Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
97 tokens/sec
GPT-4o
53 tokens/sec
Gemini 2.5 Pro Pro
44 tokens/sec
o3 Pro
5 tokens/sec
GPT-4.1 Pro
47 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Assessing User Apprehensions About Mixed Reality Artifacts and Applications: The Mixed Reality Concerns (MRC) Questionnaire (2403.05855v2)

Published 9 Mar 2024 in cs.HC

Abstract: Current research in Mixed Reality (MR) presents a wide range of novel use cases for blending virtual elements with the real world. This yet-to-be-ubiquitous technology challenges how users currently work and interact with digital content. While offering many potential advantages, MR technologies introduce new security, safety, and privacy challenges. Thus, it is relevant to understand users' apprehensions towards MR technologies, ranging from security concerns to social acceptance. To address this challenge, we present the Mixed Reality Concerns (MRC) Questionnaire, designed to assess users' concerns towards MR artifacts and applications systematically. The development followed a structured process considering previous work, expert interviews, iterative refinements, and confirmatory tests to analytically validate the questionnaire. The MRC Questionnaire offers a new method of assessing users' critical opinions to compare and assess novel MR artifacts and applications regarding security, privacy, social implications, and trust.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (79)
  1. Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI ’16). Association for Computing Machinery, New York, NY, USA, 1968–1979. https://doi.org/10.1145/2858036.2858226
  2. Gaurav Bhorkar. 2017. A Survey of Augmented Reality Navigation. https://doi.org/10.48550/arXiv.1708.05006 arXiv:1708.05006 [cs]
  3. Best Practices for Developing and Validating Scales for Health, Social, and Behavioral Research: A Primer. Frontiers in Public Health 6 (2018), 149.
  4. The Pervasive Problem With Placebos in Psychology Why Active Control Groups Are Not Sufficient to Rule Out Placebo Effects. Perspectives on Psychological Science 8 (07 2013), 445–454. https://doi.org/10.1177/1745691613491271
  5. From TAM to AVRTS: Development and Validation of the Attitudes toward Virtual Reality Technology Scale. Virtual Reality 25, 1 (March 2021), 31–41. https://doi.org/10.1007/s10055-020-00437-7
  6. The Design Space of Augmented and Virtual Reality Applications for Assistive Environments in Manufacturing: A Visual Approach. In Proceedings of the 10th International Conference on PErvasive Technologies Related to Assistive Environments (Island of Rhodes, Greece) (PETRA ’17). Association for Computing Machinery, New York, NY, USA, 433–440. https://doi.org/10.1145/3056540.3076193
  7. Incremental Model Fit Assessment in the Case of Categorical Data: Tucker–Lewis Index for Item Response Theory Modeling. Prevention Science 24, 3 (April 2023), 455–466. https://doi.org/10.1007/s11121-021-01253-4
  8. Immersive Virtual Reality Attacks and the Human Joystick. IEEE Transactions on Dependable and Secure Computing 18, 2 (March 2021), 550–562. https://doi.org/10.1109/TDSC.2019.2907942
  9. Raymond B. Cattell. 1966. The Scree Test For The Number Of Factors. Multivariate Behavioral Research 1, 2 (April 1966), 245–276. https://doi.org/10.1207/s15327906mbr0102_10
  10. Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty. IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 41, 6 (Nov. 2011), 1052–1063. https://doi.org/10.1109/TSMCA.2011.2116000
  11. Gilbert A. Churchill. 1979. A Paradigm for Developing Better Measures of Marketing Constructs. Journal of Marketing Research 16, 1 (1979), 64–73. https://doi.org/10.2307/3150876 arXiv:3150876
  12. Jacob Cohen. 2009. Statistical Power Analysis for the Behavioral Sciences (2. ed., reprint ed.). Psychology Press, New York, NY.
