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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

How Will Different Control/Display Ratios Influence Muscle Fatigue and Game Experience in Virtual Reality Games? / Hur Påverkar Olika Kontroll/Skärm förhållanden Muskeltrötthet och Spelupplevelse inom Virtual Reality Spel?

Wang, Huiting January 2016 (has links)
The dramatic evolvement of Virtual Reality (VR) technique in recent years has enabled a rapid growth of VR games. In order to provide intuitive interaction with a virtual world, VR hand controllers were developed. Since this kind of controller is based on hand movement, the risk of getting fatigued becomes very high. However, little current research has addressed the impact of fatigue generated by VR hand controllers. In this study, the influence of different Control/Display (C/D) ratios of hand controllers on muscle fatigue and the game experience in VR games was explored. Based on an established mobile VR fishing game, a test scenario was developed which uses Oculus Rift and Oculus Touch hand controller. A user study was conducted with 24 participants. The between subjects design was applied which spans three groups experiencing fishing with different C/D ratios (1.0, 0.5, 0.1 respectively). During the test, self- perceived fatigue data as well as game experience data was collected. The results showed that the fatigue was reduced gradually along with the decreasing of the C/D ratio, while different C/D ratios produced an impact on game experience depending on the margin between the exact ratio and 1.0. Based on the results, some implications for the design of VR games were introduced. / De senaste årens stora intresse och fokuserade utveckling av tekniken för virtual reality (VR) har resulterat i en motsvarande utveckling av VR-spel. De tidigare använda kontrollerna (såsom mus/tangentbord eller spelkontroll) har visat sig inte vara tillräckliga utan det har utvecklats särskilda handkontroller för just VR för att intuitivt kunna interagera med en virtuell värld. Eftersom en sådan typ av kontroll baseras på handrörelser finns det en stor risk för att användarna att drabbas av muskeltrötthet. Det finns däremot mycket lite aktuell forskning med just detta fokus. I denna studie undersöks hur olika Control/Display (C/D)-förhållanden för VR-handkontroller påverkar muskeltröttheten och spelupplevelsen av VR-spel. Baserat på ett etablerat fiskespel i VR, skapades ett test-scenario som använde Oculus Rift och Oculus Touch (handkontrollen). Därefter genomfördes en användarstudie med 24 deltagare. Deltagarna var uppdelade i tre grupper och varje grupp testade spelet med olika C/D förhållanden (1.0, 0.5 och 0.1). Deltagarens egen uppfattning av trötthet, samt spelupplevelse, samlades in under användartesten. Resultaten visar att tröttheten minskar med minskande C/D-förhållande, samt att spelupplevelsen påverkas av C/D- förhållandet beroende på relationen mellan det exakta förhållandet och 1.0. Utifrån resultaten ges också några förslag för design av VR-spel.
2

Manipulating Control-Display Ratios in Room-Scale Virtual Reality

Andersson, Karl January 2017 (has links)
This study examined how reduced control-display ratios on motion-tracked handheld controllers in virtual reality affected user immersion and sense of control. 24 participants played a puzzle game in virtual reality using one of three control-display ratios: one normal, and two that were reduced using the “Go-Go” technique. Results indicate that the control-display ratio can be reduced drastically while retaining user immersion and sense of control, but that the effectiveness of this seems to differ between individuals and is heavily influenced by previous experiences. Even so, these results could be of use for future virtual reality interaction designers as well as researchers studying the senses of vision and proprioception. / Den här studien undersökte hur sänkta control-display-förhållanden på handhållna kontroller i virtual reality påverkade användares inlevelse och upplevda kontroll. 24 deltagare spelade ett pusselspel i virtual reality med en av tre control-display-förhållanden: en normal, och två som var sänkta med "Go-Go"-metoden. Resultaten indikerar att control-display-förhållandet kan sänkas markant utan att förlora användarens inlevelse eller upplevda kontroll, men till vilken grad detta sker tycks variera mellan individer och även påverkas av tidigare erfarenheter. Trots detta kan dessa resultat vara till nytta för framtida interaktionsdesigners i virtual reality samt för forskare som studerar sinnena syn och proprioception.
3

