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Being there again Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task

Published: 01 May 2017 Publication History

Abstract

The possibility of using virtual environments instead of real field or laboratory environments is a promising research field. However, before virtual environments are able to replace the traditional environments the differences between the methods must be worked out. We take up on previous studies which compared different real and virtual environments concerning presence and usability and expand the research on the factor of user experience. We compared a virtual field environment (CAVE Cave Automatic Virtual Environment) and a real field environment (city center of Chemnitz, Germany) in a between-subject-design concerning presence, and evaluate its impact on the usability and the user experience of a geocaching game. The data of 60 participants was analyzed and shows significantly higher ecological validity for the real field environment but higher values for engagement and negative effects in the virtual field environment. Concerning usability, significant differences were verified between the two environments. All presence factors correlated significantly with usability in the CAVE, but did not correlate in the real-field environment. Concerning user experience, the CAVE showed significantly higher hedonic quality values, whereas the real field environment had higher pragmatic quality values. In both conditions presence and user experience factors were partly correlated. Our results indicate that virtual environments can be an alternative to real environments for user experience studies, when a high presence is achieved. virtual environments are an alternative for user experience studies.Ratings for usability are correlated with presence in VR.Ratings for user experience are correlated with presence in VR.

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      Published In

      cover image International Journal of Human-Computer Studies
      International Journal of Human-Computer Studies  Volume 101, Issue C
      May 2017
      88 pages

      Publisher

      Academic Press, Inc.

      United States

      Publication History

      Published: 01 May 2017

      Author Tags

      1. Mobile devices
      2. Presence
      3. Usability
      4. User experience
      5. User studies
      6. Vitual reality

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      • (2023)Presence and simulator sickness predict the usability of a virtual reality attention taskVirtual Reality10.1007/s10055-023-00782-327:3(1967-1983)Online publication date: 24-Mar-2023
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