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A master thesis from Aalborg University

Measuring Presence in a Virtual Environment of the Aalborg University Multisensory Experience Laboratory | An experimentative prototype of a new Aalborg University VR Hub

[Measuring Presence in a Virtual Environment of the Aalborg University Multisensory Experience Laboratory | An experimentative prototype of a new Aalborg University VR Hub.]

Author(s)

Term

4. term

Education

Publication year

2025

Submitted on

2025-05-26

Pages

27 pages

Abstract

This report will document the process of designing, imple- menting and evaluating a Virtual Reality environment of the Multisensory Experience Laboratory at Aalborg University Copenhagen, through measuring presence and noting im- mersive tendencies in participants. The project also acts as a prototype Hub for future VR experiences at Aalborg University, coined under the AAUverse umbrella. Firstly, the thesis introduces the reasoning behind creating a collective VR hub, based on XR demand increase & with current AAU app solutions being confusing for students at Aalborg. The thesis then describes and analyses necessary concepts such as XR, Virtual Reality, Virtual Environments, the concept of immersion, and presence. The thesis then covers the design reasoning, methodology and framework for designing the dig- ital twin as well as the initial iterations of the AAUverse Hub UI. The implementation covers scripts, the engine and other factors necessary to implement and get the hub and virtual environ- ment running in VR. The thesis then describes the evaluative methodology used for the initial usability test of the prototype and the final presence test, as well as the test procedure for both tests. The findings of the evaluations are then covered, where it was found that the cumulative system usability score before it- erative changes amounted to 67.5. Indicating a system okay for use, but in need of certain improvements. The system was then iterated upon by feedback provided by participants of the initial usability test, with a background in relevant technical studies at AAU engaged in UI and UX design. The prototype was then de- cisively tested for presence, to measure if the digital twin gave participants an amount of presence within the virtual environ- ment. The null hypothesis unfortunately could not be rejected, both due to a small test sample and current results indicating a too low presence reported by test participants of the primary presence test.

This report will document the process of designing, imple- menting and evaluating a Virtual Reality environment of the Multisensory Experience Laboratory at Aalborg University Copenhagen, through measuring presence and noting im- mersive tendencies in participants. The project also acts as a prototype Hub for future VR experiences at Aalborg University, coined under the AAUverse umbrella. Firstly, the thesis introduces the reasoning behind creating a collective VR hub, based on XR demand increase & with current AAU app solutions being confusing for students at Aalborg. The thesis then describes and analyses necessary concepts such as XR, Virtual Reality, Virtual Environments, the concept of immersion, and presence. The thesis then covers the design reasoning, methodology and framework for designing the dig- ital twin as well as the initial iterations of the AAUverse Hub UI. The implementation covers scripts, the engine and other factors necessary to implement and get the hub and virtual environ- ment running in VR. The thesis then describes the evaluative methodology used for the initial usability test of the prototype and the final presence test, as well as the test procedure for both tests. The findings of the evaluations are then covered, where it was found that the cumulative system usability score before it- erative changes amounted to 67.5. Indicating a system okay for use, but in need of certain improvements. The system was then iterated upon by feedback provided by participants of the initial usability test, with a background in relevant technical studies at AAU engaged in UI and UX design. The prototype was then de- cisively tested for presence, to measure if the digital twin gave participants an amount of presence within the virtual environ- ment. The null hypothesis unfortunately could not be rejected, both due to a small test sample and current results indicating a too low presence reported by test participants of the primary presence test.

Keywords

Documents


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