Knowledge Analysis Automatic Evaluation in Virtual Reality Immersive Experiences Museums and exhibitions usually attempt to evaluate visitorsu0027 obtained knowledge through the use of traditional evaluation methods such as questionnaires. These are intrusive and may not provide correct results, especially due to the fact that visitors are usually not interested in being evaluated and may consider such questionnaires as intelligence tests. This paper proposes methods of design and creation of automatic evaluation techniques that make use of Virtual Reality (VR) in order to evaluate usersu0027 obtained knowledge after playing through a VR museum game experience. This Analysis System is nonintrusive (its methodology does not impact usersu0027 immersion and engagement), valid (can draw conclusions regarding usersu0027 obtained knowledge), and replicable (designed techniques can be used in a variety of experiences). Results indicate that the designed assessment techniques can be used to automatically evaluate the knowledge obtained by users throughout the experience, as well as some considerations to keep in mind when designing game experiences with these techniques.

Understanding Museum visitors experience through an Eyetracking study and a Living Lab approach Usercentered and participatory innovation practices like LivingLabs are nowadays increasingly been used to integrate, design and improve usersu0027 experience (UX) in different fields. These methods that had emerged from web and mobile design fields can contribute to the UX in several other fields. Museum visitors experience is a field that can benefit from them. The purpose of this paper is to contribute to the understanding of the museum visitorsu0027 experience through the use of tools from UX and usability studies. Among those techniques, field trials studies can help to better understand usersu0027 preferences as experience is tested in a real life setting. Exposition curators and managers can then use these understandings to improve visitorsu0027 experience. We present a study held at the Museum Aquarium of NancyMAN (France). In this study, were evaluated visitorsu0027 preferences among four different information supports in an exhibition module using a protocol that combines eyes tracking and an after use survey. Results show that interactive supports, as tablets and screens, even if not preferred by the majority of participants, once engaged with these supports, they interact longer time. Found evidence let us conclude that supports that are different and uncommon are preferred by most of the participants but, they donu0027t keep them engaged for a long time.