## 3 Results
### Case Study 2  
A total of 22 users were carefully chosen for this analysis. The demographic breakdown is as follows: 50% of the users identified as female, and an equal 50% as male. The study aimed to encompass a broad age range, resulting in 9.09% under 18 years old, 22.73% between 18 and 25 years old, 22.73% between 25 and 40 years old, 40.91% between 40 and 55 years old, and 4.54% between 55 and 70 years old. Regarding educational background, 50% had basic studies, 27.27% had bachelor's degrees, and 22.73% had postgraduate qualifications.  
Additionally, 22.73% of the users reported having experience in metaverse worlds. Concerning gaming habits, 31.82% indicated regular use of various videogame devices (e.g., gamepads, joysticks), while 13.64% reported occasional use. Regarding travel planning, 59.1% stated they typically use the Internet for trip planning. Lastly, 27.27% of the users mentioned a tendency to visit museums during their travels, while 54.55% reported occasional museum visits when on the road.  
The outcomes of the IPQ are depicted in Figure 10. Specifically, Figure 10a exhibits the mean and standard deviation for each IPQ question, while Figure 10b displays the mean and standard deviation in percentage for each subscale of the Presence Questionnaire (PQ). Noteworthy findings include a General Presence score of 87.77% with a standard deviation of 1.21%, demonstrating that users experienced a strong sense of immersion in the Virtual Environment (VE). The Spatial Presence score reached 62.34% with a standard deviation of 2.09%, reflecting that users felt physically present in the VE. An Involvement score of 58.77% with a standard deviation of 1.36% suggests that a majority of users were actively engaged with all aspects of the VE. The Experienced Realism score was 55.19% with a standard deviation of 1.79%, indicating that over half of the users consistently felt immersed in the VE despite the absence of realistic objects. These findings support the main objective of the proposed approach, which aims to create a natural and user-friendly VE compatible with most current commercial VR headsets. It is important to note that achieving enhanced realism would require greater computational resources and specialized hardware, such as advanced graphics cards.  
Regarding the SUS questionnaire, the overall perceived usability scored 83.52 out of 100 (ranging from 70 to 100 with a standard deviation of 8.23), indicating a notably high level of usability for the proposed application. Additionally, Figure 11 visually represents the results for each item of the SUS questionnaire, which is detailed in Table 2. Importantly, a majority of users expressed a willingness to use this application frequently, highlighting its user-friendly nature. Users consistently reported that the application functionalities were well integrated, ensuring a seamless and consistent experience. Furthermore, users expressed confidence in their interactions with the application.  
Figure 10: Results of the Igroup Presence Questionnaire: (**a**) Data (red dots), mean (blue bars), and standard deviation (vertical black lines) per question. (**b**) Subscales results (mean and standard deviation).