This paper describes a research project which attempts to analyse human perception of and interaction with virtual art representations in an online, three-dimensional graphic environment. Specifically, discerning how user experience may relate to engagement, immersion and interaction. A series of experiments are described, involving participants who experienced virtual artworks in multiple gallery environments and utilise different viewing perspectives. The paper then provides an analysis of the data recorded and gathered during user-testing. The experiments are undertaken within a specific virtual art gallery in the online virtual world Second Life. Demographic data is linked to the user experience focusing on the use of first person (egocentric) and third person (exocentric) screen perspectives. An examination of the user's perception of both two-dimensional and three-dimensional virtual artefacts is also provided. This paper concludes with an insight into the usability and effectiveness of designing, presenting and experiencing art in a threedimensional virtual environment.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.