Table 2 Comparative analysis results on user-specific experience in the proposed asymmetric virtual environment.

VR user MR user
Mean(SD)
Competence 2.188(1.223) 2.063(0.768)
Sensory and Imaginative Immersion 3.125(0.415) 3.063(0.390)
Flow 3.250(0.661) 2.688(0.899)
Tension 0.188(0.242) 0.188(0.242)
Challenge 3.000(0.612) 2.938(0.299)
Negative affect 0.250(0.354) 0.437(0.390)
Positive affect 3.125(0.857) 2.563(1.158)
Pairwise Comparison
Competence F(1, 14)= 0.052, p=0.822
Sensory and Imaginative Immersion F(1, 14)= 0.084, p=0.776
Flow F(1, 14)= 1.777, p=0.204
Tension F(1, 14)= 0.000, p=1.000
Challenge F(1, 14)= 0.059, p=0.812
Negative affect F(1, 14)= 0.887, p=0.362
Positive affect F(1, 14)= 1.068, p=0.319