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Architecture and the Crisis of PlaceNorton, Derek Mason 20 May 1999 (has links)
"In a world more and more consumed by the artificial realities of electronic technology, architecture serves not just as the physical construct embodying the essence of our time, but more importantly as an experience of elements of reality to which our responses, both physical and psychological, make us human." - Karsten Harries / Master of Architecture
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A study on 2D advertisementsin mobile versus VR experiencesBeverskog, Simon, Larsson, Fredrik January 2020 (has links)
Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.
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