<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-10-21T06:45:07Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/12285" metadataPrefix="edm">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/12285</identifier><datestamp>2026-10-21T00:05:30Z</datestamp><setSpec>com_10259_4219</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>col_10259_4220</setSpec></header><metadata><rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ore="http://www.openarchives.org/ore/terms/" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:ds="http://dspace.org/ds/elements/1.1/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:edm="http://www.europeana.eu/schemas/edm/" xsi:schemaLocation="http://www.w3.org/1999/02/22-rdf-syntax-ns# http://www.europeana.eu/schemas/edm/EDM.xsd">
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<dc:creator>Rodríguez García, Bruno</dc:creator>
<dc:creator>Miguel Alonso, Inés</dc:creator>
<dc:creator>Checa Cruz, David</dc:creator>
<dc:creator>Bustillo Iglesias, Andrés</dc:creator>
<dc:date>2026-09</dc:date>
<dc:description>Immersive Virtual Reality (iVR) has reached a level of technological maturity that enables its use for the general&#xd;
public. However, further investigation is needed into the optimization of iVR applications and particularly,&#xd;
their design features in relation to various user characteristics such as age and previous iVR experience. To&#xd;
solve this issue, this study evaluates a Cultural Heritage dissemination experience in iVR, tested in a real-world&#xd;
setting, the Museum of Burgos (Spain), with participants from three age groups: children, young adults, and&#xd;
older adults. The iVR experience was structured in four levels of progressively complex interaction. A control&#xd;
group was formed to view a video containing the same dissemination content. A total of 206 participants completed&#xd;
a three-steps assessment measuring prior knowledge, User Experience (UX), and learning outcomes.&#xd;
The findings emphasized that iVR's strengths, immersion and interactivity, must be strategically optimized to&#xd;
outperform more well-stablished dissemination formats like video. The results showed that children responded&#xd;
positively to high interactivity; their motivation and rapid adaptation supported the use of interactive formats,&#xd;
provided cognitive demands are gradually introduced. Young adults exhibited the highest adaptability and fastest&#xd;
completion times, performing well across all interaction types, though with moderate UX ratings. Older&#xd;
adults preferred soft interaction and immersive aesthetics, achieving better learning outcomes in this context&#xd;
but extending the time to complete the iVR experience.</dc:description>
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<dc:identifier>https://hdl.handle.net/10259/12285</dc:identifier>
<dc:language>eng</dc:language>
<dc:publisher>Springer Nature</dc:publisher>
<dc:title>Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage</dc:title>
<dc:type>info:eu-repo/semantics/article</dc:type>
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