Towards a Model of User Experience in Immersive Virtual Environments
There 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 scient...
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Series: | Advances in Human-Computer Interaction |
Online Access: | http://dx.doi.org/10.1155/2018/7827286 |
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doaj-0c4785c9f80349a48a3bc399b688b6ed2020-11-25T00:24:59ZengHindawi LimitedAdvances in Human-Computer Interaction1687-58931687-59072018-01-01201810.1155/2018/78272867827286Towards a Model of User Experience in Immersive Virtual EnvironmentsKaty Tcha-Tokey0Olivier Christmann1Emilie Loup-Escande2Guillaume Loup3Simon Richir4Arts et Métiers ParisTech, LAMPA EA 1427, 2 bd du Ronceray, 49000 Angers, FranceArts et Métiers ParisTech, LAMPA EA 1427, 2 bd du Ronceray, 49000 Angers, FranceUniversité de Picardie Jules Verne, CRP-CPO EA 7273, chemin du Thil, 80025 Amiens, FranceUniversité Bretagne Loire, LIUM EA 4023, avenue Olivier Messiaen, 72085 Le Mans, FranceArts et Métiers ParisTech, LAMPA EA 1427, 2 bd du Ronceray, 49000 Angers, FranceThere 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 scientific literature without the fact that there are specific 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, flow, 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 Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).http://dx.doi.org/10.1155/2018/7827286 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Katy Tcha-Tokey Olivier Christmann Emilie Loup-Escande Guillaume Loup Simon Richir |
spellingShingle |
Katy Tcha-Tokey Olivier Christmann Emilie Loup-Escande Guillaume Loup Simon Richir Towards a Model of User Experience in Immersive Virtual Environments Advances in Human-Computer Interaction |
author_facet |
Katy Tcha-Tokey Olivier Christmann Emilie Loup-Escande Guillaume Loup Simon Richir |
author_sort |
Katy Tcha-Tokey |
title |
Towards a Model of User Experience in Immersive Virtual Environments |
title_short |
Towards a Model of User Experience in Immersive Virtual Environments |
title_full |
Towards a Model of User Experience in Immersive Virtual Environments |
title_fullStr |
Towards a Model of User Experience in Immersive Virtual Environments |
title_full_unstemmed |
Towards a Model of User Experience in Immersive Virtual Environments |
title_sort |
towards a model of user experience in immersive virtual environments |
publisher |
Hindawi Limited |
series |
Advances in Human-Computer Interaction |
issn |
1687-5893 1687-5907 |
publishDate |
2018-01-01 |
description |
There 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 scientific literature without the fact that there are specific 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, flow, 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 Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow). |
url |
http://dx.doi.org/10.1155/2018/7827286 |
work_keys_str_mv |
AT katytchatokey towardsamodelofuserexperienceinimmersivevirtualenvironments AT olivierchristmann towardsamodelofuserexperienceinimmersivevirtualenvironments AT emilieloupescande towardsamodelofuserexperienceinimmersivevirtualenvironments AT guillaumeloup towardsamodelofuserexperienceinimmersivevirtualenvironments AT simonrichir towardsamodelofuserexperienceinimmersivevirtualenvironments |
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1725350527347195904 |