## 6 Conclusions  
This study aimed to find answers to two research questions in the context of the Four Seasons VR experience, which uses a gesture-based UI. The mixed-method user experience study involved 21 Korean adult participants who experienced Four Seasons. The first research question--\"How do users perceive the gesture-based UI of Four Seasons?\"--was answered by analyzing the questionnaire answers of the participants. The results showed a high mean rating (4.71/5) for the statements measuring presence, thus indicating high overall presence when using Four Seasons with its Gesture-based UI. The specific statements related to the gesture-based UI garnered a mean rating of 4.21/5, with the most significant identified issues being related to the realism of gesture-based interaction and lack of sensory stimulation. The second research question--\"What potential presence factors that can be associated with Four Seasons?\"-- was answered by an iterative analysis of the participants' interview answers to identify factors that may affect presence in Four Seasons. As a result, we found 23 potential presence factors in three thematic groups: user experience, content design, and technology. Some of these factors are related to gesture-based UI, whereas others are related to overall the immersive VR experience. The identified potential presence factors confirm and complement previously discovered factors, thereby highlighting what constitutes the sense of presence in VR, particularly when using a gesture-based UI. As the number of potential factors is substantial and likely to grow as a result of future studies, we proposed a classification system to keep them organized. It is noteworthy that the identified presence factors are potential, and, therefore, further research is required to validate them. The design principles that we devised based on the potential presence factors can be utilized for designing immersive VR experiences that leverage a gesture-based UI. Moreover, these design principles can be of use when conducting heuristic evaluations on existing immersive VR experiences, as we have demonstrated by heuristically evaluating Pillow, a third-party VR/MR application with a gesture-based UI. Finally, the formulated design principles can be expanded by deriving more design principles for the presence factors found in previous and future studies. The results of this study can be useful for designers and researchers seeking to enable, evaluate, improve, or research the sense of presence in immersive VR applications that utilize a gesture-based UI. The identified potential presence factors and proposed classification system can be used in the design process to include elements that help to elicit these factors. Similarly, they can be used in the evaluation of existing VR applications to estimate the extent to which the application can promote presence. To address the limitations of this study presented in Section 5.8, we propose future comparative studies that validate the identified potential presence factors. Another avenue of future research is to explore presence factors with different types of VR experiences (with or without a gesture-based UI) with different hardware configurations (e.g., HMDs and gesture tracking solutions) aimed at different audiences (e.g., age groups, ethnic groups, and professions). These studies could collect not only subjective data but also objective data on user experience, presence, and interaction quality, for example, through the tracking of physiological, psychological, and social responses, which could help to validate the results of this study. With diverse multimodal data, more potential presence factors are likely to emerge. Consequently, the proposed classification may need to be amended, for example, by a taxonomy that organizes the factors into multiple levels and by properties of content. Conceptualization, H.J.S. ; methodology, H.J.S. and T.H.L. ; software, H.J.S. ; validation, H.J.S. and T.H.L. ; formal analysis, H.J.S. and T.H.L. ; investigation, H.J.S. and T.H.L.