Affiliations 

  • 1 Universiti Putra Malaysia 43400 Serdang, Selangor, Malaysia
MyJurnal

Abstract

Introduction: IImmersive Virtual Reality (IVR) is a computer-generated world where users can immerse using
Head-mounted devices (HMD), but different spatial ability groups show different performance when engaged
virtual reality. The VR application of the solar system roller-coaster tour develop by DrashVR LLC downloaded from
Google Play used for the study. It aims to study spatial ability group’s viewing techniques related to emotional engagement toward IVR. Methods: The study employed a qualitative research design with triangulation method to administer a spatial ability test before IVR sessions to determine low spatial (0-15 score) and high spatial (16-30 score)
groups. Observations of 30 participants were made and conduct semi-structured interviews after each IVR session.
Results: 23% of high spatial and 10% low spatial group used an aggressive viewing technique. While 33% of
high spatial and 34% of low spatial using less aggressive and static viewing techniques restricted view less than
180 degrees to avoid unpleasant feeling. Both groups reported cybersickness after an average time of 5 minutes
for low spatial and 7 minutes for high spatial. High spatial counter cybersickness by focus on visual elements
to immersed and sustain attention while low spatial focus on the negative feeling that rip out enjoyment. 70% of
high and low spatial with positive emotion engagement could sustain enjoyment due to motivated to continue
VR tour despite having cybersickness. Conclusion: : Different spatial abilities displayed unique viewing techniques
and emotional engagement to counter the unpleasant effects. The result significant when these groups of spatial using
IVR as treatment.