Interaktion med Kasser i Virtual Reality - et Køkken Design Scenarie

Studenteropgave: Speciale (inkl. HD afgangsprojekt)

  • Christian Aagaard Larsen
  • Nicolai Krogh Jørgensen
4. semester, Vision, Grafik og Interaktive Systemer, Kandidat (Kandidatuddannelse)
This report presents the process of creating and evaluating different interaction methods for virtual reality applications using Head-Mounted Display (HMD) technology. Virtual Reality (VR) has, in recent years, moved from being primarily available to academics and research to be something that is available to consumers at a reasonable price. Virtual reality with HMDs has many use areas, and as the sales continue to rise and more and more consumers, and companies, get their hands on a VR-system, the requirements for these systems will steadily increased, also increasing the need for more, and better, interaction possibilities. Currently, virtual reality with HMDs is primarily used for visualisation and is missing something that computers have had almost since their conception: a common way to interact with it, i.e. mouse and keyboard for computers. The aim of this project was to explore various interaction methods with the purpose of being able to precisely move, place, and align objects with one another in virtual reality in a fast and reliable manner. We identified strengths and weaknesses of the interaction methods through user experiments gathering both quantitative and qualitative feedback from the users. The results of this experiment showed that some interaction methods are faster and easier to use than others, and that the learning rate differs between them. We also attempt to show correlation between variables, such as the age of participants and how fast they were. These results showed that some methods lend themselves better for certain situations; some being better if the users have more time to to get accustomed to them, whilst other are a better choice should the system require the user to be able to pick it up and use it without much training. We also showed that there did indeed seem to be some correlation between age, hours spent on computers, playing games, and participants completion times. However, no causation was proven. Important to note is that the project was only able to cover a portion of possible interaction methods in virtual reality and a lot more could be explored in the future.
SprogEngelsk
Udgivelsesdato8 jun. 2017
Antal sider96
ID: 259413432