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Impact of different types of head-centric rest-frames on VRISE and user experience in virtual environments
ID
Somrak, Andrej
(
Avtor
),
ID
Pogačnik, Matevž
(
Avtor
),
ID
Guna, Jože
(
Avtor
)
PDF - Predstavitvena datoteka,
prenos
(2,75 MB)
MD5: EA8A481803A6C59F8BA339198B47A3E5
URL - Izvorni URL, za dostop obiščite
https://www.mdpi.com/2076-3417/11/4/1593
Galerija slik
Izvleček
This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE). Participants played the custom-designed 3D game in two different game modes (high action and low action). For assessing VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). The presence was evaluated by SPES (Spatial Presence Experience Scale), and for the user experience, the short version of the User Experience Questionnaire (UEQ-S) was used. The results indicate that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the game. However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses. 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 impact on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for usage in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.
Jezik:
Angleški jezik
Ključne besede:
virtual reality
,
rest-frame
,
VRISE
,
VR sickness
,
cybersickness
,
user experience
,
presence
,
user studies
Vrsta gradiva:
Članek v reviji
Tipologija:
1.01 - Izvirni znanstveni članek
Organizacija:
FE - Fakulteta za elektrotehniko
Status publikacije:
Objavljeno
Različica publikacije:
Objavljena publikacija
Leto izida:
2021
Št. strani:
31 str.
Številčenje:
Vol. 11, iss. 4, art. 1593
PID:
20.500.12556/RUL-134897
UDK:
004
ISSN pri članku:
2076-3417
DOI:
10.3390/app11041593
COBISS.SI-ID:
50906627
Datum objave v RUL:
10.02.2022
Število ogledov:
846
Število prenosov:
124
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Objavi na:
Gradivo je del revije
Naslov:
Applied sciences
Skrajšan naslov:
Appl. sci.
Založnik:
MDPI
ISSN:
2076-3417
COBISS.SI-ID:
522979353
Licence
Licenca:
CC BY 4.0, Creative Commons Priznanje avtorstva 4.0 Mednarodna
Povezava:
http://creativecommons.org/licenses/by/4.0/deed.sl
Opis:
To je standardna licenca Creative Commons, ki daje uporabnikom največ možnosti za nadaljnjo uporabo dela, pri čemer morajo navesti avtorja.
Začetek licenciranja:
10.02.2021
Sekundarni jezik
Jezik:
Slovenski jezik
Ključne besede:
navidezna resničnost
,
stacionarni referenčni okvir
,
VR slabost
,
VRISE
,
kiberslabost
,
uporabniška izkušnja
,
uporabniške študije
,
prisotnost
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