Interaction Methods for Virtual Reality Installations in Museum Environments: An investigation into the usability and practicality of different VR interaction methods for a museum installation
Translated title
: An investigation into the usability and practicality of different VR interaction methods for a museum installation
Authors
Nielsen, Mads Hagemann ; Garbaciauskas, Simonas
Term
4. term
Education
Publication year
2016
Submitted on
2016-05-26
Pages
90
Abstract
Dette projekt undersøger, hvordan Virtual Reality (VR) kan skabe nye og engagerende museumsoplevelser, med særligt fokus på, hvordan besøgende interagerer. Med teknologier som HTC Vive (VR-headset med håndholdte controllere) og Leap Motion (håndsporing) er det muligt at skabe mere naturlig interaktion i VR. Med udgangspunkt i spilbaseret læring og forskning i spildesign brugte forfatterne en iterativ designproces til at udvikle en flerbruger-VR-oplevelse: Én deltager er kanonér på Mosede Fort under Første Verdenskrig, mens op til flere andre hjælper som kortlæsere og afstandsmålere. Oplevelsen er tænkt som et undervisningsværktøj for Greve Museum i deres Mosede Fort-udstilling, når udviklingen er afsluttet. Projektets eksperiment undersøgte brugeroplevelsen med interaktionsmetoden som den uafhængige variabel ved at sammenligne Vive-controllere med Leap Motions håndsporing. Resultaterne viste, at begge metoder gav en sjov oplevelse, men at de fleste deltagere fandt Leap Motion sværere at bruge.
This project explores how Virtual Reality (VR) can create new and engaging museum experiences, with a special focus on how visitors interact. With technologies such as the HTC Vive (a VR headset with handheld controllers) and the Leap Motion (a hand-tracking sensor), more natural interaction in VR is possible. Drawing on game-based learning and game design research, the authors used an iterative design process to build a multi-user VR experience: one participant acts as the cannoneer at Mosede Fort during World War I, while up to several others support as map readers and range finders. The experience is intended as a teaching tool for Greve Museum’s Mosede Fort exhibit once development is complete. The project’s experiment examined user experience with interaction method as the independent variable, comparing Vive controllers to Leap Motion hand tracking. Findings showed that both methods were enjoyable, but most participants found the Leap Motion harder to use.
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