Ajou University repository

The Influence of Virtual Character Design on Emotional Engagement in Immersive Virtual Reality: The Case of Feelings of Beingoa mark
Citations

SCOPUS

6

Citation Export

Publication Year
2023-05-01
Publisher
MDPI
Citation
Electronics (Switzerland), Vol.12
Keyword
emotional engagementfeelings of beinguser experiencevirtual charactervirtual reality
All Science Classification Codes (ASJC)
Control and Systems EngineeringSignal ProcessingHardware and ArchitectureComputer Networks and CommunicationsElectrical and Electronic Engineering
Abstract
Immersive virtual reality applications based on head-mounted displays are gaining momentum among students and educational institutes, but there is a lack of information about the preferences of virtual characters and emotional engagement in these applications. The objectives of this study were to: (i) evaluate participants’ preferences on virtual characters in virtual reality; (ii) measure emotional engagement among the users in terms of Feelings of Being; and (iii) identify relationships between virtual characters and emotional engagement. We conducted a mixed-method user experience evaluation on the HHVR virtual reality application that introduces the premises of a Finnish university and has three virtual characters: a human virtual character based on a real person, a fictional human virtual character, and a cat virtual character. We set up an eSports event where presenters (N = 12, mean age: 31.09) experienced HHVR using a head-mounted display and spectators (N = 38, mean age: 25.95) observed the experiment through large screens. We administered a questionnaire and conducted semi-structured interviews to gain insights into the participants’ preferences on virtual characters and emotional engagement. The results indicated that the virtual character preferences varied between the presenters and spectators; the cat was a highly liked virtual character in both groups, and the realistic human virtual character garnered mixed reactions from the spectators, although she was generally liked by the presenters. Both groups experienced several Feelings of Being, such as engagement, effectiveness, security, trust, enjoyment, and excitement, during the HHVR experience. Moderate and significant correlations were identified between the virtual characters and some of the Feelings of Being, thus indicating that the type of virtual character could impact emotional engagement; however, this requires further exploration.
ISSN
2079-9292
Language
eng
URI
https://dspace.ajou.ac.kr/dev/handle/2018.oak/33439
DOI
https://doi.org/10.3390/electronics12102321
Fulltext

Type
Article
Funding
This research was partly supported by the MSIT (Ministry of Science and ICT), Korea, under the ITRC (Information Technology Research Center) support program (IITP-2021-0-02051) supervised by the IITP (Institute for Information & Communications Technology Planning & Evaluation).
Show full item record

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.

Related Researcher

Teemu H. Laine Image
Teemu H. LaineLaine, Teemu H.
Department of Digital Media
Read More

Total Views & Downloads

File Download

  • There are no files associated with this item.