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OCENJEVANJE UPORABNIŠKE IZKUŠNJE IN SLABOSTI PRI UPORABI TEHNOLOGIJ NAVIDEZNE RESNIČNOSTI
ID SOMRAK, ANDREJ (Author), ID Guna, Jože (Mentor) More about this mentor... This link opens in a new window

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Abstract
V okviru doktorske disertacije smo za področje tehnologij navidezne resničnosti (VR) izvedli pregled, primerjavo in analizo ustreznosti obstoječih metodologij za vrednotenje VR slabosti in uporabniške izkušnje. Kljub razvoju tehnologije je VR slabost še vedno pogosta in prisotna med uporabniki. S hitrim razvojem tako programskih kot strojnih rešitev, različnih metod interakcije in lokomocije je še posebej pomembno, da obstajajo zanesljive subjektivne metode, ki omogočajo hitro vrednotenje VR slabosti in uporabniške izkušnje. Za vrednotenje VR slabosti smo pokazali, da lahko SSQ vprašalnik nadomestimo z enostavnimi in hitrimi vprašalniki, kot so SUDS, FMS, VRNQ, pa tudi z podskalo SSQ-D, ki vrednoti simptome dezorientacije, ki so med uporabniki navidezne resničnosti najizrazitejši in najbolj pogosti. SUDS in FMS sta se izkazala še posebej primerna, saj omogočata vrednotenje VR slabosti brez preračunavanja rezultatov in tako nudita hitro oceno VR slabosti, FMS pa omogoča tudi beleženje časovnega poteka slabosti med navidezno izkušnjo. Za vrednotenje uporabniške izkušnje v sistemih VR obstaja potreba za široko sprejeto metodologijo, saj trenutno namreč še ne obstaja uveljavljena metodologija. Pokazali smo primernost vprašalnika UEQ in njegove skrajšanje različice UEQ-S, ki v predhodnih študijah za oceno uporabniške izkušnje v sistemih navidezne resničnosti še nista bila uporabljena. Pokazali smo tudi, da VR slabost negativno vpliva na uporabniško izkušnjo. Na podlagi teorije stacionarnih referenčnih okvirjev (SRO) smo izdelali 3D VR igro ter v njej ocenjevali vpliv SRO na VR slabost, uporabniško izkušnjo, občutek prisotnosti in uspešnosti. Izkazalo se je, da so SRO primerni za uporabo v sistemih navidezne resničnosti, saj niso vplivali na uporabniško izkušnjo in uspešnost. Tudi na občutek prisotnosti uporaba SRO ni vplivala, razen zaznanega manjšega vpliva pri uporabi očal v nizko-akcijskem načinu igre. Pozitiven vpliv se je izkazal pri uporabi SRO na VR slabost, ki se je značilno zmanjšala za uporabnike, ki se že imeli izkušnje s tehnologijami VR. Poleg tega se je izkazalo, da so SRO očala bolj primerna za uporabnike, ki nosijo očala, ščit kape pa za uporabnike, ki očal ne nosijo.

Language:Slovenian
Keywords:navidezna resničnost, VR slabost, VRISE, Cybersickness, uporabniška izkušnja, občutek prisotnosti, uporabniška študija, stacionarni referenčni okvir, ocena ustreznosti
Work type:Doctoral dissertation
Organization:FE - Faculty of Electrical Engineering
Year:2021
PID:20.500.12556/RUL-126992 This link opens in a new window
Publication date in RUL:12.05.2021
Views:5408
Downloads:272
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Secondary language

Language:English
Title:EVALUATION OF USER EXPERIENCE AND SICKNESS IN VIRTUAL REALITY TECHNOLOGIES
Abstract:
This dissertation presents the review, comparison, and analysis of the adequacy of existing methodologies for evaluating Virtual Reality-Induced Symptoms and Effects (VRISE) and user experience in the field of virtual reality. Although virtual reality (VR) has already achieved technological maturity, there are still some significant drawbacks for technology acceptance and broader user adoption, presenting research challenges. The side effects of VR usage are still common among users of VR technology. With the rapid development of software and hardware VR solutions, various interaction, and locomotion techniques, it is necessary to identify reliable and valid subjective methods that allow rapid evaluation of VRISE and user experience. To evaluate the VRISE, we showed that we could replace the SSQ questionnaire with quick and straightforward evaluation methods such as SUDS, FMS, VRNQ, as well as the SSQ-D subscale of the SSQ Questionnaire. SSQ-D subscale evaluates the symptoms of disorientation, which are most expressed, most severe, and frequent among VR users. SUDS and FMS proved especially suitable. The calculation of responses is not needed, which enables quick evaluation of VRISE, while FMS also allows to record the VRISE levels during the virtual experience and capture its time course. There is a need for a established methodology to evaluate the user experience in virtual reality, as there is no widely adopted methodology. We have shown the suitability of the UEQ Questionnaire and its short version UEQ-S, which were not previously used for assessing user experience in VR research. We also showed that the presence of VRISE has a negative impact on the user experience. Based on the Rest-Frame theory, we have developed a 3D VR game, and we have analyzed the effect of rest-frames VRISE, user experience, sense of presence, and performance. The VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses for the users experienced with VR technology. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game. No negative effect on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for use in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more appropriate for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.

Keywords:virtual reality, VR Sickness, VRISE, Cybersickness, user experience, presence, user study, rest-frame, suitability assessment

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