Author(s)
Term
4. term
Education
Publication year
2024
Submitted on
2024-05-24
Pages
14 pages
Abstract
This thesis explores the development and evaluation of a networked cross-platform workshop application designed to bridge the gap between Virtual Reality (VR) and tablet users, specifically targeting asymmetry reduction in collaborative environments. Developed in collaboration with Novo Nordisk, who currently use VR workshops as a tool to design factories, the application aims to provide non-VR participants with a tablet application to interact with the virtual environment during workshops, thereby enhancing engagement during workshops. While the cross-media platform successfully reduces visual asymmetry, the current note-taking system, limited to tablets, does not fully bridge the gap between VR and non-VR participants. Usability testing indicates a generally positive reception, though areas for improvement were identified, particularly in enhancing note visibility and polish. Future work will focus on integrating notetaking with VR and expanding communication features to further decrease asymmetry and improve collaborative efficacy.
Keywords
VR ; Tablet ; Cross Media ; Asymmetric ; Workshop
Documents
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