Kinematic Templates: Guiding Cursor Movement in End-User Drawing Tools

Fung, Richard Hai-Ping 08 1900 (has links)
This thesis presents kinematic templates, end-user drawing tools that influence the mouse cursor's movement within specific areas of a digital canvas. Two types of kinematic templates influence the cursor's movement: passive and active templates. Passive templates modify existing movement received from a pointing device to change the cursor's speed or direction of one's stroke. Active templates add movement to the cursor without movement from the pointing device. Since templates are provided as user-specified regions, these regions can be associated with areas of detail and they can be overlapped as a means of function composition. [¶] A kinematic template can be configured to improve upon one's freehand output without producing perfect output. Since templates do not necessarily prescribe geometric output, they constitute a visual composition aid that lies between unaided freehand drawing and drawing aids such as snapping constraints and perfect geometric primitives. [¶] Since kinematic templates can improve upon the consistency of one's strokes, it is beneficial for drawing visual styles such as hatching (an artistic effect that adds depth to a drawing with uniform strokes drawn in close proximity) and repetitive patterns. Since kinematic templates do not prescribe a type of output, one can "fight against" a template's preferred path of movement and discover unexpected, serendipitous outcomes.
4

Kinematic Templates: Guiding Cursor Movement in End-User Drawing Tools

Fung, Richard Hai-Ping 08 1900 (has links)
This thesis presents kinematic templates, end-user drawing tools that influence the mouse cursor's movement within specific areas of a digital canvas. Two types of kinematic templates influence the cursor's movement: passive and active templates. Passive templates modify existing movement received from a pointing device to change the cursor's speed or direction of one's stroke. Active templates add movement to the cursor without movement from the pointing device. Since templates are provided as user-specified regions, these regions can be associated with areas of detail and they can be overlapped as a means of function composition. [¶] A kinematic template can be configured to improve upon one's freehand output without producing perfect output. Since templates do not necessarily prescribe geometric output, they constitute a visual composition aid that lies between unaided freehand drawing and drawing aids such as snapping constraints and perfect geometric primitives. [¶] Since kinematic templates can improve upon the consistency of one's strokes, it is beneficial for drawing visual styles such as hatching (an artistic effect that adds depth to a drawing with uniform strokes drawn in close proximity) and repetitive patterns. Since kinematic templates do not prescribe a type of output, one can "fight against" a template's preferred path of movement and discover unexpected, serendipitous outcomes.
5

The Perception of Weight in Virtual Reality When Combining Velocity Limiting and Control/Display Ratio Modification / Uppfattningen om Vikt i Virtuell Verklighet vid Kombination av Hastighetsbegränsning och Ändring av Kontroll/Visningsförhållande

Aðalsteinsson, Kári Steinn January 2023 (has links)
This study explored the perception of weight in virtual reality using the combination of limiting the velocity with which an object can be lifted and control/display ratio modification and what affordances and challenges the combination might bring. Both interaction methods have thus far been explored independently, but not together. A virtual reality environment was designed that allowed each interaction method to be tested independently and together. A between-subjects user study was conducted where participants did multiple weight discrimination tasks along with a task involving absolute weight estimation. Results indicated that the combination of the two interaction methods increased the accuracy of weight discrimination considerably while not allowing for absolute weight estimation. It also increased the likelihood of noticing the interaction method with some participants that tested only one interaction method struggling to distinguish between the weights. Future work is required to reduce the frustrations that dropping objects due to the velocity limit caused among participants. / Denna studie undersökte uppfattningen om vikt i virtuell verklighet genom att kombinera begränsning av lyftförmågan hos ett objekt med ä ndring av kontroll-/visningsförhållande och vilka möjligheter och utmaningar denna kombination kan medföra. Båda interaktionsmetoderna har hittills undersökts separat, men inte tillsammans. En virtuell verklighetsmiljö utformades som möjliggjorde testning av varje interaktionsmetod separat och tillsammans. En användarstudie med mellangruppsdesign genomfördes där deltagarna utförde flera uppgifter för viktdiskriminering samt en uppgift för att uppskatta absolut vikt. Resultaten indikerade att kombinationen av de två interaktionsmetoderna avsevärt ökade noggrannheten för viktdiskriminering samtidigt som den inte tillät uppskattning av absolut vikt. Det ökade också sannolikheten för att märka interaktionsmetoden hos vissa deltagare, där de som endast testade en interaktionsmetod hade svårt att skilja mellan vikterna. Framtida arbete krävs för att minska frustrationen då ett objekt tappas på grund av hastighetsbegränsningen vilket orsakades bland deltagarna.

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