Influence of Interactivity and Social Environments on User Experience and Social Acceptability in Virtual Reality
Maurizio Vergari, Tanja Kojic, Francesco Vona, Franca Garzotto, Sebastian Möller, Jan-Niklas Voigt-Antons
Abstract
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-mounted displays. Nevertheless, it is still uncommon to see VR devices used in public settings. In these contexts, unaware bystanders in the surroundings might influence the User Experience (UX) and create concerns about the social acceptability of this technology. The user acts in a Social Environment (SE), characterized by surrounding people's number, proximity, and behavior. Simultaneously, VR applications often require a different degree of interactivity concerning body movements and controllers interaction. In this paper, the influence of Social Environments, and degree of interactivity on User Experience and social acceptability is investigated. Four Social Environments were simulated employing 360° Videos, and two VR games developed with two levels of interactivity. Results showed a statistically significant influence of Social Environments on Overall UX as well as Public VR, Interaction, Isolation, Privacy and Safety acceptability, and of the degree of interactivity on Presence, Valence, Arousal, Overall UX, UX Hedonic quality, and Safety acceptability. Findings indicate that Social Environments and degree of interactivity should be taken into account while designing VR applications.
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Install the CLIlune papers fulltext 206f3790-db68-4ebb-b6f2-64e614f58badCited by top-tier papers5
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