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Investigating User Experience of an Immersive Virtual Reality Simulation Based on a Gesture-Based User Interfaceoa mark
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Publication Year
2024-06-01
Publisher
Multidisciplinary Digital Publishing Institute (MDPI)
Citation
Applied Sciences (Switzerland), Vol.14
Keyword
gesture-based interfaceimmersive virtual realitymixed-method user studypresenceuser experience
All Science Classification Codes (ASJC)
Materials Science (all)InstrumentationEngineering (all)Process Chemistry and TechnologyComputer Science ApplicationsFluid Flow and Transfer Processes
Abstract
Featured Application: The results of this work can be applied to the design, implementation, and evaluation of immersive virtual reality experiences that utilize gesture-based user interfaces. The affordability of equipment and availability of development tools have made immersive virtual reality (VR) popular across research fields. Gesture-based user interface has emerged as an alternative method to handheld controllers to interact with the virtual world using hand gestures. Moreover, a common goal for many VR applications is to elicit a sense of presence in users. Previous research has identified many factors that facilitate the evocation of presence in users of immersive VR applications. We investigated the user experience of Four Seasons, an immersive virtual reality simulation where the user interacts with a natural environment and animals with their hands using a gesture-based user interface (UI). We conducted a mixed-method user experience evaluation with 21 Korean adults (14 males, 7 females) who played Four Seasons. The participants filled in a questionnaire and answered interview questions regarding presence and experience with the gesture-based UI. The questionnaire results indicated high ratings for presence and gesture-based UI, with some issues related to the realism of interaction and lack of sensory feedback. By analyzing the interview responses, we identified 23 potential presence factors and proposed a classification for organizing presence factors based on the internal–external and dynamic–static dimensions. Finally, we derived a set of design principles based on the potential presence factors and demonstrated their usefulness for the heuristic evaluation of existing gesture-based immersive VR experiences. The results of this study can be used for designing and evaluating presence-evoking gesture-based VR experiences.
ISSN
2076-3417
Language
eng
URI
https://dspace.ajou.ac.kr/dev/handle/2018.oak/34273
DOI
https://doi.org/10.3390/app14114935
Fulltext

Type
Article
Funding
This study was supported by the Ministry of Education of Korea and the National Research Foundation of Korea (NRF-2023S1A5C2A02095195), as well as the Ministry of Science and ICT of Korea, under the ITRC (Information Technology Research Center) support program (IITP-2021-0-02051) supervised by the IITP (Institute for Information and Communications Technology Planning and Evaluation).
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Teemu H. LaineLaine, Teemu H.
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