  13. Andrew L. Comrey. 1988. Factor-Analytic Methods of Scale Development in Personality and Clinical Psychology. Journal of Consulting and Clinical Psychology 56, 5 (1988), 754–761. https://doi.org/10.1037/0022-006X.56.5.754
  14. Securing Bystander Privacy in Mixed Reality While Protecting the User Experience. IEEE Security & Privacy 22, 1 (2024), 33–42. https://doi.org/10.1109/MSEC.2023.3331649
  15. Jose M. Cortina. 1993. What Is Coefficient Alpha? An Examination of Theory and Applications. Journal of Applied Psychology 78, 1 (1993), 98–104. https://doi.org/10.1037/0021-9010.78.1.98
  16. Areti Damala and Nenad Stojanovic. 2012. Tailoring the Adaptive Augmented Reality (A2R) Museum Visit: Identifying Cultural Heritage Professionals’ Motivations and Needs. In Nternational Symposium on Mixed and Augmented Reality 2012 (ISMAR 2012). ISMAR-AMH, Atlanta, USA, 71–80.
  17. Fred D. Davis. 1989. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly 13, 3 (1989), 319–340. https://doi.org/10.2307/249008 arXiv:249008
  18. User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science 35, 8 (1989), 982–1003. arXiv:2632151
  19. Security and Privacy Approaches in Mixed Reality: A Literature Survey. Comput. Surveys 52, 6 (Oct. 2019), 110:1–110:37. https://doi.org/10.1145/3359626
  20. A Privacy Threat Analysis Framework: Supporting the Elicitation and Fulfillment of Privacy Requirements. Requirements Engineering 16, 1 (March 2011), 3–32. https://doi.org/10.1007/s00766-010-0115-7
  21. Co-Speculating on Dark Scenarios and Unintended Consequences of a Ubiquitous(Ly) Augmented Reality. In Proceedings of the 2023 ACM Designing Interactive Systems Conference (DIS ’23). Association for Computing Machinery, New York, NY, USA, 2392–2407. https://doi.org/10.1145/3563657.3596073
  22. XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 290, 11 pages. https://doi.org/10.1145/3411764.3445349
  23. ElectronicsAR: Design and Evaluation of a Mobile and Tangible High-Fidelity Augmented Electronics Toolkit. Proc. ACM Hum.-Comput. Interact. 6, ISS, Article 587 (nov 2022), 22 pages. https://doi.org/10.1145/3567740
  24. Measuring Implementation in Schools: The Stages of Concern Questionnaire (2. print. with minor additions and corr ed.). Southwest Educational Development Laboratory, Austin, Tex.
  25. Yiannis Georgiou and Eleni A. Kyza. 2017. The Development and Validation of the ARI Questionnaire. International Journal of Human-Computer Studies 98, C (Feb. 2017), 24–37. https://doi.org/10.1016/j.ijhcs.2016.09.014
  26. The System Usability Scale: Beyond Standard Usability Testing. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 57, 1 (Sept. 2013), 187–191. https://doi.org/10.1177/1541931213571042
  27. Novel Challenges of Safety, Security and Privacy in Extended Reality. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (CHI EA ’22). Association for Computing Machinery, New York, NY, USA, 1–5. https://doi.org/10.1145/3491101.3503741
  28. Safety and Health Perceptions of Location-Based Augmented Reality Gaming App and Their Implications. Accident Analysis & Prevention 161 (Oct. 2021), 106354. https://doi.org/10.1016/j.aap.2021.106354
  29. Socio-Psychological Determinants of Public Acceptance of Technologies: A Review. Public Understanding of Science 21, 7 (Oct. 2012), 782–795. https://doi.org/10.1177/0963662510392485
  30. David Harborth and Sebastian Pape. 2021. Investigating Privacy Concerns Related to Mobile Augmented Reality Apps – A Vignette Based Online Experiment. Computers in Human Behavior 122 (Sept. 2021), 106833. https://doi.org/10.1016/j.chb.2021.106833
  31. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In Mensch & Computer 2003: Interaktion in Bewegung, Gerd Szwillus and Jürgen Ziegler (Eds.). Vieweg+Teubner Verlag, Wiesbaden, 187–196. https://doi.org/10.1007/978-3-322-80058-9_19
  32. Mohammed E. Hoque. 2012. My Automated Conversation Helper (MACH): Helping People Improve Social Skills.. In Proceedings of the 14th ACM International Conference on Multimodal Interaction. ACM, Santa Monica California USA, 313–316. https://doi.org/10.1145/2388676.2388745
  33. John L. Horn. 1965. A Rationale and Test for the Number of Factors in Factor Analysis. Psychometrika 30, 2 (June 1965), 179–185. https://doi.org/10.1007/BF02289447
  34. Michael Howard and Steve Lipner. 2006. The Security Development Lifecycle: SDL, a Process for Developing Demonstrably More Secure Software. Microsoft Press, Redmond, WA.
