Abstract
The purpose of this paper is to study the effect of gender and prior experience with virtual reality (VR) on Immersive User Experience. We propose to use IUX to describe user experience with immersive technologies. IUX includes traditional component of UX (i.e., pragmatic quality and hedonic qualities identification and stimulation) as well as components specific to VR (i.e., presence and cybersickness). We conducted an experiment with 52 students, asking them to perform an aeronautical assembly task in VR. Results show that gender has an effect on two subscales of presence – self-assessment of performance and ability to act – and on hedonic quality stimulation. Prior experience with VR has an effect on self-assessment of performance, pragmatic quality and hedonic quality stimulation. Gender and prior experience with VR have an insignificant effect on cybersickness.
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Acknowledgments
This study is part of the LEON project (acceptability of emerging technologies in aeronautics) funded by the Picardy regional authority and by the European Regional Development Fund (FEDER). We thank Samba Drame, Indira Thouvenin and Domitile Lourdeaux from UTC for developing the virtual environment. We also thank Savinien Colinet, Laura Liepchitz, Julie Berteaux, and Yuchen Qiu for their precious help with the experiments.
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Sagnier, C., Loup-Escande, E., Valléry, G. (2020). Effects of Gender and Prior Experience in Immersive User Experience with Virtual Reality. In: Ahram, T., Falcão, C. (eds) Advances in Usability and User Experience. AHFE 2019. Advances in Intelligent Systems and Computing, vol 972. Springer, Cham. https://doi.org/10.1007/978-3-030-19135-1_30
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