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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Main Authors: Katy Tcha-Tokey, Olivier Christmann, Emilie Loup-Escande, Guillaume Loup, Simon Richir
Format: Article
Language:English
Published: Hindawi Limited 2018-01-01
Series:Advances in Human-Computer Interaction
Online Access:http://dx.doi.org/10.1155/2018/7827286
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spelling 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
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