Term
4. term
Education
Publication year
2018
Submitted on
2018-05-29
Pages
123 pages
Abstract
This master thesis project is a collaboration project with Grundfos where a VR game was developed in order to investigate "How does a VR experience, using persuasive technology, fare against more traditional material, in terms of its effect on spreading awareness regarding water consumption". In order to design the implementation, various existing work was investigated in order to create an immersive and engaging experience. The implementation was compared to more traditional material in an evaluation regarding: spreading awareness, intrinsic motivation. An system usability scale and VR sickness questionnaire was also used to evaluate the VR experience. It was concluded that the VR experience was capable of spreading awareness, but that it did not significantly outperform the traditional material.
Keywords
VR ; Awareness ; Immersion ; Water scarcity ; Water ; Teaching ; Video game ; Water consumption
Documents
Colophon: This page is part of the AAU Student Projects portal, which is run by Aalborg University. Here, you can find and download publicly available bachelor's theses and master's projects from across the university dating from 2008 onwards. Student projects from before 2008 are available in printed form at Aalborg University Library.
If you have any questions about AAU Student Projects or the research registration, dissemination and analysis at Aalborg University, please feel free to contact the VBN team. You can also find more information in the AAU Student Projects FAQs.