Published in Cyberpsychology, Behaviour and Social Networking

Virtual reality (VR) has served the entertainment industry all the way to world-leading museums in delivering engaging experiences through multisensory virtual environments (VEs). Today, the rise of the Metaverse fuels a growing interest in leveraging this technology, bringing along an emerging need to better understand the way different dimensions of VEs, namely social and interactive, impact overall user experience (UX). This between-subject exploratory field study investigates differences in the perceived and lived experience of 28 participants engaging, either individually or in dyads, in a VR experience comprising different levels of interactivity, i.e., passive or active. Results support that VR can be shared with a real-world partner not only without hindering the immersive experience, but also by enhancing positive affect.

Published as proceedings to the Annual AIS SIGHCI Conference

Virtual Reality (VR) is known for its ability to immerse users in a parallel universe. Accordingly, VR offers great potential for mindfulness therapy, especially in a post pandemic world. This study investigates lived and perceived effects of adding auditory and motor components to VR experiences, through narration and head movements respectively. Twelve participants experienced four nature-based VR videos in a within-subjects research design. The study employed a mixed method approach of psychometric and neurophysiological measures. Results support a significant relationship between positive affect and presence.

Published in HEC Montreal’s Thesis & Dissertation Library

Given the novelty and complexity of VR as a technology, this thesis research unfolds in a multiphasic approach. First, it develops and assesses a mixed methodological paradigm by measuring lived UX in meditative VR contexts, a fundamental step in reaching its second and end-goal: evaluating VR in social contexts directly into the field, away from controlled laboratory environments. Through its high ecological validity, this thesis offers practical directions for VR developers not only to promote active VR for greater exploration and immersion, but also to design these experiences to be shared, therefore surpassing the ubiquitous solitary contexts of use of this promising technology.