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Digitalt spelande med head-mounted display- och traditionell bildskärmsteknik: En komparativ studie av spelares rörelse- och synbeteende i den virtuella världen
Linnaeus University, Faculty of Technology, Department of Media Technology.
2017 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

I denna uppsats undersöks hur spelares beteende i virtuella miljöer skiljer sig när modern HMD VR-teknik används jämfört med traditionell bildskärm i 2D. Genom att utveckla en spelprototyp i 3D med förstapersonsperspektiv i pusselgenren där spelarens mål är att finna objekt i olika rum har en komparativ studie genomförts. Spelprototypen skapades med hjälp av metoden prototyputveckling. En alfaversion testades innan den slutgiltiga versionen gjordes klart.

 

Två grupper med 7 personer i vardera har utfört testet. Ena gruppen använde HMD VR-glasögonen Oculus Rift DK2 medan den andra använde traditionell bildskärm i 2D. Styrning skedde med tangentbord och mus. En dataloggning kördes i bakgrunden av varje användartest som samlade in information om spelarens positions- och rotationsdata. Denna data analyserades sedan och jämfördes mellan grupperna.

 

Sammanfattningsvis utgörs ingen stark skillnad mellan dom två grupperna. Den största skillnaden är i hur mycket mark som har täckts av spelarna. I gruppen som spelade med VR-glasögon stod spelarna still mer och gick inte runt och utforskade lika mycket. Men dom var cirka 5 sekunder snabbare i genomsnitt. Gruppen som spelade utan VR-glasögon tittade upp och ner något mer men som mest skiljde det sig endast 5 grader.

Abstract [en]

In this thesis the behaviours of players in virtual environments using modern HMD VR technology and traditional 2D monitors is studied and compared. By developing a game prototype in 3D using a first-person perspective and placing it in the puzzle genre by having the players goal being that they must find an object in different rooms a comparative study has been carried out. The game prototype was developed by using prototyping and an alpha version was tested before the final version was completed.

 

Two groups of 7 in each one has performed the test. One group used the HMD VR headset Oculus Rift DK2 and the other one used a traditional 2D monitor. Mouse and keyboard was used for controls. A data logging ran in the background of every test and collected information on the players positional and rotational data. The data was analysed and then compared between the two groups.

 

In conclusion, there is no strong difference between the two groups. The biggest difference was in how much ground the players covered. The group who played in VR didn’t walk around and explored as much and instead was more stationary. But they were around 5 seconds faster in average. The group who played without VR looked up and down a bit more but the difference was never more than just 5 degrees.

Place, publisher, year, edition, pages
2017. , p. 50
Keywords [en]
VR, virtual reality, HMD, immersion, comparative study, game design, behaviour, performance, interaction, movement
Keywords [sv]
Virtuell verklighet, inlevelse, komparativ studie, speldesign, betéende, prestering, interaktion, rörelse
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:lnu:diva-68261OAI: oai:DiVA.org:lnu-68261DiVA, id: diva2:1147705
Subject / course
Media Technology
Educational program
Interactive Digital Media, 180 credits
Presentation
2017-08-23, D2272, Linnéuniversitetet, Växjö, 10:00 (Swedish)
Supervisors
Examiners
Available from: 2017-10-10 Created: 2017-10-07 Last updated: 2018-01-13Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf