遇见数据集

Dataset about actions performed by users in a supervised virtual reality environment using standard virtual reality controllers and haptic gloves

收藏
Zenodo2026-02-26 更新2026-05-26 收录
官方服务:

资源简介:

Overall description This dataset contains the actions of a group of users who participated in an experiment conducted by the Faculty of Computer Science of the Complutense University of Madrid (Madrid, Spain) during the period April 23–30, 2024. This study sought to understand which device, standard virtual reality controllers or haptic gloves, experienced video game players prefer in order to interact with objects in a virtual reality environment. To this end, comparisons were made between the two types of interactive device: Standard controllers (MN): Meta Quest 3 controllers (official website: https://www.meta.com/es/quest/quest-3/). Haptic gloves (SG): SenseGlove Nova (official website: https://www.senseglove.com). This dataset was used in the article Experienced Video Game Player Interaction Preferences with Game Controllers and Haptic Gloves, presented at 24th International Federation for Information Processing – International Conference on Entertainment Computing (August 27-30, 2025, Tokyo, Japan) (DOI: https://doi.org/10.1007/s10055-025-01240-y). This article also details the virtual reality tool used, the procedure followed in the experiment, and the final results. The conclusions of the study were as follows: The results indicate that participants generally prefer traditional controllers over current haptic gloves. Players adapted to controllers more quickly due to their familiarity with the technology. While participants found haptic gloves novel and engaging, they also described them as bulky and uncomfortable. Each device, however, offers distinct advantages: controllers provide greater precision, making interactions with small or portable objects easier, while haptic gloves are more suitable for manipulating larger, non-portable objects that do not require fine precision. Haptic gloves encourage the interchangeable use of both hands, which may affect task efficiency. These conclusions and the results presented in the aforementioned article were obtained using the provided dataset. This dataset includes the following files: dataset/: Events related to users’ direct actions in the virtual environment and their questionnaire responses: controllers_gameplay.xlsx and gloves_gameplay.xlsx: Events related to the objectives/tasks proposed to and completed by the user. controllers_input.xlsx and gloves_input.xlsx: Controller button presses performed by the user. controllers_item_interaction.xlsx and gloves_item_interaction.xlsx: Interactions with virtual objects. questionnaire.csv: Users’ responses to the proposed questionnaires. The questionnaires used are as follows: Personal user information such as age, gender, level of education, or familiarity with virtual reality technology, among others. Questions related to the user experience using standard controllers or haptic gloves. For example, did the interaction with objects feel natural. Questions related to the user preferences of with device they prefer to perform some actions/interactions. For example, which device do you prefer to interact with doors. processed/: Files containing users’ data processed to enable the analysis presented in the aforementioned article. docs/: Documents providing a detailed description of the variables stored in each dataset, the data collection methodology, and a description to reproduce the results shown in the aforementioned research article. Keywords Haptic gloves, virtual reality, video games, controllers, Human-Computer Interaction, entertainment, performance Methodology The data presented here were collected in a controlled environment. These data were collected in two ways: Data related to users’ actions within the virtual reality environment were stored in real time in .xlsx files. Data related to questionnaires were collected through Google Forms. The document methodology.md details how the data were collected. Funding This publication is part of the R&D &I projects DARK NITE, PID2023-146308OB-I00, funded by MICIU/AEI/10.13039/501100011033/ and ERDF, EU “A way of making Europe”; ADARVE (SUBV20/2021), funded by the Spanish Council of Nuclear Security; CANTOR (PID2019-108927RB-I00), funded by the Spanish Ministry of Science and Innovation; and EA-DIGIFOLK: An European and Ibero-American approach for the digital collection, analysis and dissemination of folk music project (grant agreement no. 101086338), funded by the European Commission. Related works 2025: Experienced Video Game Player Interaction Preferences with Game Controllers and Haptic Gloves. Alejandro Villar, Sergio Baña, Juan Diego Mendoza, Laura Gómez, Javier Muñoz y Carlos León. 24th International Federation for Information Processing – International Conference on Entertainment Computing, Tokyo, Japan (August 27-30, 2025). DOI: https://doi.org/10.1007/978-3-032-02555-5_26. License Creative Commons Attribution 4.0 International

