# A Metaverse Platform for Preserving and Promoting Intangible Cultural Heritage
## 3 Results and Discussion
The participants were asked to download the Spatial application onto their own devices and create their profile and avatar to represent themselves. All of them received a brief explanation of the purpose of the platform, its functionalities, and the necessary instructions for interacting within the environment with objects and other users. They then received access to the immersive metaverse experience by connecting to a specific web URL. After entering the experience, they were left free to explore the environment and engage in the experience for as long as they desired, before completing the questionnaires at the conclusion of the experience. For both groups, the median was used to indicate the central tendency of the answers to a certain test question for the selected group, while the dispersion was determined by comparing the lowest and highest values. The questionnaire items and aggregated results are reported in Table 1 for the SUS and in Table 2 for the UES. As regards the results obtained from the SUS questionnaire, participant scores were transformed into the final SUS score, resulting in a median value of 75, a minimum value of 55, and a maximum value of 87.5 for the VR headset group, and a total SUS score ranging from 70 to 97.5, with a median of 92.5 for the smartphone group. [PERSON]'s rank sum test was used to compare the SUS values between the two groups to determine whether there were any statistically significant differences in perceived usability based on whether the users used a VR headset or a smartphone. We found a test statistic below the critical value corresponding to a significance level of 5% (\(p\)-value = 0.007), which means that there is a significant difference in the perceived usability between the two groups, with higher usability for the smartphone groups when compared to the VR headset group. There might be several reasons why the group using smartphones had greater perceived usefulness than the group using the VR headset. Among the potential causes, users' familiarity with the device could lead them to feel more at ease when using an application on a common device such as a smartphone rather than a VR headset, hence favorably affecting their perceived usability. Furthermore, using a VR headset involves the use of controllers or \begin{table}
\begin{tabular}{c l c c c c c} \hline \hline \multirow{2}{*}{**Item**} & \multicolumn{3}{c}{**VR Headset**} & \multicolumn{3}{c}{**Smartphone**} \\  & **Min** & **Median** & **Max** & **Min** & **Median** & **Max** \\ \hline
1 & I think that I would like to use this system frequently. & 3 & 4 & 5 & 3 & 4 & 4 \\
2 & I found the system unnecessarily complex. & 1 & 2 & 2 & 1 & 2 & 2 \\
3 & I thought the system was easy to use. & 3 & 5 & 5 & 5 & 5 & 5 \\
4 & I think that I would need the support of a technical person & 1 & 2 & 3 & 1 & 1 & 2 \\ to be able to use this system. & 3 & 4 & 5 & 4 & 5 & 5 \\
5 & I thought the various functions in this system were well & 3 & 4 & 5 & 4 & 5 & 5 \\ integrated. & 1 & 1 & 2 & 1 & 1 & 2 \\
6 & I thought there was too much inconsistency in this system. & 1 & 1 & 2 & 1 & 1 & 2 \\
7 & I would imagine that most people would learn to use this system very quickly. & 3 & 4 & 5 & 4 & 5 & 5 \\
8 & I found the system very cumbersome to use. & 2 & 2 & 3 & 1 & 1 & 2 \\
9 & I felt very confident using the system. & 3 & 4 & 5 & 4 & 4 & 5 \\
10 & I needed to learn a lot of things before I could get going & 1 & 2 & 3 & 1 & 1 & 2 \\  & with this system. & & & & & & \\ \hline \hline \end{tabular}
\end{table} 
Table 1: User testing questions for the SUS assessment. The aggregate questionnaire findings are presented in terms of median, minimum, and maximum values. physical movements for navigating the virtual environment, whereas smartphones may be managed by touch and more familiar gestures. This difference in physical interaction, combined with other factors such as the device's visual quality or comfort, may impact users' perceptions of usability, with an overall preference for a more conventional interface.