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Biosignals in VR Jazz Bar

Master Graduation Thesis

Designing and Evaluating Avatar Biosignal Visualization Techniques in Social Virtual Reality 

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DURATION

Feb 2021 - Aug 2021

(Individual Project)

TOOL

Miro, Abode Suite,

Unity (C#), Blender, HTC Vive 

SKILL

User Research, Methodology Design, VR Design & Development

BACKGROUND

This project was a Design for Interaction Master's graduation thesis: "Designing and evaluating avatar biosignal visualization techniques in the social virtual reality spaces." The general theme was brought up by Centrum Wiskunde & Informatica (CWI): Sharing avatar biosignals in the social virtual reality spaces.

source - facebook

UNDERSTANDING THE CONTEXT

Biosignals

Biosignals are all kinds of signals that can be measured and monitored by biological beings.

e.g. beating heart, breathing, etc

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Social Virtual Reality (Social VR)

Social VR is a virtual reality application that supports remote, multidimensional interaction in virtual space. (e.g. VRChat, etc)

In Social VR platforms, users interact with others through avatars, which are the human representation in VR spaces.
 

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PROBLEM 

The current avatar doesn’t reflect the user’s real physiological (biological) state. The gap often results in miscommunication between the users and degrades the immersion in the VR spaces.

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GOAL

The goal is to visualize the human’s biosignals on the avatars in the Social VR so that the current avatars can better reflect the real state of the users and enhance the overall user experience.

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RESEARCH PROCESS
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These are the approaches taken to answer the research questions:

1. Requirements

This section answers the research questions and looks for the design opportunities in the social VR spaces. Insights from two design methodologies - survey and interview -  will lead to setting the design direction of this project.

1.1 SURVEY

A survey was conducted to narrow down the scope of the research in terms of the target user, platform, and their purposes for using social VR platforms; the secondary goal was to find the potential candidates for the subsequent qualitative design process.

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1.2 INTERVIEW

The followed by interviews - with six social VR users - were to explore the current experience of using avatars in different scenarios, roles, and environments in the social VR context.

 

A 'sensitizing booklet' - 3 days of activities that the interviewees had to fill in before the main interview session - was designed to help them reflect back on their social VR experience thereby being able to give more rich and in-depth responses.

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1.3 RESULTS AND FINDINGS

[A] Current User Behavior & Interaction in Social VR

The type of platform or environment was a more influential factor compared to the type of relationship when people decorated their avatars; thus, one particular scene had to be chosen before starting to visualize biosignals.

[answer to RQ 1-1]

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[B] Sharing Biofeedback in Social VR

People will be sharing biosignals only if the case satisfies one of the four objectives presented below. 

[answer to RQ 1-2]

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1.4 DESIGN DIRECTION

The objectives of sharing biosignals in social VR spaces were used as a stepping stone to compare different scenarios and choose a design direction. Additionally considering the practical limitations, the design direction was set to focus on 'Between audience interaction in watching entertainment scenario'.

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2. Conceptualization

This section answers the question: "How to visualize avatar biosignals for immersive VR experience in watching entertainment scenarios?” The co-design session was conducted to concretize the design concepts.

2.1 CO-DESIGN SESSION

The co-design session was conducted with six designers to:

  1. look for a suitable case of sharing biosignals within the watching entertainment scenarios;

  2. collect biosignal visualizing ideas from the participant (on Heartbeat, breathing, sweating).

Designers had to prefill the sensitizing booklet to familiarize themselves with the concept of 'Social VR' and get ready.

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2.2 RESULTS AND FINDINGS

[A] Degree of Interaction and Types of Entertainments

The type of entertainment would be categorized into three levels depending on the degree of interaction.

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[B] Ways to Express Biosignals in Social VR

Grouping the brainstormed ideas resulted in six ways of expressing avatar biosignals in social VR.

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Examples from the co-design session

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2.3 CONCEPT DIRECTION

[A] Environment Setting

Live jazz bar’ was selected as the final environment considering the prototyping and user test feasibilities.

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[B] Biosignal Visualization Types

Four out of six visualization types were selected, adjusted, and concretized to fit the context for the final evaluation. 

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3. Prototyping

This section introduces the technical setup and the final design prototypes of both the VR environment and the biosignal visualization. 

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3.1 ENVIRONMENT DESIGN

The goal was to build an aesthetically appealing environment for users to feel the real jazz band vibe when testing the prototype.

Atmosphere (Bar setting, Lighting), audience, and the jazz band (People animation, music, stage design) were considered.

[A] Atmosphere

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[B] Audience and the Jazz Band

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3.2 BIOSIGNAL VISUALIZATION DESIGN

[A] Biosignal Implementation

Heart rate and breathing rate were chosen as the final biosignals to be prototyped. The signals were artificially generated with a python library (NeuroKit2). Signal data was stored and mapped to each design element so that the design can animate accordingly.​

Generated Biosignal Info:

-Breath (bpm): High - 21 / Rest - 14 / Low - 7

-Heart (bpm): High - 150 / Rest - 100 / Low - 50

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[B] Design Implementation

Embodied

DESIGN 1

Near body particles

DESIGN 2

Around body creatures

DESIGN 3

Environment change

DESIGN 4

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symbolic and straightforward

present biosignals through particles near the avatar body

a third-party identity that carries the biosignals of the main avatar 

use the surroundings to express the biosignals of the avatar 

WATCH SHOWCASE VIDEO  👀
4. Evaluation

This section presents the detailed process of the user study session, evaluating the effects of the final prototypes built previously. The results will be analyzed into quantitative and qualitative data.

4.1 USER STUDY SESSION

The goal was to test and compare the effect of different biosignal visualization methods in the VR jazz bar environment. 

The user study session consisted of questionnaires (PART 1) and a focus group (PART 2); 16 pairs (a total of 32 people) participated in the study.

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4.2 QUANTITATIVE RESULTS

The questions were answered with a 9-point Likert scale; the results were presented with box plots (IQR).

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4.3 QUALITATIVE RESULTS

[A] Current Design Method

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[B] Biosignal Visualization in Social VR

There were three intrinsic motivations for sharing biosignal visualizations in Social VR.

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5. Conclusion

This section reflects back to the research questions raised during the research process and concludes up with listing the limitations and recommendations to the research.

5.1 REFLECTING THE RESEARCH QUESTIONS

This research started with the idea of sharing biosignals through avatars in VR to better reflect the user's current state and enhance the immersion in the VR environments.

The scope was narrowed down to the watching entertainment setting, specifically the live jazz bar scenario.

Four different biosignal visualization methods were developed, prototyped, and applied to the VR jazz bar; the user study was conducted with 32 participants to test and compare the effects. 

 

Visualizing biosignals (heart rate, breathing rate) in watching entertainment scenarios showed possibilities of enhancing their VR experiences in three ways. Furthermore, the four design methods had their unique advantages and disadvantages; so they can be adopted, varied, and adjusted to achieve their own goals in later applications. 

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5.2  RECOMMENDATIONS FOR BIOSIGNAL VISUALIZATIONS

The research ends with sharing the tips and recommendations for future research and applications of visualizing avatar biosignals in the social VR spaces.

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FIND OUT MORE  👀

Check out the documentation to learn more about the project!   

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