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Vrednotenje uporabniške izkušnje v aplikacijah navidezne resničnosti
ID
ČEBELA, MARKO
(
Author
),
ID
Guna, Jože
(
Mentor
)
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Abstract
Navidezna resničnost je pojem, ki je zadnja leta sploh pogosto omenjen v naši tehnološko usmerjeni družbi. Gre za ustvarjene navidezne (virtualne) svetove, v katere se lahko uporabnik popolnoma potopi, tako za zabavo kot tudi v namene izobraževanja, medicine … Kakšen pa bi bil najboljši način za interakcijo s temi virtualnimi svetovi oz. kako bi lahko izboljšali uporabniško izkušnjo v njih? Odločil sem se povsem od začetka izdelati VR igro in nato preko študije uporabnikov izvedeti, kako različni načini interakcije vplivajo na uporabniško izkušnjo. Ali je bolje, da uporabnik sedi ali stoji? Ali ga zmotijo skoki? Kaj pa, če je igra hitrejša? Ali mu je boljši način premikanja s »teleportacijo« ali hojo? Želel sem izvedeti odgovor na vsa ta vprašanja in še več. Ker sem sam navajen premikanja v smeri pogleda v vseh prvoosebnih igrah, me je zanimalo tudi, kako se ta način interakcije obnese v VR svetu. V prvih poglavjih bo na kratko predstavljena zgodovina navidezne resničnosti, sledi predstavitev teorije navidezne resničnosti oz. kako ta tehnično deluje, katera je potrebna oprema itd.. Nato bom predstavil še izvedeni eksperiment, hipotezo, komentiral rezultate vseh izvedenih testov in podal zaključke.
Language:
Slovenian
Keywords:
navidezna resničnost
,
vizir
,
uporabniška izkušnja
,
kontrola gibanja
,
VR slabost
,
igre
Work type:
Undergraduate thesis
Organization:
FE - Faculty of Electrical Engineering
Year:
2019
PID:
20.500.12556/RUL-110058
Publication date in RUL:
11.09.2019
Views:
1808
Downloads:
415
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ČEBELA, MARKO, 2019,
Vrednotenje uporabniške izkušnje v aplikacijah navidezne resničnosti
[online]. Bachelor’s thesis. [Accessed 9 June 2025]. Retrieved from: https://repozitorij.uni-lj.si/IzpisGradiva.php?lang=eng&id=110058
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Language:
English
Title:
Evaluating the user experience in virtual reality applications
Abstract:
Virtual reality is a term that has been widely mentioned in our technology-oriented society in recent years. The user can be fully immersed in the virtual worlds, for fun as well as for the purposes of education, medicine … What would be the best way to interact with these virtual worlds? How can user experience be improved? I decided to create a VR game from scratch and then perform a user study to find out how different types of interaction can affect the user experience. Is it better for the user to sit or stand? Is the user affected by jumping? What if the game is faster? Is it better to move by teleportation or walking? I wanted to find the answers to all these questions and more. As a gamer, I was interested in how implementing the same controller used in first person non-VR games would work in VR environment. In the first chapters I will briefly present the history of virtual reality, followed by a presentation of virtual reality theory (how it works technically, what equipment is needed, etc.), then I will present my experiment, my hypothesis, and comments on the results of all the tests performed, as well as round up my conclusions and discuss them.
Keywords:
virtual reality
,
headset
,
user experience
,
movement controls
,
VR sickness
,
games
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