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dc.contributor.authorPousada, Thais
dc.contributor.authorPereira-Loureiro, Javier
dc.contributor.authorBroba, Betania
dc.contributor.authorNieto-Riveiro, Laura
dc.contributor.authorMartín, Jessica
dc.contributor.authorLagos Rodríguez, Manuel
dc.date.accessioned2023-09-05T10:27:06Z
dc.date.available2023-09-05T10:27:06Z
dc.date.issued2023-07
dc.identifier.citationPousada T, Pereira J, Groba B, Nieto-Riveiro L, Martín J, Lagos M. User experience in virtual reality from people with and without disability. Póster presentado en: 25th International Conference on Human-Computer Interaction (HCI International 2023); 2023 Jul 23-28; Copenhaguen, Denmarkes_ES
dc.identifier.urihttp://hdl.handle.net/2183/33439
dc.description.abstract[Abstract] Virtual Reality (VR) is a resource for leisure and participation. Recently, VR applications have been introduced progressively into health interventions. The possibility of being immersed in virtual scenarios offers an opportunity to recreate real spaces in a rehabilitation room and to become more motivating. There exist interesting open-access games and applications in platforms such as STEAMVR, VIVEPort or META, that can be used during rehabilitation. Nevertheless, the main problem is the lack of usability and possibility to adapt these applications to demands of final users. The use of VR is conditioned, also, by the experience and perspective of the people. Purpose of research was to analyze and determine the possibilities of generic VR applications from the perspective of final users, based on their experience. A cross-sectional study was done, with sample divided into two groups: people with (N = 24) and without disability (N = 34). The Game Experience Questionnaire (GEQ) was applied. The applications analyzed were: IkeaVRPancake Kitchen, TheBlue, Adventure climb, Google EarthVR, Cube dancer, Blobby tennis and Richie’s PlankExperience. Results indicated that people without disabilities felt an experience more immersive in VR. No significant differences were obtained concerning the GEQ Post-game. The application with the higher score in terms of positive experience was Richie’s PlankExperience (M = 2,32), and concerning competence was Google EarthVR (M = 2,6) In general, the game experience was positive, but there are still some difficulties detected to implement the games into rehabilitation: control manipulation, interface person-application and understanding instructions. So, is needed to implement adaptations into the games to facilitate their use by people with disabilities.es_ES
dc.description.sponsorshipPID 2019-104323RB-C33; Ministerio de Ciencia e Innovación (España)es_ES
dc.language.isoenges_ES
dc.relation.urihttps://doi.org/10.1007/978-3-031-35992-7_49es_ES
dc.subjectVirtual realityes_ES
dc.subjectDisabilityes_ES
dc.subjectUser experiencees_ES
dc.subjectAccesibilityes_ES
dc.subjectFirst sectiones_ES
dc.titleUser experience in virtual reality from people with and without disabilityes_ES
dc.typeinfo:eu-repo/semantics/conferenceObjectes_ES
dc.typeinfo:eu-repo/semantics/conferenceObjectes_ES
dc.rights.accessinfo:eu-repo/semantics/openAccesses_ES
UDC.conferenceTitleHCI International 2023es_ES


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