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Vrednotenje uporabniške izkušnje in slabosti različnih modalnosti interakcij v okolju navidezne resničnosti
ID ŠTER, ROK MARKO (Author), ID Guna, Jože (Mentor) More about this mentor... This link opens in a new window

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Abstract
Navidezna resničnost je tehnologija, ki v trenutnem času eksponentno napreduje, tako po razvoju tehnologije, kot po pogostosti njene uporabe. Za optimalen razvoj je potreben napredek v pravo smer, za kar je pomembno polje raziskav na načinih interakcije in načinu sledenja gibanja uporabnika, ki močno vplivata na uporabniško izkušnjo in VR slabost. Želel sem ugotoviti, ali število točk sledenja gibanja uporabnika in dodatna interakcija z nogami pozitivno vpliva na uporabnikovo izkušnjo ter zmanjšuje VR slabost. Za ugotovitev tega sem opravil poskus s šestimi udeleženci, kjer sem uporabljal programsko orodje Driver4VR v kombinaciji z Microsoft Kinect for Xbox One v dinamičnem okolju. Za povratno informacijo sem uporabljal štiri različne vprašalnike, dva lastna in dva standardizirana, imenovana VRSQ in UEQ-S. Vsakega izmed uporabnikov sem postavil v tri različne scenarije, ki so bili po vrstnem redu za vsakega drugačni. Scenariji so se razlikovali v načinu interakcije, prvi je uporabnika omejeval na krmilno ročico, drugi je uporabniku dovoljeval tudi obračanje v resničnem življenju, tretji pa je uporabniku omogočal dodatno še interakcijo z nogami. Uporabniki so imeli najraje scenarij, ki je omogočal prosti pogled in interakcijo z nogami, čeprav je ta kazal najvišje rezultate VR slabosti z vprašalnikom VRSQ in drugo najvišjo stopnjo slabosti na vprašalniku FMS, takoj za načinom interakcije s krmilno ročico.

Language:Slovenian
Keywords:navidezna resničnost, uporabniška izkušnja, interakcija, VR, sledenje celotnega telesa, celotelesno sledenje, Oculus, Kinect, simulacijska slabost, VR slabost
Work type:Bachelor thesis/paper
Organization:FE - Faculty of Electrical Engineering
Year:2022
PID:20.500.12556/RUL-140395 This link opens in a new window
COBISS.SI-ID:121688323 This link opens in a new window
Publication date in RUL:14.09.2022
Views:677
Downloads:58
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Secondary language

Language:English
Title:User experience and VR sickness evaluation of different interaction modalities in a virtual reality environment
Abstract:
Virtual reality is like any other technology, ever-changing and exponentially evolving in recent years. With the maturity of tech evolution of virtual reality the frequency of its use and the number of use cases increases. To achieve optimal development, the correct path of development is needed to be taken, therefore it is essential to research different interaction modalities and compare them in ways of user experience and simulator sickness. In this thesis, I wanted to determine whether the number of user tracking points positively affects user experience and VR sickness. To determine that, I used virtual feet trackers tracked by the external sensor. To research the above-mentioned topic, I conducted an experiment with 6 participants, where I used the software Driver4VR combined with Microsoft Kinect for Xbox One in a dynamic virtual environment. To gather user feedback, I used 4 questionnaires. The first and the last questionnaire used were case specific and made by me. The other two were standardised questionnaires called VRSQ and UEQ-S. Each of the six participants was put in the virtual environment with three different scenarios, which differed in interaction modality as well as the number of tracking points. Scenario A limited the user’s look to only using the VR controller’s joysticks. Scenario B allowed the user also to turn in the room, and Scenario C added feet tracking to scenario B. Each user had a different sequence of scenarios to counterbalance the study. Users preferred scenario C, which allowed free look in real life and added interaction with feet, despite showing the highest VRSQ simulator sickness results and the second-highest FMS score. The FMS sickness score was the highest in Scenario A.

Keywords:virtual reality, user experience, interaction, VR, full body tracking, Oculus, Kinect, simulator sickness, VR sickness

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