![](bg8.png)
REFERENCES
Alves., F., Aguiar., B., Monteiro., V., Almeida., E.,
Marques., L. C., Gadelha., B., and Conte., T.
(2021). Support material for immersive ux:
a ux evaluation framework for digital immer-
sive experiences in the context of entertainment,
https://doi.org/10.6084/m9.figshare.14050043.v1.
Bhattacherjee, A. (2001). Understanding information
systems continuance: an expectation-confirmation
model. MIS quarterly, pages 351–370.
Chou, H.-K., Lin, I.-C., Woung, L.-C., and Tsai, M.-T.
(2012). Engagement in e-learning opportunities: An
empirical study on patient education using expecta-
tion confirmation theory. Journal of medical systems,
36(3):1697–1706.
Csikszentmihalyi, M. (1991). Flow: The Psychology of Op-
timal Experience. Harper Perennial, New York, NY.
Goethe, O., Salehzadeh Niksirat, K., Hirskyj-Douglas, I.,
Sun, H., Law, E., and Ren, X. (2019). From ux to en-
gagement: Connecting theory and practice, address-
ing ethics and diversity.
H
¨
akkil
¨
a, J. R., Posti, M., Schneegass, S., Alt, F., Gultekin,
K., and Schmidt, A. (2014). Let me catch this! ex-
periencing interactive 3d cinema through collecting
content with a mobile phone. In Proceedings of the
SIGCHI Conference on Human Factors in Computing
Systems, pages 1011–1020.
Halskov, K., Dalsgaard, P., and Stolze, L. B. (2014).
Analysing engaging experiences with a tangible 3d
tabletop. In Proceedings of the 11th Conference
on Advances in Computer Entertainment Technology,
pages 1–10.
Hanington, B. and Martin, B. (2012). Universal methods of
design: 100 ways to research complex problems, de-
velop innovative ideas, and design effective solutions.
Rockport Publishers.
Huang, L.-T., Chiu, C.-A., Sung, K., and Farn, C.-K.
(2011). A comparative study on the flow experience
in web-based and text-based interaction environments.
Cyberpsychology, Behavior, and Social Networking,
14(1-2):3–11.
Law, E. L.-C., Roto, V., Hassenzahl, M., Vermeeren, A. P.,
and Kort, J. (2009). Understanding, scoping and defin-
ing user experience: a survey approach. In Proceed-
ings of the SIGCHI conference on human factors in
computing systems, pages 719–728.
Lee, H., Jung, T. H., tom Dieck, M. C., and Chung, N.
(2020). Experiencing immersive virtual reality in mu-
seums. Information & Management, 57(5):103229.
Marques, L., Amazonas, M., Castro, T., Assuncao, W.,
Zaina, L., Gadelha, B., and Conte, T. (2020). Ux trek:
A post-interaction journey from immersive experience
logs. In Proceedings of the 19th Brazilian Symposium
on Human Factors in Computing Systems (IHC’20).
M
¨
uller, L. J., Mekler, E. D., and Opwis, K. (2016). He-
donic enjoyment and personal expressiveness in posi-
tive user experiences. In Proceedings of the 2016 CHI
Conference Extended Abstracts on Human Factors in
Computing Systems, pages 3166–3172.
Nakamura., W. T., Marques., L. C., Ferreira., B., Barbosa.,
S. D. J., and Conte., T. (2020). To inspect or to test?
what approach provides better results when it comes
to usability and ux? In Proceedings of the 22nd Inter-
national Conference on Enterprise Information Sys-
tems - Volume 2: ICEIS,, pages 487–498. INSTICC,
SciTePress.
Nicolaci-da Costa, A. M. (2007). O campo da pesquisa
qualitativa e o m
´
etodo de explicitac¸
˜
ao do discurso sub-
jacente (meds). Psicologia: Reflex
˜
ao e Cr
´
ıtica, 20:65
– 73.
Oliver, R. L. (1980). A cognitive model of the antecedents
and consequences of satisfaction decisions. Journal of
Marketing Research, 17(4):460–469.
Oyedele, Y., Greunen, D., and Veldsman, A. (2018). Ux
engagement and interaction. In 2018 7th Interna-
tional Conference on Reliability, Infocom Technolo-
gies and Optimization (Trends and Future Direc-
tions)(ICRITO), pages 792–798. IEEE.
Pallot, M., Eynard, R., Poussard, B., Christmann, O., and
Richir, S. (2013). Augmented sport: exploring collec-
tive user experience. In Proceedings of the Virtual Re-
ality International Conference: Laval Virtual, pages
1–8.
Pettersson, I., Lachner, F., Frison, A.-K., Riener, A., and
Butz, A. (2018). A bermuda triangle? a review of
method application and triangulation in user experi-
ence evaluation. In Proceedings of the 2018 CHI
Conference on Human Factors in Computing Systems,
pages 1–16.
Ren, X. (2016). Rethinking the relationship between hu-
mans and computers. IEEE Computer, 49(8):104–
108.
Russo, P., Costabile, M. F., Lanzilotti, R., and Pettit, C. J.
(2015). Usability of planning support systems: An
evaluation framework. In Planning support systems
and smart cities, pages 337–353. Springer.
Shin, D. (2019). How do users experience the interaction
with an immersive screen? Computers in Human Be-
havior, 98:302–310.
Suh, A. and Prophet, J. (2018). The state of immersive tech-
nology research: A literature analysis. Computers in
Human Behavior, 86:77–90.
Tcha-Tokey, K., Loup-Escande, E., Christmann, O., and
Richir, S. (2016). A questionnaire to measure the user
experience in immersive virtual environments. In Pro-
ceedings of the 2016 virtual reality international con-
ference, pages 1–5.
ICEIS 2021 - 23rd International Conference on Enterprise Information Systems
548