数据集概述 本数据集收录了2024年4月23日至30日期间,由西班牙马德里康普顿斯大学计算机学院开展的一项实验中多名参与用户的操作数据。本研究旨在探究资深电子游戏玩家在虚拟现实环境中与物体交互时,更倾向于使用标准虚拟现实控制器(standard virtual reality controllers)还是触觉手套(haptic gloves)。为此,研究团队对两类交互设备展开了对比测试: 标准控制器(MN):Meta Quest 3控制器(官方网站:https://www.meta.com/es/quest/quest-3/)。 触觉手套(SG):SenseGlove Nova(官方网站:https://www.senseglove.com)。 本数据集被用于论文《资深游戏玩家对游戏控制器与触觉手套的交互偏好》,该论文发表于第24届国际信息处理联合会(International Federation for Information Processing)国际娱乐计算大会(2025年8月27日至30日,日本东京)(DOI:https://doi.org/10.1007/s10055-025-01240-y)。论文还详细介绍了实验所用的虚拟现实工具、实验流程及最终结果。本研究的结论如下: 研究结果显示,相较于当前主流的触觉手套,参与者普遍更青睐传统控制器。由于玩家对这类技术较为熟悉,因此能更快适应控制器操作。尽管参与者认为触觉手套新颖有趣,但同时也指出其体积笨重、佩戴不适。 不过,两类设备各有优势:控制器具备更高的操作精度,更便于与小型或可移动物体交互;而触觉手套则更适合操控无需精细精度的大型、不可移动物体。触觉手套可支持双手灵活交替使用,这一点可能会对任务完成效率产生影响。 上述论文中的结论与研究结果均基于本数据集生成。本数据集包含以下文件: dataset/:存储用户在虚拟环境中的直接操作事件及问卷反馈数据: controllers_gameplay.xlsx与gloves_gameplay.xlsx:记录用户接收并完成的目标任务相关事件。 controllers_input.xlsx与gloves_input.xlsx:记录用户的控制器按键操作。 controllers_item_interaction.xlsx与gloves_item_interaction.xlsx:记录用户与虚拟物体的交互行为。 questionnaire.csv:存储用户对问卷的作答结果。本次实验所用问卷包含以下内容: 个人用户信息,如年龄、性别、受教育程度、虚拟现实技术熟悉程度等; 使用标准控制器或触觉手套的用户体验相关问题,例如「与物体交互的过程是否自然」; 设备使用偏好相关问题,例如「你更倾向于使用哪类设备与门进行交互」。 processed/:存储经处理后的用户数据,用于支撑上述论文中的分析工作。 docs/:包含详细说明文档,涵盖各数据集存储的变量定义、数据收集方法,以及复现上述研究论文结果的操作指南。 关键词 触觉手套(haptic gloves)、虚拟现实、电子游戏、控制器、人机交互(Human-Computer Interaction)、娱乐、性能表现 研究方法 本数据集采集自受控实验环境。本次数据采集采用两种方式: 用户在虚拟现实环境中的操作数据将实时存储为.xlsx格式文件。 问卷数据通过Google Forms收集。 文档methodology.md详细说明了数据采集的具体流程。 资助信息 本出版物隶属于多项研发与创新项目:DARK NITE(项目编号PID2023-146308OB-I00),由西班牙科学与创新部(MICIU)/国家研究署(AEI)/10.13039/501100011033及欧盟区域发展基金(ERDF,“欧洲之路”计划)资助;ADARVE(项目编号SUBV20/2021),由西班牙核安全委员会资助;CANTOR(项目编号PID2019-108927RB-I00),由西班牙科学与创新部资助;EA-DIGIFOLK:欧洲与伊比利亚美洲民间音乐数字化采集、分析与传播项目(资助协议号101086338),由欧盟委员会资助。 相关研究成果 2025年:《资深游戏玩家对游戏控制器与触觉手套的交互偏好》,作者:Alejandro Villar、Sergio Baña、Juan Diego Mendoza、Laura Gómez、Javier Muñoz及Carlos León。发表于第24届国际信息处理联合会国际娱乐计算大会,日本东京(2025年8月27日至30日),DOI:https://doi.org/10.1007/978-3-032-02555-5_26。 许可协议 知识共享署名4.0国际许可协议(Creative Commons Attribution 4.0 International)

提供机构:
Zenodo
创建时间:
2026-02-25
二维码
社区交流群
二维码
科研交流群
商业服务