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Effects of Gender and Prior Experience in Immersive User Experience with Virtual Reality

  • Camille SagnierEmail author
  • Emilie Loup-Escande
  • Gérard Valléry
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 972)

Abstract

The purpose of this paper is to study the effect of gender and prior experience with virtual reality (VR) on Immersive User Experience. We propose to use IUX to describe user experience with immersive technologies. IUX includes traditional component of UX (i.e., pragmatic quality and hedonic qualities identification and stimulation) as well as components specific to VR (i.e., presence and cybersickness). We conducted an experiment with 52 students, asking them to perform an aeronautical assembly task in VR. Results show that gender has an effect on two subscales of presence – self-assessment of performance and ability to act – and on hedonic quality stimulation. Prior experience with VR has an effect on self-assessment of performance, pragmatic quality and hedonic quality stimulation. Gender and prior experience with VR have an insignificant effect on cybersickness.

Keywords

Virtual reality User acceptance User experience Immersive technologies 

Notes

Acknowledgments

This study is part of the LEON project (acceptability of emerging technologies in aeronautics) funded by the Picardy regional authority and by the European Regional Development Fund (FEDER). We thank Samba Drame, Indira Thouvenin and Domitile Lourdeaux from UTC for developing the virtual environment. We also thank Savinien Colinet, Laura Liepchitz, Julie Berteaux, and Yuchen Qiu for their precious help with the experiments.

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Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  • Camille Sagnier
    • 1
    Email author
  • Emilie Loup-Escande
    • 1
  • Gérard Valléry
    • 1
  1. 1.Center for Research on Psychology: Cognition, Psyche and Organizations (CRP-CPO, EA 7273)University of Picardy Jules VerneAmiensFrance

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