VR Water Consumption Awareness: Comparing a VR experience with traditional material, in terms of spreading awareness regarding water consumption
Translated title
VR Water Consumption Awareness
Term
4. term
Education
Publication year
2018
Submitted on
2018-05-29
Pages
123
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
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