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A master thesis from Aalborg University

PathVR - User Experience in Virtual Reality: Analysing user experience in a virtual environment

[PathVR - User Experience in Virtual Reality]

Author(s)

Term

4. term

Education

Publication year

2019

Submitted on

2019-05-31

Pages

111 pages

Abstract

Virtual reality tænkes at være en af nutidens hurtigst voksende medier som nu dækker mange kendte markeder såsom helbred, mode, sport og uddannelse for at nævne nogle få (Virtual Reality Society, 2017). Udover de her klassiske områder af brug, så har virtual reality fået betragteligt interesse fra user-centered design (UCD) fællesskabet, som for eksempelvis leder vejen for at skabe et virtuelt rundvisning af universiteter for studerende. I løbet af dette studie er der blevet udviklet et værktøj til at kunne promovere i virtual reality, dette værktøj er blevet udviklet i et to års samarbejde med Public Relations (PR) afdeling på Aalborg Universitet Esbjerg. Værktøjet var designet til reklamering og implantationen af prototypen som har dækket personaer og dens hovedkomponent af UCD metodologi, er dedikeret til at opfylde de forskelige brugers forventninger. Brugernes bidrag til programmets overordnet brugeroplevelse og presence er blevet analyseret individuelt. Resultaterne viste at personaerne som UCD metodologi ikke havde nogen indflydelse på niveauet af presence af brugeroplevelsen, iforhold til brugers interaktion med VR programmet.

Nowadays, virtual reality has been considered one of the fastest-growing media, covering various well-known domains of applications such as healthcare, fashion, sport, education and many others (Virtual Reality Society, 2017). Apart from these common areas of applications, virtual reality has also been considered of great interest within user-centered design (UCD) which, for example, is leading towards the creation of virtual tours of university campuses for students (O’Brien, 2015). Within the context of this study, a virtual reality promotional tool has been developed throughout a two-years collaboration with the Public Relations (PR) department of Aalborg University Esbjerg. Its intended use was assigned to promotional purposes, and prototype implementation has covered personas as main UCD methodology, dedicated to fulfill the expectations of various users. Their contribution to the application’s overall user experience and presence has been individually analysed. Results show that personas, as UCD methodology do not affect the level of presence but do affect the user experience within users’ interaction with the virtual reality application.

Keywords

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