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Evaluating Different VR Technologies Through Intrinsic Motivation, Presence, and User Engagement: Panoramic VR, Depth Image VR, and 3DVR
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Abstract
VR technology is widely used in edutainment domains and improves cultural heritage learning. However, research on newer technologies such as depth image-based virtual reality (DVR) is still insufficient, and the differences in user experience between different forms of VR need to be further investigated. Therefore, we used a mixed qualitative and quantitative research methodology to fill this gap to compare the differences between panoramic virtual reality (PVR), DVR, and 3D model reconstruction virtual reality (3DVR) regarding intrinsic motivation, presence, and user engagement. The study consisted of quantitative and qualitative data obtained through questionnaires and interviews. Twenty-seven Chinese university students were randomly assigned to PVR, 3DVR, and DVR groups. In this study, three groups of 27 participants experienced cultural heritage through VR. After the tour, they explored freely and filled out a questionnaire. The DVR showed the highest user engagement, presence, and motivation among PVR, DVR, and 3DVR. Our results suggest that DVR could be widely implemented in cultural heritage learning and practices and could effectively enhance users' motivation, engagement, presence, and experience of cultural heritage learning. We gathered user opinions on three VR technologies to guide future digital development from the user's perspective.
Title: Evaluating Different VR Technologies Through Intrinsic Motivation, Presence, and User Engagement: Panoramic VR, Depth Image VR, and 3DVR
Description:
Abstract
VR technology is widely used in edutainment domains and improves cultural heritage learning.
However, research on newer technologies such as depth image-based virtual reality (DVR) is still insufficient, and the differences in user experience between different forms of VR need to be further investigated.
Therefore, we used a mixed qualitative and quantitative research methodology to fill this gap to compare the differences between panoramic virtual reality (PVR), DVR, and 3D model reconstruction virtual reality (3DVR) regarding intrinsic motivation, presence, and user engagement.
The study consisted of quantitative and qualitative data obtained through questionnaires and interviews.
Twenty-seven Chinese university students were randomly assigned to PVR, 3DVR, and DVR groups.
In this study, three groups of 27 participants experienced cultural heritage through VR.
After the tour, they explored freely and filled out a questionnaire.
The DVR showed the highest user engagement, presence, and motivation among PVR, DVR, and 3DVR.
Our results suggest that DVR could be widely implemented in cultural heritage learning and practices and could effectively enhance users' motivation, engagement, presence, and experience of cultural heritage learning.
We gathered user opinions on three VR technologies to guide future digital development from the user's perspective.
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