Abstract

There are increasing new advances in virtual reality technologies as well as a rise in immersive virtual environments research and user experience research. Within this framework, we decided to address the overall user experience in immersive virtual environments. Indeed, in our point of view, this topic is not fully dealt with in the scientific literature, neither in terms of user experience components nor in terms of user experience measurement methods. It is in this context that we conducted a study aiming at proposing and validating a unified questionnaire on user experience in immersive virtual environment(IVEQ). Our questionnaire contains 10 subscales measuring presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement and technology adoption. The construction of our questionnaire was based on existing ones. It was tested on 116 participants after they use the edutainment virtual environment "Think and Shoot". Results show that 9 out of 10 subscales and 68 out of 87 items are reliable as demonstrated by an internal consistency analysis with Cronbach's alpha and an item analysis. Findings also indicate that the scale scores from 6 subscales are considered normal distributed (e.g. presence) whereas the scale scores from 3 subscales are considered negatively skewed (e.g. skill). This study provides important new insight into UX in IVEs assessment.

Highlights

  • After over 10 years of absence in the media landscape, Virtual Reality (VR) interest resumed in early 2012

  • We present below the results of the internal consistency with Cronbach’s alpha and an item analysis to check the reliability of our User eXperience (UX) questionnaire

  • We present the result of the scores distribution on distribution graphs and with an analysis of the K-S test to check the interindividual sensitivity of our UX questionnaire

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Summary

Introduction

After over 10 years of absence in the media landscape, Virtual Reality (VR) interest resumed in early 2012. According to us, the actual User eXperience (UX) models for Virtual Environments (VE) discussed in scientific literature do not include the whole UX in VE key components. This led us to propose a definition of the UX in Immersive Virtual Environments (IVE) that takes into account the multiple facets of the UX in several fields of VR (entertainment, education, edutainment). Along with this new definition, we designed a new UX in IVE holistic model (Figure 1) and de-.

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