# Efficacy of Virtual Reality in Painting Art Exhibitions Appreciation
## 3 Results and Discussion  
### Results of Descriptive Statistics and ANOVA Analysis  
The purpose of this study was to find out whether there are any differences in viewing experience between different display media. According to the results of variation analysis in Table 1, after the three groups of subjects viewed the same painting through one media, they displayed no significant difference in their feelings (i.e., \"pleasure\", \"relaxed\", and \"calm\"), their evaluation of the work (i.e., \"originality\", \"attractive\", and \"precious\"), and their overall preference of the painting (i.e., \"preference\"). This result indicates that the psychological effect and preference for viewing a painting through Desktop VR or HMD VR are similar to that for viewing the original painting, and that the viewer's evaluation of the painting does not vary greatly depending on the media displayed. The scores of \"pleasure\" had no significant difference among the three media. Similar results were also found by [PERSON] et al. [36]. Although the dizziness of the subjects was not investigated in this study, from the results of questions 1 and 2 in the subjective questionnaire, the pleasure and relaxed feelings of subjects in the HMD VR conditions were similar to those in the other two experimental conditions, which shows that dizziness would not have been high; otherwise, the scores of these two feelings would have been low. The movement between paintings was similar to the point and teleport in the study of [PERSON] et al. [25] and the teleport method is also considered to be quite suitable for the VR environment because of the low dizziness effect. It is worth noting that there were significant differences among the three media in the two options of \"having access to all works I like\" and \"the title can intensify my interest in the painting\" (\(p<0.05\) or more). In terms of the option \"having access to all works I like\", the scores of Desktop VR (4.1 points) and physical paintings (4.4 points) were significantly higher than that of HMD VR (3.4 points). This result relates to how subjects moved between paintings and how they watched paintings. As mentioned in Section 2.3, Experimental Design, when appreciating physical paintings, viewers had the highest degree of freedom. Viewers could move around the exhibition area to see different paintings and moving forward could help them detect the details, while moving backward the panoramic view of the painting came in sight. With HMD VR, viewers could watch at any direction they wanted,  
Figure 5: An interviewee is watching with Desktop VR (left) and HMD VR (right). but they could not zoom into the image until the gaze-point in the middle of the image targeted a certain painting. The operation of the direction was not intuitive or convenient enough. Even after the introduction card had been read, it remained there until viewers moved their heads to target the gaze-point on the sign of \(\uplambda\) on the upper right. Compared with HMD VR, the operation of Desktop VR was more intuitive. After logging in this web page, visitors could click the sign of the \"white arrow\" on the floor and they could move immediately to that place. They then could move the mouse to change the position of watching. Under each painting there was a quadrangle pattern, which could be clicked with the mouse to present the magnified image and the title of the work. However, with these two types of VR the painting size is fixed without being able to zoom in or out, and so viewers cannot zoom in the paintings at their will to appreciate the details. The above analysis tells us that the operation of the HMD VR in this experiment was imperfect. Apart from being able to watch from all directions, the operation of moving forward and backward should be improved. The more important one is to zoom in and zoom out the paintings. If these three functions and the intuitive interaction can be integrated into a single product, then the experience of watching through VR can be improved.