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Towards a Model of User Experience in Immersive Virtual Environments

Authors :
Guillaume Loup
Emilie Loup-Escande
Olivier Christmann
Simon Richir
Katy Tcha-Tokey
Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
Université de Bordeaux (UB)-Institut Polytechnique de Bordeaux-Centre National de la Recherche Scientifique (CNRS)-Institut National de Recherche pour l’Agriculture, l’Alimentation et l’Environnement (INRAE)-Arts et Métiers Sciences et Technologies
HESAM Université (HESAM)-HESAM Université (HESAM)
Centre de Recherche en Psychologie : Cognition, Psychisme et Organisations - UR UPJV 7273 (CRP-CPO)
Université de Picardie Jules Verne (UPJV)
Laboratoire d'Informatique de l'Université du Mans (LIUM)
Le Mans Université (UM)
Laval Agglomération and Mayenne department
Institut National de Recherche pour l’Agriculture, l’Alimentation et l’Environnement (INRAE)-Centre National de la Recherche Scientifique (CNRS)-Arts et Métiers Sciences et Technologies
HESAM Université (HESAM)-HESAM Université (HESAM)-Institut Polytechnique de Bordeaux-Université de Bordeaux (UB)
Source :
Advances in Human-Computer Interaction, Advances in Human-Computer Interaction, Hindawi, 2018, 2018, pp.7827286, Advances in Human-Computer Interaction, Vol 2018 (2018)
Publication Year :
2018
Publisher :
HAL CCSD, 2018.

Abstract

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).

Details

Language :
English
ISSN :
16875893
Database :
OpenAIRE
Journal :
Advances in Human-Computer Interaction, Advances in Human-Computer Interaction, Hindawi, 2018, 2018, pp.7827286, Advances in Human-Computer Interaction, Vol 2018 (2018)
Accession number :
edsair.doi.dedup.....ad8a5468283a3d6579c48842a892dd0c