Conception et évaluation de l'expérience utilisateur en environnement virtuel immersif.

Abstract : Virtual Reality has until recently been mostly dedicated to experts. It is now pursuing its development towards the general public with the launch of new devices (e.g., Oculus) and immersive applications (e.g., Star Wars: Jedi Challenges). However, only few User eXperience (UX) models and tools are identified for Immersive Virtual Environments (IVE) in the scientific literature. And these few existing models and tools do not consider all the relevant UX components. This thesis aims to propose and validate a holistic UX model adjusted to IVE (objective 1), to build and validate a UX questionnaire that operationalizes the model (objective 2) and to use the validated questionnaire in an international company context, specifically an immersive applications editor in the field of edutainment (objective 3). The « Immersive Virtual Experience Model » (IVEM) model that we propose is multidimensional. Indeed, it combines not only IVE intrinsic factors (i.e., field of view, framerate, interactive level, 3D content feedback) and user intrinsic factors (i.e., previous experience) but also components from the scientific literature that characterizes the UX (i.e., presence, immersion, engagement, flow, usability, skills, emotions, experience consequences, judgement, technology adoption). The IVEM model was validated via five experimental studies. It confirms the effects of factors on components already identifies in the scientific literature as well as revealing new relations between components that were not demonstrated until then. Our « Immersive Virtual Experience Questionnaire » (IVEQ) questionnaire operationalizes the ten components of our model through items originating from validated and reported questionnaires in the scientific literature. The IVEQ questionnaire was validated through an experimental study conducted on 152 participants. It now comprises 68 items: 9 items for presence, 3 items for engagement, 5 items for immersion, 10 items for flow, 11 items for emotion, 6 items for skill, 9 items for judgement, 8 items related to experience consequences and 7 items refers to technology adoption. The validated questionnaire was experimented with an immersive solutions editor, specifically the EON Reality company, in order to assist the design of the edutainment application King Tut VR2 that can be used via two virtual reality devices: the VRONE headset and the immersive room iCube.
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Katy Tcha Tokey. Conception et évaluation de l'expérience utilisateur en environnement virtuel immersif.. Informatique. Ecole nationale supérieure d'arts et métiers - ENSAM, 2018. Français. ⟨NNT : 2018ENAM0012⟩. ⟨tel-01771595⟩

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