Virtual vs. real
Exploring perceptual, cognitive and affective dimensions in design product experiences
Bibliographic Data
| ID | 17819445 |
|---|---|
| Authors | Marta Pizzolante (0000-0003-3078-7505, Università Cattolica del Sacro Cuore, corresponding author), Sabrina Bartolotta (0000-0002-0909-6868, Università Cattolica del Sacro Cuore), Eleonora Diletta Sarcinella (0009-0004-4993-774X, Università Cattolica del Sacro Cuore), Alice Chirico (0000-0001-9955-1926, Università Cattolica del Sacro Cuore), Andrea Gaggioli (0000-0001-7818-7598, IRCCS Istituto Auxologico Italiano) |
| Year | 2024 |
| Volume | 12 |
| Issue | 1 |
| Publication date | 2024-01-02 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | BMC Psychology (JOURNAL) |
| Journal identifiers | ISSN: 2050-7283 • E-ISSN: 2050-7283 |
| Publisher | BioMed Central (PUBLISHER • GB) |
| DOI | 10.1186/s40359-023-01497-5 |
| OpenAlex | W4390511582 |
| Language | EN |
| References cited | 53 |
Background Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users’ experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users’ experiences. Methods This exploratory study aims to address this issue by comparing the users’ experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants’ Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian , Sansar and Physical). Results The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism. Conclusions This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences
Cognition · Cognitive psychology · Exploratory research · Human–computer interaction · Perception · Sense of presence · Sociology · Sumerian · User experience design · Virtual reality · Aesthetic Perception and Analysis · Applied Psychology · Color perception and design · Communication · Computer Science · Psychology · Virtual Reality Applications and Impacts
What is user engagement? A conceptual framework for defining user engagement with technology
Affective Interactions Using Virtual Reality
A Cross-Media Presence Questionnaire
Learning in virtual reality
Immersion and Emotion
Designing Awe in Virtual Reality
Factorial and Construct Validity of the Italian Positive and Negative Affect Schedule (Panas)
First Person Experience of Body Transfer in Virtual Reality
A Framework for Immersive Virtual Environments (Five)
The impact of perception and presence on emotional reactions
Interpersonal Distance in Immersive Virtual Environments
Research on Presence in Virtual Reality
Comparing the effects of immersive and non-immersive real estate experience on behavioral intentions
Development and validation of brief measures of positive and negative affect
| Citation velocity | historical |
|---|---|
| Highly cited | No |