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Comparison of visitor experiences of virtual reality exhibitions by spatial environment

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Abstract

The growing interest in the metaverse has led to a corresponding increase in attention towards virtual reality (VR) exhibitions. Furthermore, with the potential and possibility of a virtual environment without physical and economic constraints, expectations for user experiences based on diverse exhibition environments are increasing. Accordingly, this study investigated the characteristics of visitor experience in relation to the spatial environment of VR exhibitions, particularly focusing on the representational fidelity of the real-physical world. We experimented with comparing the user experience in reality-based (realistically representing the physical world, high representational fidelity level) and virtuality-based (surreal, low representational fidelity level) VR exhibition settings to explore design implementation. User experience data were collected through surveys, behavioral observation by video recording, and interviews. In terms of surveys, there was no significant difference in presence and enjoyment by environment, but the reality-based environment was scored significantly higher for communication. The behavioral analysis found that more active movements were captured in the virtuality-based environment. Qualitative analysis of the interview found differences in perception, emotions, and behavior by spatial environment, such that the newness and openness of the virtuality-based environment induced active movement of participants, and the familiarity of the reality-based environment provided comfortable feelings and supported participants’ concentration on exhibition contents. The results of the study suggest how the spatial environment of VR exhibitions can contribute to user experiences.

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... In a museum setting, VR devices allow visitors to travel time and space, immerse themselves in historical cultures or the significance of exhibits, and overcome space limitations museums often face (Chung et al., 2024). This represents a highly effective and innovative approach to exhibition. ...
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This paper describes a comparative study of three usability test approaches: concurrent think-aloud protocols, retrospective think-aloud protocols, and constructive interaction. These three methods were compared by means of an evaluation of an online library catalogue, which involved four points of comparison: number and type of usability problems detected; relevance of the problems detected; overall task performance; and participant experiences. The results of the study showed that there were only few significant differences between the usability test approaches, mainly with respect to manner of problem detecting, task performance and participant experience. For the most part, the usability methods proved very much comparable, revealing similar numbers and types of problems that were equally relevant. Taking some practical aspects into account, a case can be made for preferring the concurrent think-aloud protocols over the other two methods. q 2004 Elsevier B.V. All rights reserved.
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This article suggests an integrated view of media entertainment that is capable of covering more of the dimensional complexity and dynamics of entertainment experiences than existing theories do. Based on a description of what is meant by complexity and dynamics, the authors outline a conceptual model that is centered around enjoyment as the core of entertainment, and that addresses prerequisites of enjoyment which have to be met by the individual media user and by the given media product. The theoretical foundation is used to explain why people display strong preferences for being entertained (motivational perspective) and what kind of consequences entertaining media consumption may have (effects perspective, e.g., facilitation of learning processes).
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This article reports on the development of an instrument designed to measure the enjoyment of computer game play. Despite the enormous technological progress in the field of computer games, enjoyment of computer game play is still not a well-defined construct. Based on Nabi and Krcmar's (200430. Nabi , R. L. and Krcmar , M. 2004. Conceptualizing media enjoyment as attitude: Implications for mass media effects research. Communication Theory, 14: 288–310. [CrossRef], [Web of Science ®]View all references) tripartite model of media enjoyment, a survey questionnaire was developed to measure computer game players' affective, behavioral, and cognitive reactions. Expert consultation, exploratory, and confirmatory card sorting sessions were used to refine the instrument. A survey of computer game players was subsequently conducted to test the instrument. Reliabilities and construct validities were analyzed. Findings and their implications were discussed.