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Impact of Verbal Communication on User Experience in 3D Immersive Virtual Environments

Communication avec acte
Auteur
EYNARD, Rémy
PALLOT, Marc
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccCHRISTMANN, Olivier

URI
http://hdl.handle.net/10985/9918
Date
2015

Résumé

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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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Documents liés

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  • Impact of Verbal Communication on User Experience in 3D Immersive Virtual Environments 
    Communication avec acte
    EYNARD, 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, ...
  • Augmented sport : exploring collective user experience 
    Communication avec acte
    PALLOT, Marc; EYNARD, Rémy; POUSSARD, Benjamin; ccRICHIR, Simon; ccCHRISTMANN, Olivier (2013)
    This paper explores existing theories, frameworks and models for handling collective user experience in the context of Distributed Interactive Multimedia Environments (DIME) and more specifically ...
  • Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform 
    Communication avec acte
    POUSSARD, Benjamin; LOUP, Guillaume; EYNARD, Rémy; PALLOT, Marc; HERNOUX, Franck; LOUP-ESCANDE, Emilie; ccRICHIR, Simon; ccCHRISTMANN, 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 ...
  • Exploring Mixed-methods Instruments for Performance Evaluation of Immersive Collaborative Environments 
    Article dans une revue avec comité de lecture
    DUPONT, Laurent; PALLOT, Marc; MOREL, Laure; BOLY, Vincent; ccRICHIR, Simon; ccCHRISTMANN, 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 ...
  • Innovation Gaming: An Immersive Experience Environment Enabling Co-creation 
    Chapitre d'ouvrage scientifique
    PALLOT, Marc; LE MARC, Celine; SCHMIDT, Colin; MATHIEU, Jean-Pierre; ccRICHIR, 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 ...

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