Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices

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 wit...

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Main Authors: Jean Felipe Patikowski Cheiran, Adriel Rodrigues, Marcelo Soares Pimenta
Format: Article
Language:English
Published: Brazilian Computer Society 2021-11-01
Series:Journal on Interactive Systems
Subjects:
Online Access:https://sol.sbc.org.br/journals/index.php/jis/article/view/2063
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author Jean Felipe Patikowski Cheiran
Adriel Rodrigues
Marcelo Soares Pimenta
author_facet Jean Felipe Patikowski Cheiran
Adriel Rodrigues
Marcelo Soares Pimenta
author_sort Jean Felipe Patikowski Cheiran
collection DOAJ
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.
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spelling doaj.art-a07958f3b1874060b22360e6fdb9cd852023-02-09T18:07:01ZengBrazilian Computer SocietyJournal on Interactive Systems2763-77192021-11-0112110.5753/jis.2021.2063Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devicesJean Felipe Patikowski Cheiran0Adriel Rodrigues1Marcelo Soares Pimenta2Federal University of Pampa and Institute of Informatics, UFRGSFederal University of Pampa Institute of Informatics, UFRGS 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. https://sol.sbc.org.br/journals/index.php/jis/article/view/2063UXUser ExperienceSuitability Evaluation QuestionnaireVirtual TourWebXR
spellingShingle Jean Felipe Patikowski Cheiran
Adriel Rodrigues
Marcelo Soares Pimenta
Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices
Journal on Interactive Systems
UX
User Experience
Suitability Evaluation Questionnaire
Virtual Tour
WebXR
title 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_short 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
topic UX
User Experience
Suitability Evaluation Questionnaire
Virtual Tour
WebXR
url https://sol.sbc.org.br/journals/index.php/jis/article/view/2063
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AT marcelosoarespimenta virtuallookaroundcomparingpresencecybersicknessandusabilityforvirtualtoursacrossdifferentdevices