# Exploring the Impact of Virtual Reality on Painting Appreciation
## 3 Results and Discussion  
### Descriptive Statistics and ANOVA Analysis  
Table 1 presents the mean and ANOVA results for each variable. In terms of subjective feelings, except for the item \"The work is original\", which did not exhibit statistically significant differences, all other questions exhibited statistical significance (\(p\leq 0.05\)). Although [PERSON], [PERSON], and [PERSON] (2016) found that similar pleasure levels are involved in both physical and VR environments, we obtained different results. The scores for mood and \"having access to all the works I like\" were significantly higher for the conditions of physically viewing the original paintings and the album than for viewing them through the HTC Vive, which may be due to the limitations of the HMD. When using an HMD, users are unaware of the external environment and have concerns about moving in the physical environment, such as bumping into walls and tripping over signal transmission lines, making them less relaxed. The participants' responses also indicated that the HMD has other limitations, as follows: it is fixed on the head, which causes discomfort; it weighs 700 g, which causes neck muscle fatigue; and the transmission line is connected to the computer host, resulting in limited movements. [PERSON], [PERSON], and [PERSON] (2016) also noted that owing to the limitations of the VR equipment and to ensure user safety, when using an HMD, users have less control than in a physical environment. [PERSON], [PERSON], [PERSON], [PERSON], [PERSON], [PERSON], [PERSON], [PERSON], and [PERSON] (2012) stated that any detail, asset, or interactivity within a VR environment influences the user experience. Therefore, compared with regular viewing methods, wherein users are not required to wear any equipment and can perceive the external environment, the subjective feelings induced by viewing through an HTC Vive are low. The average and grouping results for \"the title intensifies my interest in the painting\" show that scores for viewing the original paintings (3.9 points), album (3.8 points), and through desktop VR (3.7 points) were significantly higher than that for viewing through the HTC Vive (3.3 points). [PERSON], [PERSON], and [PERSON] (2010) noted that the text size affects the reading experience in a VR environment. However, this study used an HMD and the participants could adjust the text size by moving closer to or away from the painting description board. Therefore, instead of the text size, the effect may be related to the manner in which the description board is viewed. In this study, the description boards for the original paintings and album were printed on paper, which does not offer a high resolution but also makes it easy to read the text even if the participants are not directly in front of the description boards. The desktop VR description boards were presented together with the paintings, which were conducive to the participants' reading experience and mutual comparisons. However, while using HTC Vive, they were required to lower their heads and shift their gaze to directly in front of the description board to see the text clearly. This may have reduced their willingness to view the description board and shortened the reading time. Consequently, the description boards shown via the HTC Vive were not as effective as those in the other three viewing conditions. Additionally, the viewing durations of the four painting presentation methods differed significantly (\(p<0.001\)). Among them, the album involved the longest viewing time (182.4 s), followed by the HTC Vive (157.4 s), whereas the desktop VR and original paintings had the shortest viewing times of approximately 137.7 s. These differences may be attributed to the participants' viewing behaviors. We found two differences in the viewing behaviors for the original paintings and album.