Abstract
Context analysis is an essential condition in the development of a product or service. Understanding the context in which the system is used (characteristics of users, tasks, technical and physical environment), but also the cultural context (physical environment, historical, social, and cultural factors), are part of the activities of the Human-Centered Design process. Nowadays, due to the accessibility and improvement of technology, experience based on virtual reality, can be used to provide immersive experiences that absorbs and awakens the user's interest in cultural aspects in a playful but also didactic way. In this context, the present study sought to assess and compare the user experience through the development of an immersive virtual reality game experience. The goal of this study is to evaluate the user experience of participants from Portugal (13 potential tourists) and from São Tomé Island (18 local inhabitants) in a 3D VR environment prototype of a traditional hostel, with a beach landscape view. For interaction in VR, we measure participants through a presence questionnaire. For emotional responses, we used a scale of valence and arousal from Self-Assessment Manikin (SAM). The compared results reveal that the VR prototype provided a high level of immersion in both samples. However, the data from control factors reveal that the sample from São Tomé had more interaction problems. Regarding the emotional reactions (SAM), the compare results reveal that the user experience was emotionally positive with high values of pleasure for both samples. The data from arousal, indicate that the participants from Portugal were calm, and from São Tomé are very excited (Arousal average Portugal = 4.5; Arousal average São Tomé = 7.3) In conclusion, the 3D VR environment prototype was able to engage the participants with high levels of pleasure and provide interactive experiences. However, the control factor and arousal data reveal differences between the two samples that should be considered and analyzed to provide a better experience in future studies.
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This work is financed by national funds through FCT - Fundação para a Ciência e a Tecnologia, I.P., under the Strategic Project with the reference UIDB/04008/2020.
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Trindade, Y., Rebelo, F., Noriega, P. (2022). Dissemination of São Tomé and Príncipe Culture Through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds) Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture. HCII 2022. Lecture Notes in Computer Science, vol 13322. Springer, Cham. https://doi.org/10.1007/978-3-031-05900-1_33
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