Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices

Detalhes bibliográficos
Autor(a) principal: Cheiran, Jean Felipe Patikowski
Data de Publicação: 2021
Outros Autores: Rodrigues, Adriel, Pimenta, Marcelo Soares
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/2063
Resumo: Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare aspects of the User Experience (regarding sense of presence, cybersickness, and usability) in a virtual tour website developed in WebXR across different devices. To achieve our objective, we developed a virtual tour based on 360º pictures using WebXR API and React 360 framework and conducted an experiment with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung Gear VR HMD. We evaluated users’ perceptions by adapting and translating the Suitability Evaluation Questionnaire (SEQ) and users’ performance by measuring the time to fulfill a set of tasks. The main findings from this study include that (i) the overall self-­reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone, and (iv) the development of a plausible hypothesis concerning low usability having an effect upon the sense of presence. Additional contributions of our research are the adaptation, translation into Portuguese, psychometric analysis, and revised scoring procedures of the SEQ.
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spelling Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devicesUXUser ExperienceSuitability Evaluation QuestionnaireVirtual TourWebXRVirtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare aspects of the User Experience (regarding sense of presence, cybersickness, and usability) in a virtual tour website developed in WebXR across different devices. To achieve our objective, we developed a virtual tour based on 360º pictures using WebXR API and React 360 framework and conducted an experiment with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung Gear VR HMD. We evaluated users’ perceptions by adapting and translating the Suitability Evaluation Questionnaire (SEQ) and users’ performance by measuring the time to fulfill a set of tasks. The main findings from this study include that (i) the overall self-­reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone, and (iv) the development of a plausible hypothesis concerning low usability having an effect upon the sense of presence. Additional contributions of our research are the adaptation, translation into Portuguese, psychometric analysis, and revised scoring procedures of the SEQ.Brazilian Computer Society2021-11-16info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/206310.5753/jis.2021.2063Journal of Interactive Systems; v. 12 n. 1 (2021); 191-205Journal on Interactive Systems; Vol. 12 No. 1 (2021); 191-2052763-771910.5753/jis.2021reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/2063/1862Copyright (c) 2021 Jean Felipe Patikowski Cheiran, Adriel Rodrigues, Marcelo Soares Pimentahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCheiran, Jean Felipe PatikowskiRodrigues, AdrielPimenta, Marcelo Soares2023-10-12T20:48:07Zoai:ojs2.sol.sbc.org.br:article/2063Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:48:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
title Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
spellingShingle Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
Cheiran, Jean Felipe Patikowski
UX
User Experience
Suitability Evaluation Questionnaire
Virtual Tour
WebXR
title_short Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
title_full Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
title_fullStr Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
title_full_unstemmed Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
title_sort Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
author Cheiran, Jean Felipe Patikowski
author_facet Cheiran, Jean Felipe Patikowski
Rodrigues, Adriel
Pimenta, Marcelo Soares
author_role author
author2 Rodrigues, Adriel
Pimenta, Marcelo Soares
author2_role author
author
dc.contributor.author.fl_str_mv Cheiran, Jean Felipe Patikowski
Rodrigues, Adriel
Pimenta, Marcelo Soares
dc.subject.por.fl_str_mv UX
User Experience
Suitability Evaluation Questionnaire
Virtual Tour
WebXR
topic UX
User Experience
Suitability Evaluation Questionnaire
Virtual Tour
WebXR
description Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare aspects of the User Experience (regarding sense of presence, cybersickness, and usability) in a virtual tour website developed in WebXR across different devices. To achieve our objective, we developed a virtual tour based on 360º pictures using WebXR API and React 360 framework and conducted an experiment with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung Gear VR HMD. We evaluated users’ perceptions by adapting and translating the Suitability Evaluation Questionnaire (SEQ) and users’ performance by measuring the time to fulfill a set of tasks. The main findings from this study include that (i) the overall self-­reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone, and (iv) the development of a plausible hypothesis concerning low usability having an effect upon the sense of presence. Additional contributions of our research are the adaptation, translation into Portuguese, psychometric analysis, and revised scoring procedures of the SEQ.
publishDate 2021
dc.date.none.fl_str_mv 2021-11-16
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/2063
10.5753/jis.2021.2063
url https://sol.sbc.org.br/journals/index.php/jis/article/view/2063
identifier_str_mv 10.5753/jis.2021.2063
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/2063/1862
dc.rights.driver.fl_str_mv Copyright (c) 2021 Jean Felipe Patikowski Cheiran, Adriel Rodrigues, Marcelo Soares Pimenta
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Jean Felipe Patikowski Cheiran, Adriel Rodrigues, Marcelo Soares Pimenta
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 12 n. 1 (2021); 191-205
Journal on Interactive Systems; Vol. 12 No. 1 (2021); 191-205
2763-7719
10.5753/jis.2021
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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