Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , |
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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Journal on Interactive Systems |
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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 |
_version_ |
1796797411123789824 |