  35. Mixed Reality in Education, Entertainment, and Training. IEEE Computer Graphics and Applications 25, 6 (Nov. 2005), 24–30. https://doi.org/10.1109/MCG.2005.139
  36. Augmented Reality Sickness Questionnaire (ARSQ): A Refined Questionnaire for Augmented Reality Environment. International Journal of Industrial Ergonomics 97 (Sept. 2023), 103495. https://doi.org/10.1016/j.ergon.2023.103495
  37. Helper Agent: Designing an Assistant for Human-Human Interaction in a Virtual Meeting Space. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’00). Association for Computing Machinery, New York, NY, USA, 57–64. https://doi.org/10.1145/332040.332407
  38. Foundations for an Empirically Determined Scale of Trust in Automated Systems. International Journal of Cognitive Ergonomics 4 (March 2000), 53–71. https://doi.org/10.1207/S15327566IJCE0401_04
  39. Lena Jingen Liang and Statia Elliot. 2021. A Systematic Review of Augmented Reality Tourism Research: What Is Now and What Is Next? Tourism and Hospitality Research 21, 1 (Jan. 2021), 15–30. https://doi.org/10.1177/1467358420941913
  40. Addressing Privacy Requirements in System Design: The PriS Method. Requirements Engineering 13, 3 (Sept. 2008), 241–255. https://doi.org/10.1007/s00766-008-0067-3
  41. Exploring Mixed Reality in General Aviation to Support Pilot Workload. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (Hamburg, Germany) (CHI EA ’23). Association for Computing Machinery, New York, NY, USA, Article 116, 7 pages. https://doi.org/10.1145/3544549.3585742
  42. Pilots’ Considerations Regarding Current Generation Mixed Reality Headset Use in General Aviation Cockpits. In Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia (Vienna, Austria) (MUM ’23). Association for Computing Machinery, New York, NY, USA, 159–165. https://doi.org/10.1145/3626705.3627785
  43. Optical See-through Augmented Reality Can Induce Severe Motion Sickness. Displays 74 (Sept. 2022), 102283. https://doi.org/10.1016/j.displa.2022.102283
  44. Virtual Reality Sickness Questionnaire (VRSQ): Motion Sickness Measurement Index in a Virtual Reality Environment. Applied Ergonomics 69 (May 2018), 66–73. https://doi.org/10.1016/j.apergo.2017.12.016
  45. Kiyoshi Kiyokawa. 2007. An Introduction to Head Mounted Displays for Augmented Reality. In Emerging Technologies of Augmented Reality: Interfaces and Design. IGI Global, Osaka University, Japan, 43–63. https://doi.org/10.4018/978-1-59904-066-0.ch003
  46. ”AI enhances our performance, I have no doubt this one will do the same”: The Placebo effect is robust to negative descriptions of AI. arXiv:2309.16606 [cs.HC]
  47. Demonstrating Thermal Flux: Using Mixed Reality to Extend Human Sight by Thermal Vision. In Proceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia (Duisburg-Essen, Germany) (MUM ’20). ACM, New York, NY, USA, 348–350. https://doi.org/10.1145/3428361.3431196
  48. A Survey on Measuring Cognitive Workload in Human-Computer Interaction. Comput. Surveys 55, 13s (July 2023), 283:1–283:39. https://doi.org/10.1145/3582272
  49. NotiBike: Assessing Target Selection Techniques for Cyclist Notifications in Augmented Reality. Proceedings of the ACM on Human-Computer Interaction 6, MHCI (2022), 1–24.
