Do VR and AR versions of an immersive cultural experience engender different user experiences? / Verhulst, Isabelle; Woods, Andy; Whittaker, Laryssa; Bennett, James; Dalton, Polly.

In: Computers in Human Behavior, 20.07.2021.

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@article{521c7ec676834cfca3bc094a586c2222,
title = "Do VR and AR versions of an immersive cultural experience engender different user experiences?",
abstract = "Although Virtual Reality (VR) and Augmented Reality (AR) user experiences have received large amounts of recent research interest, a direct comparison of different immersive technologies{\textquoteright} user experiences has not often been conducted. This study compared user experiences of one VR and two AR versions of an immersive gallery experience {\textquoteleft}Virtual Veronese{\textquoteright}, measuring multiple aspects of user experience, including enjoyment, presence, cognitive, emotional and behavioural engagement, using a between-subjects design, at the National Gallery in London, UK. Analysis of the self-reported survey data (N=368) showed that enjoyment was high on all devices, with the Oculus Quest (VR) receiving higher mean scores than both AR devices, Magic Leap and Mira Prism. In relation to presence, the elements {\textquoteleft}spatial presence{\textquoteright}, {\textquoteleft}involvement{\textquoteright}, and {\textquoteleft}sense of being there{\textquoteright} received a higher mean score on the Oculus Quest than on both AR devices, and on realism the Oculus Quest scored significantly higher than the Magic Leap. Cognitive engagement was similar between the three devices, with only {\textquoteleft}I knew what to do{\textquoteright} being rated higher for Quest than Mira Prism. Emotional engagement was similar between the devices. Behavioural engagement was high on all devices, with only {\textquoteleft}I would like to see more experiences like this{\textquoteright} being higher for Oculus Quest than Mira Prism. Negative effects including nausea were rarely reported. Differences in user experiences were likely partly driven by differences in immersion levels between the devices.",
keywords = "Virtual Reality, Augmented Reality, user experience, presence, enjoyment, engagement",
author = "Isabelle Verhulst and Andy Woods and Laryssa Whittaker and James Bennett and Polly Dalton",
year = "2021",
month = jul,
day = "20",
doi = "10.1016/j.chb.2021.106951",
language = "English",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier Limited",

}

RIS

TY - JOUR

T1 - Do VR and AR versions of an immersive cultural experience engender different user experiences?

AU - Verhulst, Isabelle

AU - Woods, Andy

AU - Whittaker, Laryssa

AU - Bennett, James

AU - Dalton, Polly

PY - 2021/7/20

Y1 - 2021/7/20

N2 - Although Virtual Reality (VR) and Augmented Reality (AR) user experiences have received large amounts of recent research interest, a direct comparison of different immersive technologies’ user experiences has not often been conducted. This study compared user experiences of one VR and two AR versions of an immersive gallery experience ‘Virtual Veronese’, measuring multiple aspects of user experience, including enjoyment, presence, cognitive, emotional and behavioural engagement, using a between-subjects design, at the National Gallery in London, UK. Analysis of the self-reported survey data (N=368) showed that enjoyment was high on all devices, with the Oculus Quest (VR) receiving higher mean scores than both AR devices, Magic Leap and Mira Prism. In relation to presence, the elements ‘spatial presence’, ‘involvement’, and ‘sense of being there’ received a higher mean score on the Oculus Quest than on both AR devices, and on realism the Oculus Quest scored significantly higher than the Magic Leap. Cognitive engagement was similar between the three devices, with only ‘I knew what to do’ being rated higher for Quest than Mira Prism. Emotional engagement was similar between the devices. Behavioural engagement was high on all devices, with only ‘I would like to see more experiences like this’ being higher for Oculus Quest than Mira Prism. Negative effects including nausea were rarely reported. Differences in user experiences were likely partly driven by differences in immersion levels between the devices.

AB - Although Virtual Reality (VR) and Augmented Reality (AR) user experiences have received large amounts of recent research interest, a direct comparison of different immersive technologies’ user experiences has not often been conducted. This study compared user experiences of one VR and two AR versions of an immersive gallery experience ‘Virtual Veronese’, measuring multiple aspects of user experience, including enjoyment, presence, cognitive, emotional and behavioural engagement, using a between-subjects design, at the National Gallery in London, UK. Analysis of the self-reported survey data (N=368) showed that enjoyment was high on all devices, with the Oculus Quest (VR) receiving higher mean scores than both AR devices, Magic Leap and Mira Prism. In relation to presence, the elements ‘spatial presence’, ‘involvement’, and ‘sense of being there’ received a higher mean score on the Oculus Quest than on both AR devices, and on realism the Oculus Quest scored significantly higher than the Magic Leap. Cognitive engagement was similar between the three devices, with only ‘I knew what to do’ being rated higher for Quest than Mira Prism. Emotional engagement was similar between the devices. Behavioural engagement was high on all devices, with only ‘I would like to see more experiences like this’ being higher for Oculus Quest than Mira Prism. Negative effects including nausea were rarely reported. Differences in user experiences were likely partly driven by differences in immersion levels between the devices.

KW - Virtual Reality, Augmented Reality, user experience, presence, enjoyment, engagement

U2 - 10.1016/j.chb.2021.106951

DO - 10.1016/j.chb.2021.106951

M3 - Article

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

M1 - 106951

ER -