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...
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my.ums.eprints.384272024-03-04T04:17:03Z https://eprints.ums.edu.my/id/eprint/38427/ Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam GV460-555 Gymnastics. Gymnastic exercises Including calisthenics, heavy exercises, acrobatics, etc. QA75.5-76.95 Electronic computers. Computer science 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. Ital Publication 2023-08 Article NonPeerReviewed text en https://eprints.ums.edu.my/id/eprint/38427/1/ABSTRACT.pdf text en https://eprints.ums.edu.my/id/eprint/38427/2/FULL%20TEXT.pdf Pornpon Thamrongrat and Chaowanan Khundam and Pornpitak Pakdeebun and Dinna Nina Mohd Nizam (2023) Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality. Emerging Science Journal, 7 (4). pp. 1063-1082. ISSN 2610-9182 https://doi.org/10.28991/ESJ-2023-07-04-03 |
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GV460-555 Gymnastics. Gymnastic exercises Including calisthenics, heavy exercises, acrobatics, etc. QA75.5-76.95 Electronic computers. Computer science |
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GV460-555 Gymnastics. Gymnastic exercises Including calisthenics, heavy exercises, acrobatics, etc. QA75.5-76.95 Electronic computers. Computer science 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 |
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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. |
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Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam |
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Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam |
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Pornpon Thamrongrat |
title |
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_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_sort |
desktop vs. headset: a comparative study of user experience and engagement for flexibility exercise in virtual reality |
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Ital Publication |
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2023 |
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https://eprints.ums.edu.my/id/eprint/38427/1/ABSTRACT.pdf https://eprints.ums.edu.my/id/eprint/38427/2/FULL%20TEXT.pdf https://eprints.ums.edu.my/id/eprint/38427/ https://doi.org/10.28991/ESJ-2023-07-04-03 |
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