. Through a user study, with 21 participants, and performance benchmarks, we evaluate the effectiveness of this technique in enhancing UX and reducing perceived wait times. Our findings indicate that interactive 2D screens, while less computationally intensive, can offer comparable user engagement benefits to fully interactive 3D screens, providing a viable alternative for optimizing VR loading experiences.
Palavras-chave:
Virtual Reality, Loading Screens
Referências
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Anping Cheng, Dongming Ma, Hao Qian, and Younghwan Pan. 2023. The effects of mobile applications’ passive and interactive loading screen types on waiting experience. Behaviour & Information Technology (June 2023). [link] Publisher: Taylor & Francis.
Mark Claypool, Jared Hays, Alex Kuang, and Thomas Lextrait. 2011. On the performance of games using solid state drives. In 2011 10th Annual Workshop on Network and Systems Support for Games. 1–5. DOI: 10.1109/NetGames.2011.6080979 ISSN: 2156-8146.
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David Heidrich, Annika Wohlan, and Meike Schaller. 2020. Perceived Speed, Frustration and Enjoyment of Interactive and Passive Loading Scenarios in Virtual Reality. 343–355. DOI: 10.1007/978-3-030-59990-4_26
Cornel Hillmann. 2021. UX for XR: User Experience Design and Strategies for Immersive Technologies. DOI: 10.1007/978-1-4842-7020-2
Jess Hohenstein, Hani Khan, Kramer Canfield, Samuel Tung, and Rocio Perez Cano. 2016. Shorter Wait Times: The Effects of Various Loading Screens on Perceived Performance. 3084–3090. DOI: 10.1145/2851581.2892308
Michael LaRocco. 2020. Developing the ‘best practices’ of virtual reality design: industry standards at the frontier of emerging media. Journal of Visual Culture 19, 1 (April 2020), 96–111. DOI: 10.1177/1470412920906255
Shengmei Liu, Eren Eroglu, Atsuo Kuwahara, James Scovell, Mark Claypool, Miles Gregg, and Federico Galbiati. 2024. Waiting to Play – Measuring Game Load Times and their Effects on Player Quality of Experience. (2024).
Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, Yoan Lamour, Marc Erich Latoschik, Kai Vogeley, and Marc Wittmann. 2019. Experiencing Waiting Time in Virtual Reality. In 25th ACM Symposium on Virtual Reality Software and Technology. ACM, Parramatta NSW Australia, 1–2. DOI: 10.1145/3359996.3364807
Meta. 2024. General User Experience | Oculus Developers. [link]
Mark Mine. 1995. Virtual Environment Interaction Techniques. (06 1995).
Grayson Mullen and Nicolas Davidenko. 2021. Time Compression in Virtual Reality. Timing & Time Perception 9 (May 2021), 1–16. DOI: 10.1163/22134468-bja10034
Tyler Read, Christopher A. Sanchez, and Raffaele De Amicis. 2021. Engagement and time perception in virtual reality. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, 1 (Sept. 2021), 913–918. DOI: 10.1177/1071181321651337
Rensis Likert. 1932. A technique for the measurement of attitudes. [link]
Valve. 2018. DCS World Steam Edition. [link]
Anping Cheng, Dongming Ma, Hao Qian, and Younghwan Pan. 2023. The effects of mobile applications’ passive and interactive loading screen types on waiting experience. Behaviour & Information Technology (June 2023). [link] Publisher: Taylor & Francis.
Mark Claypool, Jared Hays, Alex Kuang, and Thomas Lextrait. 2011. On the performance of games using solid state drives. In 2011 10th Annual Workshop on Network and Systems Support for Games. 1–5. DOI: 10.1109/NetGames.2011.6080979 ISSN: 2156-8146.
Ellen R Girden. 1992. ANOVA: Repeated measures. Number 84. sage.
David Heidrich, Annika Wohlan, and Meike Schaller. 2020. Perceived Speed, Frustration and Enjoyment of Interactive and Passive Loading Scenarios in Virtual Reality. 343–355. DOI: 10.1007/978-3-030-59990-4_26
Cornel Hillmann. 2021. UX for XR: User Experience Design and Strategies for Immersive Technologies. DOI: 10.1007/978-1-4842-7020-2
Jess Hohenstein, Hani Khan, Kramer Canfield, Samuel Tung, and Rocio Perez Cano. 2016. Shorter Wait Times: The Effects of Various Loading Screens on Perceived Performance. 3084–3090. DOI: 10.1145/2851581.2892308
Michael LaRocco. 2020. Developing the ‘best practices’ of virtual reality design: industry standards at the frontier of emerging media. Journal of Visual Culture 19, 1 (April 2020), 96–111. DOI: 10.1177/1470412920906255
Shengmei Liu, Eren Eroglu, Atsuo Kuwahara, James Scovell, Mark Claypool, Miles Gregg, and Federico Galbiati. 2024. Waiting to Play – Measuring Game Load Times and their Effects on Player Quality of Experience. (2024).
Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, Yoan Lamour, Marc Erich Latoschik, Kai Vogeley, and Marc Wittmann. 2019. Experiencing Waiting Time in Virtual Reality. In 25th ACM Symposium on Virtual Reality Software and Technology. ACM, Parramatta NSW Australia, 1–2. DOI: 10.1145/3359996.3364807
Meta. 2024. General User Experience | Oculus Developers. [link]
Mark Mine. 1995. Virtual Environment Interaction Techniques. (06 1995).
Grayson Mullen and Nicolas Davidenko. 2021. Time Compression in Virtual Reality. Timing & Time Perception 9 (May 2021), 1–16. DOI: 10.1163/22134468-bja10034
Tyler Read, Christopher A. Sanchez, and Raffaele De Amicis. 2021. Engagement and time perception in virtual reality. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, 1 (Sept. 2021), 913–918. DOI: 10.1177/1071181321651337
Rensis Likert. 1932. A technique for the measurement of attitudes. [link]
Valve. 2018. DCS World Steam Edition. [link]
Publicado
30/09/2024
Como Citar
FREITAS, Gustavo Machado de; BERWALDT, Natan Luiz Paetzhold; DOMENICO, Gabriel Di; COSSETIN NETO, Alfredo; POZZER, Cesar Tadeu.
Interactive 2D vs. 3D Loading Screens in VR: Impact on User Experience and Perceived Wait Time. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 122-127.