A Comparison between Oculus Rift and a Low-Cost Smartphone VR Headset: Immersive User Experience and Learning
Differences in technological characteristics between expensive head-mounted displays like Oculus Rift and low-cost mobile-based Virtual Reality (VR) devices may affect the experience of the user and learning in virtual environments with an educational content and therefore are important to be studie...
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Published in | Proceedings (IEEE International Conference on Advanced Learning Technologies) pp. 477 - 481 |
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Main Authors | , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
01.07.2017
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Subjects | |
Online Access | Get full text |
ISSN | 2161-377X |
DOI | 10.1109/ICALT.2017.145 |
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Abstract | Differences in technological characteristics between expensive head-mounted displays like Oculus Rift and low-cost mobile-based Virtual Reality (VR) devices may affect the experience of the user and learning in virtual environments with an educational content and therefore are important to be studied. This paper describes a study that aims at finding differences in levels of spatial presence, usability, simulator sickness, satisfaction, workload and learning outcome between Oculus Rift and a low cost smartphone VR Headset, when users interact with an educational virtual environment. Our results do not show differences in the variables studied. It seems that mobile-based VR systems could provide acceptable levels of immersive user experience and contribute to the pedagogical use of VR. |
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AbstractList | Differences in technological characteristics between expensive head-mounted displays like Oculus Rift and low-cost mobile-based Virtual Reality (VR) devices may affect the experience of the user and learning in virtual environments with an educational content and therefore are important to be studied. This paper describes a study that aims at finding differences in levels of spatial presence, usability, simulator sickness, satisfaction, workload and learning outcome between Oculus Rift and a low cost smartphone VR Headset, when users interact with an educational virtual environment. Our results do not show differences in the variables studied. It seems that mobile-based VR systems could provide acceptable levels of immersive user experience and contribute to the pedagogical use of VR. |
Author | Vrellis, Ioannis Mikropoulos, Tassos A. Papachristos, Nikiforos M. |
Author_xml | – sequence: 1 givenname: Nikiforos M. surname: Papachristos fullname: Papachristos, Nikiforos M. email: np@uoi.gr organization: Educ. Approaches to Virtual Reality Technol. Lab., Univ. of Ioannina, Ioannina, Greece – sequence: 2 givenname: Ioannis surname: Vrellis fullname: Vrellis, Ioannis email: ivrellis@uoi.gr organization: Educ. Approaches to Virtual Reality Technol. Lab., Univ. of Ioannina, Ioannina, Greece – sequence: 3 givenname: Tassos A. surname: Mikropoulos fullname: Mikropoulos, Tassos A. email: amikrop@uoi.gr organization: Educ. Approaches to Virtual Reality Technol. Lab., Univ. of Ioannina, Ioannina, Greece |
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SubjectTerms | Extraterrestrial measurements Headphones Learning Mobile communication Mobile VR Headset Oculus Rift Planets Usability User experience Virtual environments Virtual Reality |
Title | A Comparison between Oculus Rift and a Low-Cost Smartphone VR Headset: Immersive User Experience and Learning |
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