Authors: Daniel Ivancic; Damian Schofield; Lisa Dethridge
Addresses: Human Computer Interaction, Department of Computer Science, State University of New York at Oswego, Oswego, New York 13126, USA ' Human Computer Interaction, Department of Computer Science, State University of New York at Oswego, Oswego, New York 13126, USA ' School of Media and Communication, RMIT University, Melbourne, Victoria 3001, Australia
Abstract: This paper describes a research project which attempts to analyse human perception of and interaction with virtual art representations in an online, three-dimensional graphic environment. Specifically, discerning how user experience may relate to engagement, immersion and interaction. A series of experiments are described, involving participants who experienced virtual artworks in multiple gallery environments and utilise different viewing perspectives. The paper then provides an analysis of the data recorded and gathered during user-testing. The experiments are undertaken within a specific virtual art gallery in the online virtual world Second Life. Demographic data is linked to the user experience focusing on the use of first person (egocentric) and third person (exocentric) screen perspectives. An examination of the user's perception of both two-dimensional and three-dimensional virtual artefacts is also provided. This paper concludes with an insight into the usability and effectiveness of designing, presenting and experiencing art in a three-dimensional virtual environment.
Keywords: virtual reality; virtual art galleries; immersion; engagement; presence; perspective; virtual art representations; 3D graphics; user experience; interaction; online virtual worlds; Second Life; demographics; virtual artefacts; usability; effectiveness.
International Journal of Arts and Technology, 2016 Vol.9 No.3, pp.273 - 298
Available online: 17 Aug 2016Full-text access for editors Access for subscribers Purchase this article Comment on this article