What about the real use of virtual, extended and augmented reality ? A survey of a French representative sample - Equipe Immersive Natural User Interaction team
Communication Dans Un Congrès Année : 2024

What about the real use of virtual, extended and augmented reality ? A survey of a French representative sample

Résumé

Literature provides few if no data on the current use and exposure of individuals to virtual reality (VR) and/or augmented reality (AR) technologies in the wild. Most of the publications concern prototypes and systems tested in laboratories, whereas actual uses in private and professional situations are poorly documented. Obtaining a clear picture of the current use and exposure to VR/A/M technologies is thus difficult, beyond high-profile applications (e.g. Pokemon GO) and devices (e.g. Oculus rift). To address this gap, a survey was conducted in the context of a working group at the French Agency for Food, Envi- ronmental and Occupational Health & Safety (ANSES) among a sample of 776 French people aged 18 and over who have already experienced virtual or augmented reality (from a representative national sample of 2970 French people aged 18 and over) and 122 children aged 6 to 17 who have already experienced virtual or augmented reality. The online questionnaire was designed to identify the people concerned and the situations of exposure to these technologies, the type of systems and devices used, as well as to examine the possible occurrence of cyber-sickness symptoms felt after or during exposure. Beyond the lack of previous studies, a specific difficulty and limit to interpreting previous surveys lies in the emerg- ing nature of the technologies under consideration, i.e. the fact that they are evolving technologies, still little known and/or poorly understood (especially for the general population) and responding to uses and needs that are still incompletely identified. Thus, the study’s instructions relied on a precise definition of VR/AR combined with typical illustrations of the different types of devices and uses presented in the questionnaire. The results show that 26% of French people aged 18 and over have already experienced virtual or augmented reality, whereas 33% of French people with children between the ages of 6 and 17 report that their children have already experienced VR/AR. Characteristics of the users population, situa- tions and duration of use, as well as devices mostly used are clarified. In terms of health consequences, between one-third and one-half of users report having experienced symptoms during or following expo- sure to VR or AR, depending on how the measurement is conducted. The most common self-reported symptoms are dizziness and headache. Symptoms mainly appear during or immediately after exposure and disappear very quickly afterwards, with the exception of headaches and visual fatigue, which seem to persist more over time. The types of use and technologies used seem to be determining factors in the occurrence of symptoms. The conclusion set perspectives to recommendations.
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hal-04674786 , version 1 (21-08-2024)

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Jean-Marie Burkhardt, Dina Attia, Francine Behar-Cohen, Ouriel Grynszpan, Evelyne Klinger, et al.. What about the real use of virtual, extended and augmented reality ? A survey of a French representative sample. Human Factors in Virtual Environments and Game Design, AHFE, Jul 2024, Nice, France. ⟨10.54941/ahfe1004981⟩. ⟨hal-04674786⟩
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