Abstract
The continuous innovation of new affordable hardware and software over recent years is leading to a surfeit of Virtual Reality (VR) applications in the entertainment industry. However, the abundance of VR applications is unfortunately not matched by case studies and evaluation methods related to low-cost Virtual Reality experiences. A gap in the literature exists, where the utility of VR to display narrative stories could be studied, due to the sensations of amazement, astonishment, and excitement that it awakens. This research reports the steps taken to create a low-cost VR experience designed to transmit a single concept. The key aspects of the experience may be summarized as follows: a short duration, the selection of an evocative scenario limited to a single storyline, short animation of 3D-models selected to produce intense visual impacts with minimal modelling and animation and the collaborative participation of undergraduate students in the development of the VR environment. Members of the public were invited to trials of this VR experience portraying a Nativity scene over the 2016/17 Christmas Season in Burgos (Spain). The user experience was evaluated through surveys administered to numerous final-users immediately after the 3D-experience. The results showed very high levels of satisfaction, even though the 3D-experience for around half of the viewers was not their first one. In a few rare cases, sickness effects were reported. Viewers identified the movement of light as one of the most impressive aspects and considered the duration reasonable, with few or no suggestions for improvement.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Tsaramirsis, G., Buhari, S.M., Al-Shammari, K.O., Ghazi, S., Nazmudeen, M.S., Tsaramirsis, K.: Towards simulation of the classroom learning experience: virtual reality approach. In: Proceedings of the 10th 2016 3rd International Conference on Computing for Sustainable Global Development, INDIACom 2016, art. no. 7724484, pp. 1343–1346 (2016)
Bustillo, A., Alaguero, M., Miguel, I., Saiz, J.M., Iglesias, L.S.: A flexible platform for the creation of 3D semi-immersive environments to teach cultural heritage. Digit. Appl. Archaeol. Cult. Herit. 2, 248–259 (2015)
Korakakis, G., Pavlatou, E.A., Palyvos, J.A., Spyrellis, N.: 3D visualization types in multimedia applications for science learning: a case study for 8th grade students in Greece. Comput. Educ. 52, 390–401 (2009)
Hupont, I., Gracia, J., Sanagustín, L., Gracia, M.A.: How do new visual immersive systems influence gaming QoE? A use case of serious gaming with oculus rift. In: 2015 Seventh International Workshop on Quality of Multimedia Experience (QoMEX), pp. 1–6 (2015)
Menezes, P., Chouzal, F., Urbano, D., Restivo, T.: Augmented reality in engineering. In: Auer, M.E., Guralnick, D., Uhomoibhi, J. (eds.) ICL 2016. AISC, vol. 545, pp. 221–228. Springer, Cham (2017). doi:10.1007/978-3-319-50340-0_18
Grivokostopoulou, F., Perikos, I., Hatzilygeroudis, I.: An innovative educational environment based on virtual reality and gamification for learning search algorithms. In: Proceedings - IEEE 8th International Conference on Technology for Education, T4E 2016, art. no. 7814804, pp. 110–115 (2016)
Ritter III, K.A., Chambers, T.L., Borst, C.W.: Work in progress: networked virtual reality environment for teaching concentrating solar power technology. In: ASEE Annual Conference and Exposition, Conference Proceedings, June 2016
Hain, V., Löffler, R., Zajíček, V.: Interdisciplinary cooperation in the virtual presentation of industrial heritage development. Procedia Eng. 161, 2030–2035 (2016)
Villagrasa, S., Fonseca, D., Redondo, E., Duran, J.: Teaching case of gamification and visual technologies for education. J. Cases Inf. Technol. 16(4), 38–57 (2014)
Reitz, L., Sohny, A., Lochmann, G.: VR based gamification of communication training and oral examination in a second language. Int. J. Game-Based Learn. 6(2), 46–61 (2016)
