Impact of Verbal Communication on User Experience in 3D Immersive Virtual Environments
Communication avec acte
Date
2015Résumé
Understanding 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.
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Communication avec acteEYNARD, Rémy; PALLOT, Marc; CHRISTMANN, Olivier; RICHIR, Simon (2015)Understanding 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, ...
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Communication avec actePOUSSARD, Benjamin; LOUP, Guillaume; EYNARD, Rémy; PALLOT, Marc; HERNOUX, Franck; LOUP-ESCANDE, Emilie; RICHIR, Simon; CHRISTMANN, Olivier (2014)This paper aims to identify and define the characteristics of 3D Real Time Tele-Immersive Environments (RT-TIE), which is central to the 3D-LIVE European Research Project. A RT-TIE allows a “twilight space” which is a space ...
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Communication avec acteThis paper explores existing theories, frameworks and models for handling collective user experience in the context of Distributed Interactive Multimedia Environments (DIME) and more specifically ...
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Article dans une revue avec comité de lectureDUPONT, Laurent; PALLOT, Marc; MOREL, Laure; BOLY, Vincent; RICHIR, Simon; CHRISTMANN, Olivier (Arts et Métiers Institute of Technology, 2017)Presently, there is a clear trend for both businesses and public institutions to move towards open or collaborative innovation. Nevertheless, engaging all stakeholders, especially users, for cocreating innovative solutions ...
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Chapitre d'ouvrage scientifiquePALLOT, Marc; LE MARC, Celine; SCHMIDT, Colin; MATHIEU, Jean-Pierre; RICHIR, Simon (Maria Manuela Cruz-Cunha, 2012)A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred ...