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A master's thesis from Aalborg University
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A Drop of Water - A VR Experience focussed on VR Sickness -: - A VR Experience focussed on VR Sickness -

Authors

;

Term

4. term

Publication year

2019

Submitted on

Pages

135

Abstract

Projektet blev gennemført i samarbejde med den danske pumpeproducent Grundfos, som bad os udvikle en undervisningsrettet virtual reality (VR)-oplevelse, der visualiserer vandets (det hydrologiske) kredsløb til støtte for FN's Verdensmål. Undersøgelsen fokuserede på at simulere frit fald i VR og sammenlignede fire bevægelsesmetoder—Teleport, Controller, Trackpad og Automove—tilpasset fra almindelige VR-interaktioner. Vi udviklede hver metode og testede dem med brugere. Indledende tests viste, at visuelle effekter på skærmen kan øge scoren i Simulation Sickness Questionnaire (SSQ), et standardværktøj til at vurdere VR-relateret ubehag (VR-syge), hvilket betyder, at deltagerne følte sig mere utilpasse. Samlet fandt vi, at jo mere bevægelsesfrihed brugerne havde, desto mindre VR-syge oplevede de, og at hastighed havde stor indflydelse på SSQ-resultaterne. Ud af de fire metoder var Controller den, som brugerne bedst kunne lide. Punkt-til-punkt-bevægelse var meget nyttig og enkel, men brugerne foretrak fortsat mere frihed.

This project was carried out with the Danish pump manufacturer Grundfos, which asked us to create an educational virtual reality (VR) experience that visualizes the water (hydrologic) cycle in support of the United Nations Sustainable Development Goals. The study focused on simulating free fall in VR and compared four movement methods—Teleport, Controller, Trackpad, and Automove—adapted from common VR interaction techniques. We developed each method and tested them with users. Early tests indicated that on-screen effects can raise scores on the Simulation Sickness Questionnaire (SSQ), a standard tool for assessing VR-induced discomfort (VR sickness), meaning participants felt more unwell. Overall, we found that giving users more freedom of movement reduced VR sickness, and that movement speed had a strong impact on SSQ results. Among the four methods, users liked the Controller method the most. Point-to-point movement was very useful and simple, but users still preferred having more freedom.

[This abstract was generated with the help of AI]