Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to di...
Main Authors: | , , , |
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Format: | Article |
Language: | English |
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Ital Publication
2023-07-01
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Series: | Emerging Science Journal |
Subjects: | |
Online Access: | https://www.ijournalse.org/index.php/ESJ/article/view/1783 |
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author | Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam |
author_facet | Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam |
author_sort | Pornpon Thamrongrat |
collection | DOAJ |
description | This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity.
Doi: 10.28991/ESJ-2023-07-04-03
Full Text: PDF |
first_indexed | 2024-03-12T22:24:30Z |
format | Article |
id | doaj.art-423189ec589749cb938b242498470397 |
institution | Directory Open Access Journal |
issn | 2610-9182 |
language | English |
last_indexed | 2024-03-12T22:24:30Z |
publishDate | 2023-07-01 |
publisher | Ital Publication |
record_format | Article |
series | Emerging Science Journal |
spelling | doaj.art-423189ec589749cb938b2424984703972023-07-22T11:51:16ZengItal PublicationEmerging Science Journal2610-91822023-07-01741063108210.28991/ESJ-2023-07-04-03508Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual RealityPornpon Thamrongrat0Chaowanan Khundam1Pornpitak Pakdeebun2Dinna Nina Mohd Nizam3Informatics Innovation Center of Excellence (IICE), School of Informatics, Walailak University, Nakhon Si Thammarat, 80160,Informatics Innovation Center of Excellence (IICE), School of Informatics, Walailak University, Nakhon Si Thammarat, 80160,Wellness Center Thasala Hospital, Nakhon Si Thammarat, Thailand, 80160,User Experience Research Group, Faculty of Computing and Informatics, Universiti Malaysia Sabah, 87008 Labuan F.T.,This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity. Doi: 10.28991/ESJ-2023-07-04-03 Full Text: PDFhttps://www.ijournalse.org/index.php/ESJ/article/view/1783virtual realityuser experienceuser engagementexerciseexergame. |
spellingShingle | Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality Emerging Science Journal virtual reality user experience user engagement exercise exergame. |
title | Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality |
title_full | Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality |
title_fullStr | Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality |
title_full_unstemmed | Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality |
title_short | Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality |
title_sort | desktop vs headset a comparative study of user experience and engagement for flexibility exercise in virtual reality |
topic | virtual reality user experience user engagement exercise exergame. |
url | https://www.ijournalse.org/index.php/ESJ/article/view/1783 |
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