Evaluating Virtual Prototypes in Immersive Environments: The Role of Visual Interaction, Contextual Background, Cybersickness, and Presence

Advances in Virtual Reality (VR) have enabled its use in the evaluation of virtual prototypes (VPs). However, research indicates that how a VP is presented and interacted with can influence participant behavior during product assessment. To investigate factors affecting evaluation reliability, this study examined the effects of visual interaction mode, contextual background, sense of presence, and cybersickness (CS). Forty-five participants observed and evaluated a picnic table in three virtual environments using a Meta Quest Pro head-mounted display (HMD). A within-subjects design compared 2D and 3D representations and neutral versus detailed contexts. Data from the HMD and questionnaires showed no significant differences in product attribute evaluations, overall impressions, or confidence across conditions. Although gaze behavior and sense of presence varied with interaction level and contextual detail, they did not affect evaluations. Together with the low incidence of CS, these findings support the use of theese VR formats for short-term VP evaluation.

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Publication Details

Journal
International Journal of Human-Computer Interaction
Published
2026-06-30
DOI
https://doi.org/10.1080/10447318.2026.2688491
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Evaluating Virtual Prototypes in Immersive Environments: The Role of Visual Interaction, Contextual Background, Cybersickness, and Presence

Carlos García-García, Almudena Palacios-Ibáñez, Julia Galán Serrano, Francisco Felip Miralles
International Journal of Human-Computer Interaction
Virtual Reality Applications and Impacts
article

Evaluating Virtual Prototypes in Immersive Environments: The Role of Visual Interaction, Contextual Background, Cybersickness, and Presence

Carlos García-García, Almudena Palacios-Ibáñez, Julia Galán Serrano, Francisco Felip Miralles
article en

Abstract

Advances in Virtual Reality (VR) have enabled its use in the evaluation of virtual prototypes (VPs). However, research indicates that how a VP is presented and interacted with can influence participant behavior during product assessment. To investigate factors affecting evaluation reliability, this study examined the effects of visual interaction mode, contextual background, sense of presence, and cybersickness (CS). Forty-five participants observed and evaluated a picnic table in three virtual environments using a Meta Quest Pro head-mounted display (HMD). A within-subjects design compared 2D and 3D representations and neutral versus detailed contexts. Data from the HMD and questionnaires showed no significant differences in product attribute evaluations, overall impressions, or confidence across conditions. Although gaze behavior and sense of presence varied with interaction level and contextual detail, they did not affect evaluations. Together with the low incidence of CS, these findings support the use of theese VR formats for short-term VP evaluation.

International Journal of Human-Computer Interaction
Universitat Jaume I (ES)
Ministerio de Ciencia, Innovación y Universidades, Universitat Jaume I
Openalex Percentile: Top 6%
Virtual Reality Applications and Impacts
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