  50. Chi-Jung Lee and Hung-Kuo Chu. 2018. Dual-MR: Interaction with Mixed Reality Using Smartphones. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (VRST ’18). Association for Computing Machinery, New York, NY, USA, 1–2. https://doi.org/10.1145/3281505.3281618
  51. Shu-Sheng Liaw and Hsiu-Mei Huang. 2003. An Investigation of User Attitudes toward Search Engines as an Information Retrieval Tool. Computers in Human Behavior 19, 6 (Nov. 2003), 751–765. https://doi.org/10.1016/S0747-5632(03)00009-8
  52. Instrument Development in the Affective Domain: School and Corporate Applications. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-7135-6
  53. Graeme McLean and Mohammed Aldossary. 2023. Digital Tourism Consumption: The Role of Virtual Reality (VR) Vacations on Consumers’ Psychological Wellbeing: An Abstract. In Optimistic Marketing in Challenging Times: Serving Ever-Shifting Customer Needs (Developments in Marketing Science: Proceedings of the Academy of Marketing Science), Bruna Jochims and Juliann Allen (Eds.). Springer Nature Switzerland, Cham, 143–144. https://doi.org/10.1007/978-3-031-24687-6_53
  54. A Comparative Analysis of Virtual Reality Head-Mounted Display Systems. arXiv:1912.02913 [cs]
  55. Kenya Mejia and Svetlana Yarosh. 2017. A Nine-Item Questionnaire for Measuring the Social Disfordance of Mediated Social Touch Technologies. Proceedings of the ACM on Human-Computer Interaction 1, CSCW (Dec. 2017), 77:1–77:17. https://doi.org/10.1145/3134712
  56. Mixed Reality Applications in Industry: Challenges and Research Areas. In Software Quality: The Complexity and Challenges of Software Engineering and Software Quality in the Cloud (Lecture Notes in Business Information Processing), Dietmar Winkler, Stefan Biffl, and Johannes Bergsmann (Eds.). Springer International Publishing, Cham, 95–105. https://doi.org/10.1007/978-3-030-05767-1_7
  57. Augmented Reality Navigation Systems. Universal Access in the Information Society 4, 3 (March 2006), 177–187. https://doi.org/10.1007/s10209-005-0017-5
  58. What does the Oscilloscope Say?: Comparing the Efficiency of In-Situ Visualisations during Circuit Analysis. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI EA ’20). ACM, New York, NY, USA, 1–7. https://doi.org/10.1145/3334480.3382890
  59. VR Entertainment System “Ideal Vacation”: A Game Designing Focused on the Sense of Presence. In The 2nd International Conference on Culture Technology (ICCT). International Association for Convergence Science & Technology, Tokyo, Japan, 163–166.
  60. S. Ram and Jagdish N. Sheth. 1989. Consumer Resistance to Innovations: The Marketing Problem and Its Solutions. Journal of Consumer Marketing 6, 2 (Jan. 1989), 5–14. https://doi.org/10.1108/EUM0000000002542
  61. Tenko Raykov and George A. Marcoulides. 2011. Introduction to Psychometric Theory. https://www.routledge.com/Introduction-to-Psychometric-Theory/Raykov-Marcoulides/p/book/9780415878227.
