Abstract
In this article we present the results of a qualitative study in which different applications in an immersive virtual reality (IVR) environment were presented to children and adults without experience in using IVR. The aim of the study was to evaluate such first experiences, with a particular focus on UX. Data were collected both on the basis of observations of subjects’ behaviour and during qualitative interviews held directly after the experiment. The analysis of the conducted interviews was carried out in the following areas: presence (as a sense of being there), immersion (sensory fidelity of simulation), interactivity of applications, ways of controlling the application and ways of moving around in the virtual world. The most important results of the study concern the assessment of different ways of moving around in IVR and the ways of handling different types of interfaces available in IVR. We also observed age-related differences in the speed of adaptation and the perception of elements of the virtual world.
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Appendix Topics Discussed in the Qualitative Interview
Appendix Topics Discussed in the Qualitative Interview
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1.
General opinions about the experience
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a.
What are your overall impressions ?
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b.
What words would you describe the experience in?
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c.
What's it like to be in VR ? What kind of feeling is it?
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d.
How are you now ? Has anything changed in the sense of balance, concentration?
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e.
How would you rate this experience compared to your expectations prior to the test?
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a.
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2.
Distinctive experiences
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a.
What makes this simulation different from others? What especially caught your attention?
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b.
What other experience would you like to share? Why?
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a.
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3.
Assessment of experiences on specific dimensions
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a.
Immersion
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i.
How do you view these simulations visually? Which was the best? The worst?
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ii.
How close to reality was this experience? What was different than in reality?
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b.
Presence
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i.
How would you describe the sensations and feelings associated with being in VR?
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ii.
How does time flow in VR compared to the real world?
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i.
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Usefulness
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i.
Do you think that such simulations can be valuable, useful?
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ii.
Can VR be useful to learn something new?
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i.
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d.
Interaction and Movement
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i.
How do you rate the different ways of moving? Which was the most convenient? Which one is the least?
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ii.
How do you rate the possibilities of interacting with the environment? Which simulation was best? Why?
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i.
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e.
Difficulties
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Was anything difficult about any of the applications? Why?
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ii.
Was anything frustrating? Did anything work differently than you expected?
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Has anything discouraged you from staying in VR?
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i.
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f.
Cognitive load
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Did being in a simulation require an effort from you?
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ii.
Did you feel you were in control? When yes, when not?
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i.
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The intention to return to the experience
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Was it a pleasant experience?
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ii.
Was the experience attractive?
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iii.
Would you like to experience VR again? Why?
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iv.
Would you recommend your friends to use VR? How would you tell them about it?
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Summary
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In conclusion, which experience did you like the most? Why?
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What do you think, can VR have any practical applications? What?
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Do you think you could pursue your interests also in VR? What would it be better for? What's worse?
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d.
What are the good sides of VR? Bad?
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e.
Could VR be an alternative to real experiences right now? And in the future?
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f.
How do you think the world would change if people started using VR much more? What would such a world be better at? What would be worse?
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g.
How would you rate today's experience on a scale of 1 to 10? What was missing to give a rating of 10?
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a.
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Bohdanowicz, Z., Kowalski, J., Cnotkowski, D., Kopacz, A., Biele, C. (2021). UX in Virtual Reality. Qualitative Assessment Based on a Range of Applications. In: Biele, C., Kacprzyk, J., Owsiński, J.W., Romanowski, A., Sikorski, M. (eds) Digital Interaction and Machine Intelligence. MIDI 2020. Advances in Intelligent Systems and Computing, vol 1376. Springer, Cham. https://doi.org/10.1007/978-3-030-74728-2_10
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