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<dc:title>Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage</dc:title>
<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:subject>Virtual Reality</dc:subject>
<dc:subject>Human Computer Interaction</dc:subject>
<dc:subject>User experience</dc:subject>
<dc:subject>Children</dc:subject>
<dc:subject>Age</dc:subject>
<dc:subject>User Centered Design</dc:subject>
<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>
<dc:date>2026-10-20T09:18:52Z</dc:date>
<dc:date>2026-10-20T09:18:52Z</dc:date>
<dc:date>2026-09</dc:date>
<dc:type>info:eu-repo/semantics/article</dc:type>
<dc:identifier>1434-9957</dc:identifier>
<dc:identifier>https://hdl.handle.net/10259/12285</dc:identifier>
<dc:identifier>10.1007/s10055-026-01409-z</dc:identifier>
<dc:identifier>1434-9957</dc:identifier>
<dc:language>eng</dc:language>
<dc:relation>Virtual Reality. 2026</dc:relation>
<dc:relation>https://doi.org/10.1007/s10055-026-01409-z</dc:relation>
<dc:relation>Open access funding provided by FEDER European Funds and the Junta de Castilla y León under the Research and Innovation Strategy for Smart Specialization (RIS3) of Castilla y León 2021-2027. Funding was provided by the Ministerio de Ciencia e Innovación and by the European Union"NextGenerationEU"/PRTR funds, through Humanaid project (TED2021-129485B-C43) and REMAR project (CPP2022-009724).</dc:relation>
<dc:relation>Open access funding provided by FEDER European Funds and the Junta de Castilla y León under the Research and Innovation Strategy for Smart Specialization (RIS3) of Castilla y León 2021-2027. Funding was provided by the Ministerio de Ciencia e Innovación and by the European Union"NextGenerationEU"/PRTR funds, through Humanaid project (TED2021-129485B-C43) and REMAR project (CPP2022-009724).</dc:relation>
<dc:rights>http://creativecommons.org/licenses/by/4.0/</dc:rights>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:rights>Atribución 4.0 Internacional</dc:rights>
<dc:publisher>Springer Nature</dc:publisher>
</ow:Publication>
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