Chen, S., Pan, Z., Zhang, M., Shen, H.: A case study of user immersion-based systematic design for serious heritage games. Multimedia Tools Appl. 62(3), 633–658 (2013)
Checa, D., Alaguero, M., Arnaiz, M.A., Bustillo, A.: Briviesca in the 15th c.: a virtual reality environment for teaching purposes. In: Paolis, L.T., Mongelli, A. (eds.) AVR 2016. LNCS, vol. 9769, pp. 126–138. Springer, Cham (2016). doi:10.1007/978-3-319-40651-0_11
De Paolis, L.T.: Walking in a virtual town to understand and learning about the life in the middle ages. In: Murgante, B., Misra, S., Carlini, M., Torre, C.M., Nguyen, H.-Q., Taniar, D., Apduhan, B.O., Gervasi, O. (eds.) ICCSA 2013. LNCS, vol. 7971, pp. 632–645. Springer, Heidelberg (2013). doi:10.1007/978-3-642-39637-3_50
Martin Lerones, P., Llamas Fernandez, J., Melero Gil, A., Gomez-Garcia-Bermejo, J., Zalama Casanova, E.: A practical approach to making accurate 3D layouts of interesting cultural heritage sites through digital models. J. Cult. Herit. 11, 1–9 (2010)
Alaguero, M., Bustillo, A., Guinea, B., Iglesias, L.: The virtual reconstruction of a small medieval town: the case of Briviesca (Spain). In: CAA 2014 21st Century Archaeology, Concepts, Methods and Tools. Proceedings of the 42nd Annual Conference on Computer Applications and Quantitative Methods in Archaeology, pp. 575–584. Archaeopress (2015). ISBN 978-1-78491-100-3
Gelsomini, M.: An affordable virtual reality learning framework for children with neurodevelopmental disorder. In: ASSETS 2016 - Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 343–344 (2016)
Sanna, A., Lamberti, F., Bazzano, F., Maggio, L.: Developing touch-less interfaces to interact with 3D contents in public exhibitions. In: Paolis, L.T., Mongelli, A. (eds.) AVR 2016. LNCS, vol. 9769, pp. 293–303. Springer, Cham (2016). doi:10.1007/978-3-319-40651-0_24
Lupu, R.G., Ungureanu, F., Stan, A.: A virtual reality system for post stroke recovery. In: 2016 20th International Conference on System Theory, Control and Computing, ICSTCC 2016 - Joint Conference of SINTES 20, SACCS 16, SIMSIS 20 - Proceedings, art. no. 7790682, pp. 300–305 (2016)
Bruno, F., Bruno, S., De Sensi, G., Luchi, M.L., Mancuso, S., Muzzupappa, M.: From 3D reconstruction to virtual reality: a complete methodology for digital archaeological exhibition. J. Cult. Herit. 11, 42–49 (2010)
Wu, H.K., Wen-Yu Lee, S., Chang, H.Y., Liang, J.C.: Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 62, 41–49 (2013)
Chessa, M., Maiello, G., Borsari, A., Bex, P.J.: The perceptual quality of the oculus rift for immersive virtual reality. In: Human-Computer Interaction, pp. 1–32 (2016, article in press)
Jang, S., Vitale, J.M., Jyung, R.W., Black, J.B.: Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment. Comput. Educ. 106, 150–165 (2017)
Guinea, B., Alaguero, M., Melgosa, F., Bustillo, A.: Using a short video animation to assist with the diagnosis of sleep disorders in young children. In: Paolis, L.T., Mongelli, A. (eds.) AVR 2016. LNCS, vol. 9769, pp. 13–29. Springer, Cham (2016). doi:10.1007/978-3-319-40651-0_2
Acknowledgments
This work was partially supported by the Program “Impulso de la Industria de Contenidos Digitales desde las Universidades” and the Project Number RTC-2016-4851-7 of the Spanish Ministry of Industry, Tourism and Commerce.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Alaguero, M., Checa, D., Bustillo, A. (2017). Measuring the Impact of Low-Cost Short-Term Virtual Reality on the User Experience. In: De Paolis, L., Bourdot, P., Mongelli, A. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2017. Lecture Notes in Computer Science(), vol 10324. Springer, Cham. https://doi.org/10.1007/978-3-319-60922-5_26
Download citation
DOI: https://doi.org/10.1007/978-3-319-60922-5_26
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-60921-8
Online ISBN: 978-3-319-60922-5
eBook Packages: Computer ScienceComputer Science (R0)