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dc.contributor.authorPalacios Ibáñez, Almudena
dc.contributor.authorFelip, Francisco
dc.contributor.authorGalán Serrano, Julia
dc.contributor.authorGarcía-García, Carlos
dc.contributor.authorContero, Manuel
dc.date.accessioned2023-07-20T12:06:19Z
dc.date.available2023-07-20T12:06:19Z
dc.date.issued2023-07-12
dc.identifier.citationPalacios-Ibáñez, A.; Felip-Miralles, F.; Galán, J.; García-García, C.; Contero, M. Consumer Subjective Impressions in Virtual Reality Environments: The Role of the Visualization Technique in Product Evaluation. Electronics 2023, 12, 3051. https://doi.org/10.3390/electronics12143051ca_CA
dc.identifier.urihttp://hdl.handle.net/10234/203434
dc.description.abstractThe availability and affordability of consumer virtual reality (VR) devices have fueled their adoption during the product design process. High fidelity virtual prototypes can be created more quickly and are more cost-effective than using traditional methods, but certain product features are still difficult to evaluate, resulting in perceptual differences when a product is assessed using different visualization techniques. In this paper, we report two case studies in which a group of participants evaluated different designs of a product typology (i.e., a watering can) as presented in VR, VR with passive haptics (VRPH) and in a real setting (R) for the first case study, and VR and R for the second case study. The semantic differential technique was used for product evaluation, and an inferential statistical method using aligned rank transform (ART) proceedings was applied to determine perceptual differences between groups. Our results showed that product characteristics assessed by touch are the most susceptible to being affected by the environment, while the user background can have an effect in some product features.ca_CA
dc.format.extent19 p.ca_CA
dc.format.mimetypeapplication/pdfca_CA
dc.language.isoengca_CA
dc.publisherMDPIca_CA
dc.rightsCopyright: © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https:// creativecommons.org/licenses/by/ 4.0/).ca_CA
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/ca_CA
dc.subjectvirtual realityca_CA
dc.subjectperceptionca_CA
dc.subjectinteractionca_CA
dc.subjectsubjective impressionsca_CA
dc.subjectpassive hapticsca_CA
dc.subjecthand-trackingca_CA
dc.subjectproduct evaluationca_CA
dc.titleConsumer Subjective Impressions in Virtual Reality Environments: The Role of the Visualization Technique in Product Evaluationca_CA
dc.typeinfo:eu-repo/semantics/articleca_CA
dc.identifier.doihttps://doi.org/10.3390/electronics12143051
dc.rights.accessRightsinfo:eu-repo/semantics/openAccessca_CA
dc.type.versioninfo:eu-repo/semantics/publishedVersionca_CA
project.funder.nameSpanish Ministry of Education and Vocational Trainingca_CA
project.funder.nameGeneralitat Valencianaca_CA
project.funder.nameUniversitat Jaume Ica_CA
oaire.awardNumberFPU19/03878ca_CA
oaire.awardNumberCIAICO/2021/037ca_CA
oaire.awardNumberUJIB2019-39ca_CA


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Copyright: © 2023 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
Except where otherwise noted, this item's license is described as Copyright: © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https:// creativecommons.org/licenses/by/ 4.0/).