Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality

This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to di...

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Main Authors: Pornpon Thamrongrat, Chaowanan Khundam, Pornpitak Pakdeebun, Dinna Nina Mohd Nizam
Format: Article
Language:English
English
Published: Ital Publication 2023
Subjects:
Online Access:https://eprints.ums.edu.my/id/eprint/38427/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/38427/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/38427/
https://doi.org/10.28991/ESJ-2023-07-04-03
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spelling my.ums.eprints.384272024-03-04T04:17:03Z https://eprints.ums.edu.my/id/eprint/38427/ Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality Pornpon Thamrongrat Chaowanan Khundam Pornpitak Pakdeebun Dinna Nina Mohd Nizam GV460-555 Gymnastics. Gymnastic exercises Including calisthenics, heavy exercises, acrobatics, etc. QA75.5-76.95 Electronic computers. Computer science This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity. Ital Publication 2023-08 Article NonPeerReviewed text en https://eprints.ums.edu.my/id/eprint/38427/1/ABSTRACT.pdf text en https://eprints.ums.edu.my/id/eprint/38427/2/FULL%20TEXT.pdf Pornpon Thamrongrat and Chaowanan Khundam and Pornpitak Pakdeebun and Dinna Nina Mohd Nizam (2023) Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality. Emerging Science Journal, 7 (4). pp. 1063-1082. ISSN 2610-9182 https://doi.org/10.28991/ESJ-2023-07-04-03
institution Universiti Malaysia Sabah
building UMS Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sabah
content_source UMS Institutional Repository
url_provider http://eprints.ums.edu.my/
language English
English
topic GV460-555 Gymnastics. Gymnastic exercises Including calisthenics, heavy exercises, acrobatics, etc.
QA75.5-76.95 Electronic computers. Computer science
spellingShingle GV460-555 Gymnastics. Gymnastic exercises Including calisthenics, heavy exercises, acrobatics, etc.
QA75.5-76.95 Electronic computers. Computer science
Pornpon Thamrongrat
Chaowanan Khundam
Pornpitak Pakdeebun
Dinna Nina Mohd Nizam
Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
description This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity.
format Article
author Pornpon Thamrongrat
Chaowanan Khundam
Pornpitak Pakdeebun
Dinna Nina Mohd Nizam
author_facet Pornpon Thamrongrat
Chaowanan Khundam
Pornpitak Pakdeebun
Dinna Nina Mohd Nizam
author_sort Pornpon Thamrongrat
title Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
title_short Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
title_full Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
title_fullStr Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
title_full_unstemmed Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality
title_sort desktop vs. headset: a comparative study of user experience and engagement for flexibility exercise in virtual reality
publisher Ital Publication
publishDate 2023
url https://eprints.ums.edu.my/id/eprint/38427/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/38427/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/38427/
https://doi.org/10.28991/ESJ-2023-07-04-03
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score 13.211869