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hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorEYNARD, Rémy
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorPALLOT, Marc
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorCHRISTMANN, Olivier
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorRICHIR, Simon
dc.date.accessioned2021-05-14T09:56:21Z
dc.date.available2021-05-14T09:56:21Z
dc.date.issued2015
dc.date.conference2015-06-22
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/77774
dc.description.abstractEnUnderstanding the user experience has become over the last decade a major concern for both scientific community and industry. In the field of virtual reality, user experience models have already been established, however, only some of them have been empirically validated. Furthermore, the potential impact of verbal communication on user experience appears to be marginally studied by scholars. This study aims to assess the impact of verbal communication on specific factors of the user experience in the context of Virtual Reality. These factors are spatial presence, social presence and performance gain. Participants (N = 52) immersed by teams of two players in the game Minecraft had to achieve a specified goal in a given period of time. To measure the impact of verbal communication on this task by comparison, half of teams could not communicate verbally, the other half were able to. Our results highlight a significant positive effect of verbal communication on the performance gain as well as on the hedonic evaluation of the user experience. Despite some limitations and questions raised by this empirical study, these results along with previous literature demonstrate the significant impact induced by interpersonal verbal communication on the user experience in the context of a 3D immersive virtual environment.
dc.language.isoen
dc.source.titleICE/IEEE 2015
dc.subject.enVirtual Reality
dc.subject.en3D Immersive Environment
dc.subject.enUser Experience
dc.subject.enSocial Interactions
dc.subject.enVerbal Communication
dc.subject.enSpatial Presence
dc.subject.enSocial Presence
dc.subject.enPerformance
dc.title.enImpact of Verbal Communication on User Experience in 3D Immersive Virtual Environments
dc.typeCommunication dans un congrès avec actes
dc.subject.halSciences de l'Homme et Société/Sciences de l'information et de la communication
bordeaux.page1-9
bordeaux.hal.laboratoriesInstitut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionBordeaux INP
bordeaux.institutionCNRS
bordeaux.institutionINRAE
bordeaux.institutionArts et Métiers
bordeaux.countryIE
bordeaux.title.proceeding21st ICE/IEEE International Technology Management Conference
bordeaux.conference.cityBelfast (Northern Ireland)
bordeaux.peerReviewedoui
hal.identifierhal-01186368
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01186368v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.btitle=ICE/IEEE%202015&rft.date=2015&rft.spage=1-9&rft.epage=1-9&rft.au=EYNARD,%20Re%CC%81my&PALLOT,%20Marc&CHRISTMANN,%20Olivier&RICHIR,%20Simon&rft.genre=proceeding


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