Virtual Reality head mounted display-systemerne og mulighederne for at opnå flow, presence og immersion.
Oversat titel
Virtual Reality head mounted display-systems and the possibilities for achieving flow, presence and immersion.
Forfattere
Mathiesen, Christian Dahl ; Gonzalez Camejo, Ana Mayra ; Hansen, Trygvi
Semester
4. semester
Uddannelse
Udgivelsesår
2018
Afleveret
2018-03-01
Antal sider
158
Resumé
Dette speciale undersøger Virtual Reality (VR) som underholdningsteknologi med fokus på, om manglende standardisering af head-mounted display (HMD)-kontroller påvirker brugernes mulighed for at opnå flow, immersion og presence. Arbejdet omfatter et overblik over den aktuelle teknologiske udvikling og litteratur om standardisering og brugeroplevelse samt anvendelse af Donald Normans designprincipper og Terry Winograd og Fernando Flores’ begreber om readiness-to-hand og present-at-hand. Derudover afklares relationerne mellem flow, immersion og presence, og der formuleres en arbejdende definition af immersion i VR som grundlag for den empiriske del. Metodisk gennemføres en pilottest og efterfølgende kvalitative brugerobservationer af ni deltagere med forskellig erfaring på tre HMD-systemer: Google Cardboard, Gear VR og HTC Vive, med løbende tilpasning af dataindsamlingen. Observationerne peger på, at kontroller ofte skabte flere problemer end de løste og kunne afbryde flow, immersion og presence, og at mindre teknologivante brugere havde sværere ved at blive opslugt end erfarne gamere. På trods af disse fund kunne studiet ikke konkludere entydigt, om manglende standardisering af HMD-kontroller i sig selv påvirker brugeroplevelsen, selv om VR vurderes at have brede potentialer på tværs af brancher.
This thesis examines Virtual Reality (VR) as an entertainment technology, focusing on whether the lack of standardization in head-mounted display (HMD) controllers affects users’ ability to achieve flow, immersion, and presence. It reviews the current state of VR technology and literature on standardization and user experience, and applies Donald Norman’s design principles alongside Terry Winograd and Fernando Flores’s concepts of readiness-to-hand and present-at-hand. The relationships among flow, immersion, and presence are clarified, and a working definition of immersion in VR is proposed to ground the empirical work. Methodologically, a pilot study and subsequent qualitative user observations were conducted with nine participants of varying experience across three HMD systems—Google Cardboard, Gear VR, and HTC Vive—with ongoing adaptation of the data collection. Observations indicate that controllers often created more problems than they solved and could interrupt flow, immersion, and presence, and that less technologically experienced users struggled more to become immersed than experienced gamers. Despite these indications, the study could not conclusively determine whether the lack of controller standardization itself affects the user experience, even though VR is seen to have broad potential across industries.
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