# Roblox Graffiti Art Using Virtual Reality Devices: Reality and Spatial Presence in a Virtual Space
## 4 Experiments and Result  
In a study involving 62 participants, they were evenly divided into two groups to explore different content versions on PC and VR, each group comprising 31 individuals. The entire experience lasted for 60 min and was then followed by a survey to gather feedback. All the participants were college students in their twenties who had never experienced VR content before. Both the PC and VR users were first introduced to a 20 min tutorial on the interface of graffiti functions, followed by a hands-on session. After the tutorial, they took a 10 min break and then participated in making graffiti for 30 min. For the VR group, special safety training was conducted to instruct the participants to immediately stop the experience if they felt any symptoms of dizziness or discomfort during the VR session. We aimed to ascertain if the unique characteristics of VR, such as immersive interaction, contributed to higher scores in general presence (G), spatial presence (SP), involvement (INV), and empirical reality (REAL), as measured using the Igroup Presence Questionnaire (IPQ). Therefore, to measure the potential influence of VR on the IPQ scores, we conducted  
Figure 8: Sungnymemu 3D model and Roblox world. a comparative experiment with a conventional gaming environment, using a keyboard and a mouse in the PC setup. The virtual graffiti space, while differing in the equipment used, was created under identical conditions regarding objects, scale, and lighting in both the VR and PC environments. Graffiti drawing was conducted as part of a collaborative effort in both environments. The participants were able to draw using one of three different-sized brushes--small, medium, and large. The participants were divided into three groups based on the brush size they possessed. The smaller brushes allowed for finer details but covered a smaller area, whereas the larger brushes could cover larger areas but lacked the ability to depict fine details. This necessitated participants to collaborate and consult each other to complete a drawing. Both the VR and PC participants performed tasks in an environment where real-world conversation with other participants was not possible. The participants in each environment used Roblox's spatial voice function for social interaction, enabling real-time communication with surrounding users through a microphone located on their virtual avatar. The closer a user is to others, the louder their voice becomes, and vice versa. This technology facilitated idea- and presentation-sharing among the graffiti groups in the metaverse space. The participants in the VR environment could view the virtual space in 360 degrees using a VR HMD. The left VR controller was used for avatar movement, while the right VR controller allowed participants to draw on walls, simulating holding a brush. A color palette on the right UI could be used to select colors with the right controller for painting. This interaction, compared to the PC environment where movement is controlled by a keyboard and drawing and rotation by a mouse, offers more realistic movements and, hence, a more immersive graffiti experience. We proceeded with the PC and VR environment as follows for the experiment:  
* OS: Windows 11;
* CPU: Intel(R) Core(TM) i7-10870H 2.20 GHz;
* RAM: 16.0 GB;
* GPU: NVIDIA GrForce RTX 3070 Laptop;
* VR Device: Meta Quest 2. * Roblox Studio software version: 0.604.06040509
* Oculus software version: 59.0.0.179.366  
In this study, the IPQ developed by [PERSON] et al. (2001) was modified and used to reflect the characteristics of virtual reality. The modified IPQ comprised fourteen questions, as follows: one general question, five questions about local presence, four questions about immersion in the virtual world, and four questions about practicality. The reliability of the IPQ test paper was reported as 0.87. Table 3 shows the complete questionnaire form for the IPQ. By evaluating the 14 items in the IPQ on a Likert 7-point scale, we can determine four measures of presence.