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    Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/10259/12208

    Título
    Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage
    Autor
    Rodríguez García, BrunoAutoridad UBU Orcid
    Miguel Alonso, InésAutoridad UBU Orcid
    Checa Cruz, DavidAutoridad UBU Orcid
    Bustillo Iglesias, AndrésAutoridad UBU Orcid
    Editorial
    Springer
    Fecha de publicación
    2026-09
    ISSN
    1359-4338
    DOI
    10.1007/s10055-026-01409-z
    Zusammenfassung
    Immersive Virtual Reality (iVR) has reached a level of technological maturity that enables its use for the general public. However, further investigation is needed into the optimization of iVR applications and particularly, their design features in relation to various user characteristics such as age and previous iVR experience. To solve this issue, this study evaluates a Cultural Heritage dissemination experience in iVR, tested in a real-world setting, the Museum of Burgos (Spain), with participants from three age groups: children, young adults, and older adults. The iVR experience was structured in four levels of progressively complex interaction. A control group was formed to view a video containing the same dissemination content. A total of 206 participants completed a three-steps assessment measuring prior knowledge, User Experience (UX), and learning outcomes. The findings emphasized that iVR's strengths, immersion and interactivity, must be strategically optimized to outperform more well-stablished dissemination formats like video. The results showed that children responded positively to high interactivity; their motivation and rapid adaptation supported the use of interactive formats, provided cognitive demands are gradually introduced. Young adults exhibited the highest adaptability and fastest completion times, performing well across all interaction types, though with moderate UX ratings. Older adults preferred soft interaction and immersive aesthetics, achieving better learning outcomes in this context but extending the time to complete the iVR experience.
    Palabras clave
    Virtual Reality
    Human Computer Interaction
    User experience
    Children
    Age
    User Centered Design
    Materia
    Realidad virtual
    Virtual reality
    URI
    https://hdl.handle.net/10259/12208
    Versión del editor
    https://doi.org/10.1007/s10055-026-01409-z
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    Rodriguez-Virtual_Reality_2026 .pdf
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