Effects on User Experience in an Edutainment Virtual Environment: Comparison Between CAVE and HMD
LOUP-ESCANDE, Emilie
Centre Européen de Réalité Virtuelle [CERV]
Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
Université de Picardie Jules Verne [UPJV]
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Centre Européen de Réalité Virtuelle [CERV]
Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
Université de Picardie Jules Verne [UPJV]
LOUP-ESCANDE, Emilie
Centre Européen de Réalité Virtuelle [CERV]
Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
Université de Picardie Jules Verne [UPJV]
< Réduire
Centre Européen de Réalité Virtuelle [CERV]
Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
Université de Picardie Jules Verne [UPJV]
Langue
en
Communication dans un congrès avec actes
Ce document a été publié dans
Proceedings of the European Conference on Cognitive Ergonomics 2017, European Conference on Cognitive Ergonomics, 2017-09-20, UMEA. 2017p. 1-8
ACM
Résumé en anglais
The user experience in immersive virtual environment can be broadly defined by the feeling of presence and immersion in a virtual environment. The propensity of feeling “there” and “enveloped by” in the virtual environment ...Lire la suite >
The user experience in immersive virtual environment can be broadly defined by the feeling of presence and immersion in a virtual environment. The propensity of feeling “there” and “enveloped by” in the virtual environment seems to be essential in offering a high quality of experience. However, this user experience definition is partial and neglects other components of the user experience in immersive virtual environments. We consider the overall user experience in immersive virtual environments. In this study, we use our unified questionnaire to measure, analyze and compare the user experience of two immersive virtual devices (i.e., a Cave Automatic Virtual Environment and a Mobile Head Mounted Display). 21 participants took place in this study and assessed the user experience of these devices through the “King Tut VR2” edutainment virtual application. The results show that the CAVE induced a greater user experience than the HMD with significant difference in presence, engagement, flow, skill, judgement and experience consequence. The results also show no significant difference in immersion, usability, emotion and technology adoption between the CAVE and the HMD.< Réduire
Mots clés en anglais
Immersive Virtual Environment
Virtual Reality
User Experience
Evaluation
Questionnaire
Origine
Importé de halUnités de recherche