## 4 Experimental Results
### User Test  
This study analyzed the impact of the interaction components, which were suggested previously, on the UX after conducting the user test through the audiovisual data of the IVR fashion show. To this end, the user satisfaction was investigated using a two-stage survey comprised of a one-way experience where the digital fashion show was only watched on the VR environment and an interactive experience where user control existed, and they were compared. The first survey was administered to 12 general people, and the second survey was administered to 120 general people by applying the IVR fashion show that was improved based on the negative feedback from the first survey. The step-by-step evaluation process of the survey was configured in the order of pre-questionnaire for participant background information (name, gender, age, occupation, group), quantitative evaluation for UX (i.e., a five-point Likert scale: the larger the number, the higher the satisfaction), and the degree and range of cybersickness (i.e., a five-point Likert scale: the larger the number, the less the cybersickness experienced). Figure 9 compares the VR system configuration between the one-way and interactive experiences in the VR environment. It is notable that we adopted standard VR controllers as main input devices to simplify the UI controls during the tests. Figure 8: Scene changes from a selection of (**a**) point of view, (**b**) digital clothes, and (**c**) illumination effect. Figure 10 shows the evaluation results of the first survey, whereby the impact of each interaction component on the UX was compared for the one-way and interactive experience cases. The interactive experience received a higher evaluation overall compared with the one-way experience, and in particular, there was a notable difference in usability. This is presumed to be mainly because the ability to control the elements, such as camera position, clothing, and effect, was preferable by the user and had an adverse effect on UX in the IVR fashion show. In particular, the change in effect and sound showed a relatively lower rate of increase in evaluation as compared with the POV and clothing, and this was because the young participants who were frequently exposed to games and digital media were less sensitive to the change in effect and sound. On the other hand, the  
Figure 10: Comparison of UX between the one-way and interactive experiences: an average value of the participants in the first survey is used for assessing the level of influence of interaction components, change of POV (P), clothes (C), effect (E), and sound (S), on user experiences, interest (I), immersion (M), fun (F), and usability (U). Figure 9: Comparison of VR fashion shows between (**a**) one-way and (**b**) interactive experiences. change in sound received a relatively low evaluation on the UX, which appears to be the result of the negative impact caused by the distraction owing to the background music used in the first survey. As such, the type and volume of the background music in the IVR fashion show for the evaluation of the second survey were modified. In addition, the discomfort owing to cybersickness was noted, and hence, the rotation angle of the camera was limited to 180\({}^{\circ}\) left and right. Figure 11 shows the evaluation results of the second survey, whereby the impact of each interaction component on the UX was compared for the one-way and interactive experience cases. Overall, the evaluation of the interactive experience of the IVR fashion show improved in the second evaluation as compared with the first evaluation. It is presumed that the interaction function of the IVR fashion show that was modified after the first survey had a positive impact on the second evaluation. On the other hand, the rating of the one-way experience decreased overall compared with the first survey, and this is because the improved IVR fashion show after the first survey had a negative impact on the evaluation of one-way experience in the second survey.