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Effects on User Experience in an Edutainment Virtual Environment: Comparison Between CAVE and HMD

Communication avec acte
Author
TCHA-TOKEY, Katy
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
LOUP-ESCANDE, Emilie
1064319 Centre de Recherche en Psychologie : Cognition, Psychisme et Organisations - UR UPJV 7273 [CRP-CPO]
CHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/12574
DOI
10.1145/3121283.3121284
Date
2017

Abstract

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.

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