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Vrednotenje uporabniške izkušnje modalnosti interakcij z rokami v VR okolju
ID Plut, Benjamin (Author), ID Guna, Jože (Mentor) More about this mentor... This link opens in a new window

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Abstract
V zadnjih nekaj letih je področje navidezne resničnosti pridobilo na popularnosti. Za interakcijo z virtualnim svetom smo dobili več možnosti in s tem se poraja vprašanje, kateri način je boljši, ali je to uporaba ročk ali pa sledenje rok. Za ugotovitev le tega je bil v okviru te diplomske naloge izveden poskus, s katerim se je ugotovilo, kateri način je objektivno boljši za uporabo ter kateri nudi boljšo uporabniško izkušnjo. V prvem delu te diplomske naloge je predstavljena zgodovina tega področja ter pregled določenih VR očal, nato sledi teorija, kako deluje interakcija z ročkami ter s sledenjem rok in kako je bil poskus načrtovan ter kaj je v njem vključeno. V zadnjem delu pa sledi analiza rezultatov, ki smo jih dobili s pomočjo poskusa.

Language:Slovenian
Keywords:navidezna resničnost, uporabniška izkušnja, VR, virtualna resničnost, sledenje rok, UEQ, meCUE, ročke, Unity, Oculus, Oculus Quest
Work type:Undergraduate thesis
Organization:FE - Faculty of Electrical Engineering
Year:2021
PID:20.500.12556/RUL-130138 This link opens in a new window
COBISS.SI-ID:76689411 This link opens in a new window
Publication date in RUL:10.09.2021
Views:1066
Downloads:105
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Secondary language

Language:English
Title:User experience evaluation of hand interaction modalities in a VR environment
Abstract:
In the last couple of years, the realm of virtual reality has gained in popularity. We were given more options to interact with the virtual world, and this raises the question of which way is better, whether it is the use of controllers or hand tracking. In order to establish this, an experiment was performed within the framework of this diploma thesis, which established which method is objectively better to use and which offers a better user experience. The first part of this thesis covers the history of this field and an overview of certain VR glasses, followed by a theory of how interaction with controllers and hand tracking works and how the experiment was planned and what is included in it. The last part is followed by an analysis of the results obtained by the experiment.

Keywords:virtual reality, user experience, VR, hand tracking, UEQ, meCUE, controllers, Unity, Oculus, Oculus Quest

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