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Virtual vs. real

Exploring perceptual, cognitive and affective dimensions in design product experiences

Bibliographic Data

ID17819445
AuthorsMarta 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)
Year2024
Volume12
Issue1
Publication date2024-01-02
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBMC Psychology (JOURNAL)
Journal identifiersISSN: 2050-7283 • E-ISSN: 2050-7283
PublisherBioMed Central (PUBLISHER • GB)
DOI10.1186/s40359-023-01497-5
OpenAlexW4390511582
LanguageEN
References cited53

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

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