  62. Holger Regenbrecht and Thomas Schubert. 2021. Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire. https://doi.org/10.48550/arXiv.2103.02831 arXiv:2103.02831 [cs]
  63. How Augmented Reality Apps Are Accepted by Consumers: A Comparative Analysis Using Scales and Opinions. Technological Forecasting and Social Change 124 (Nov. 2017), 306–319. https://doi.org/10.1016/j.techfore.2016.10.010
  64. Assessing Intrarater, Interrater and Test–Retest Reliability of Continuous Measurements. Statistics in Medicine 21, 22 (2002), 3431–3446. https://doi.org/10.1002/sim.1253
  65. Context-Aware Computing Applications. In 1994 First Workshop on Mobile Computing Systems and Applications. IEEE, Santa Cruz, CA, USA, 85–90. https://doi.org/10.1109/WMCSA.1994.16
  66. Construction of a Benchmark for the User Experience Questionnaire (UEQ). International Journal of Interactive Multimedia and Artificial Intelligence 4, 4 (2017), 40. https://doi.org/10.9781/ijimai.2017.445
  67. Tailor Twist: Assessing Rotational Mid-Air Interactions for Augmented Reality. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (Hamburg, Germany) (CHI ’23). ACM, New York, NY, USA, 1–14. https://doi.org/10.1145/3544548.3581461
  68. Noora Shrestha. 2021. Factor Analysis as a Tool for Survey Analysis. American Journal of Applied Mathematics and Statistics 9, 1 (Jan. 2021), 4–11. https://doi.org/10.12691/ajams-9-1-2
  69. The Ethics of Realism in Virtual and Augmented Reality. Frontiers in Virtual Reality 1 (March 2020), 1. https://doi.org/10.3389/frvir.2020.00001
  70. What Is Mixed Reality?. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI ’19). Association for Computing Machinery, Glasgow, Scotland Uk, 1–15. https://doi.org/10.1145/3290605.3300767
  71. Derianna Thomas and Lars Erik Holmquist. 2021. Is Functionality All That Matters? Examining Everyday User Opinions of Augmented Reality Devices. In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, Lisbon, Portugal, 232–237. https://doi.org/10.1109/VRW52623.2021.00050
  72. Viswanath Venkatesh and Hillol Bala. 2008. Technology Acceptance Model 3 and a Research Agenda on Interventions. Decision Sciences 39, 2 (2008), 273–315. https://doi.org/10.1111/j.1540-5915.2008.00192.x
  73. Viswanath Venkatesh and Fred D. Davis. 2000. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies | Management Science. https://pubsonline.informs.org/doi/abs/10.1287/mnsc.46.2.186.11926.
  74. The Placebo Effect of Human Augmentation: Anticipating Cognitive Augmentation Increases Risk-Taking Behavior. Computers in Human Behavior 146, C (2023), 107787. https://doi.org/10.1016/j.chb.2023.107787
  75. Society’s Attitudes Towards Human Augmentation and Performance Enhancement Technologies (SHAPE) Scale. Proceedings of the ACM on Human-Computer Interaction 6, ISS (Nov. 2022), 500–524. https://doi.org/10.1145/3567731
  76. Graham Wilson and Mark McGill. 2018. Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 535–548. https://doi.org/10.1145/3242671.3242684
  77. Bob G. Witmer and Michael J. Singer. 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7, 3 (June 1998), 225–240. https://doi.org/10.1162/105474698565686
  78. Creepy Technology:What Is It and How Do You Measure It?. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. ACM, Yokohama Japan, 1–13. https://doi.org/10.1145/3411764.3445299
  79. Guangjian Zhang and Kristopher J. Preacher. 2015. Factor Rotation and Standard Errors in Exploratory Factor Analysis - Guangjian Zhang, Kristopher J. Preacher, 2015. https://journals.sagepub.com/doi/10.3102/1076998615606098.
User Edit Pencil Streamline Icon: https://streamlinehq.com
Authors (7)
  1. Christopher Katins (3 papers)
  2. Paweł W. Woźniak (10 papers)
  3. Aodi Chen (1 paper)
  4. Ihsan Tumay (1 paper)
  5. Luu Viet Trinh Le (1 paper)
  6. John Uschold (1 paper)
  7. Thomas Kosch (24 papers)
Citations (4)

Summary

We haven't generated a summary for this paper yet.

X Twitter Logo Streamline Icon: https://streamlinehq.com

Tweets