Effects of Gender and Prior Experience in Immersive User Experience with Virtual Reality

被引:29
作者
Sagnier, Camille [1 ]
Loup-Escande, Emilie [1 ]
Vallery, Gerard [1 ]
机构
[1] Univ Picardy Jules Verne, EA 7273, CRP CPO, Amiens, France
来源
ADVANCES IN USABILITY AND USER EXPERIENCE | 2020年 / 972卷
关键词
Virtual reality; User acceptance; User experience; Immersive technologies; ENVIRONMENTS; TECHNOLOGY; VALIDATION; SCALE;
D O I
10.1007/978-3-030-19135-1_30
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The purpose of this paper is to study the effect of gender and prior experience with virtual reality (VR) on Immersive User Experience. We propose to use IUX to describe user experience with immersive technologies. IUX includes traditional component of UX (i.e., pragmatic quality and hedonic qualities identification and stimulation) as well as components specific to VR (i.e., presence and cybersickness). We conducted an experiment with 52 students, asking them to perform an aeronautical assembly task in VR. Results show that gender has an effect on two subscales of presence - self-assessment of performance and ability to act - and on hedonic quality stimulation. Prior experience with VR has an effect on self-assessment of performance, pragmatic quality and hedonic quality stimulation. Gender and prior experience with VR have an insignificant effect on cybersickness.
引用
收藏
页码:305 / 314
页数:10
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