## 1 Introduction  
Society is increasingly addressing relations towards digital contexts. Activities like shopping, learning, having fun, meeting, etc., are frequently carried out in virtual environments. This entails the continued development of new display technologies that allow users to interact with other people, objects, or environments. The first ones featured, for example, software platforms to make connections through video-chat or other tools and resources to manage learning or fun experiences. New technologies for displaying objects are increasingly being used in utilities like electronic commerce, for assessing product design in early stages, and in other contexts like entertainment. This is the case of certain technologies like 360\({}^{\circ}\) realistic 3D image systems (360\({}^{\circ}\) rotation) or augmented or virtual reality devices. The use of these new technologies involves having to constantly study improvements in how to display product information. The presentation method by means of realistic 3D images in 360\({}^{\circ}\) rotation allows a product to be viewed from any angle because the user can rotate it in any direction. In an interactive way, augmented reality (AR) technology enables superimposing a virtual layer composed of elements, such as images or texts, on real environments [1]. Virtual reality (VR) allows the user to be immersed in a totally virtual environment. VR systems can be classified into two categories: immersive and non-immersive systems [2]. Non-immersive VR (ni_VR) encompasses a virtual representation of an environment displayed on a monitor [3]. In immersive virtual reality (i_VR), the virtual representation is displayed as a realistic experience by head-mounted displays [4] and provides the user with the sensation of being inside the environment. Employing different interaction technologies and tools influences user perceptions because, as it is well-known, the channel (the interaction environment) is one of the fundamental elements of the communication process [5]. Research has been conducted to analyse the influence of the type and level of interaction on users' product perceptions [6; 7]. Likewise, several studies have been carried out to analyse the influence of specific display technologies on the perceptions of product features, comparing product perceptions generated through the use of one or more technologies or with images or the real product [8; 9; 10; 11; 12]. Some studies have focused on more specific aspects, such as including interactions with the product through haptics [13] or comparing different tools for assessment in early design stages [14; 15]. [PERSON] et al. [16] compare the perceptions of 10 product features for five display technologies and also to those generated in the interaction with the real product, by emphasising the importance of selecting the appropriate technology according to product type and the features to be assessed. However, the use of new display technologies is not only conditioned by the generation of perceptions of product features, but also those generated of the usage properties of technologies, such as a technology's ability to offer a realistic representation, to visualise an object from different angles, if it is easy to use, or if it is easily accessible. As [PERSON] and [PERSON] [17] stated, usability evaluation tools can provide deeper insights into the user experience by helping to identify areas for improvement and ways to make right decisions. Therefore, in addition to analysing how display technology influences the perception of product design features, we also propose to examine how the technology's usage properties might influence user perceptions and experiences. The research conducted in this context relates primarily to specific technologies [17; 18] or to the overall multimedia environment [19; 20]. This study aims to examine and compare perceptions about varied usage properties generated by different display technologies.