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Towards a Model of User Experience in Immersive Virtual Environments

Article dans une revue avec comité de lecture
Author
TCHA-TOKEY, Katy
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
LOUP, Guillaume
469973 Université Bretagne Loire [UBL]
LOUP-ESCANDE, Emilie
300258 Université de Picardie Jules Verne [UPJV]
CHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/13615
DOI
10.1155/2018/7827286
Date
2018
Journal
Advances in Human-Computer Interaction

Abstract

Tere are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientifc literature without the fact that there are specifc models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, fow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Tink and Shoot and to complete an immersive virtual environment questionnaire. The fndings lead us to a modifed user experience model questioning new paths between user experience components (e.g., the infuence of experience consequence on fow).

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