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
Authors
Rolfsen, Rasmus Albin ; Kolev, Kiril Yuliyanov ; Nielsen, Thorsten Bausbek
Term
4. term
Education
Publication year
2018
Submitted on
2018-05-29
Pages
123
Abstract
Dette speciale, udført i samarbejde med Grundfos, udviklede et virtual reality (VR)-spil for at undersøge, hvor godt en VR-oplevelse, der bruger persuasiv teknologi (design, der har til formål at påvirke adfærd), klarer sig sammenlignet med traditionelle informationsmaterialer, når målet er at øge opmærksomheden om vandforbrug. For at skabe en immersiv og engagerende oplevelse blev relevant tidligere arbejde gennemgået og brugt til at styre designet. VR-spillet blev derefter sammenlignet med traditionelle materialer med fokus på, hvor meget opmærksomhed det skabte, og hvor meget indre motivation (motivation, der kommer indefra) det fremmede. Oplevelsen blev også vurderet med en standardiseret brugervenlighedstest (System Usability Scale) og et spørgeskema om VR-syge. Resultaterne viser, at VR-oplevelsen kan øge opmærksomheden om vandforbrug, men at den ikke klarede sig væsentligt bedre end de traditionelle materialer.
This thesis, completed in collaboration with Grundfos, developed a virtual reality (VR) game to examine how well a VR experience that uses persuasive technology—design intended to influence behavior—compares with traditional information materials in raising awareness about water consumption. To build an immersive and engaging experience, relevant prior work was reviewed and used to guide the design. The VR game was then evaluated against traditional materials in terms of how much awareness it created and how much intrinsic motivation (self-driven motivation to act) it fostered. The study also assessed the VR experience with a standard usability questionnaire (System Usability Scale) and a VR sickness questionnaire. The results show that the VR experience can raise awareness about water use, but it did not significantly outperform the traditional materials.
[This abstract was generated with the help of AI]
Keywords
VR ; Awareness ; Immersion ; Water scarcity ; Water ; Teaching ; Video game ; Water consumption
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