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Study on Virtual Reality Content’s Levels of Immersion and it’s Triggering Elements

Title
Study on Virtual Reality Content’s Levels of Immersion and it’s Triggering Elements
Other Titles
가상현실 컨텐츠의 몰입 수준과 트리거링 요소를 위한 연구 - 사용자 경험과 피드백을 중심으로 -
Author
이성주
Alternative Author(s)
이성주
Advisor(s)
고은영
Issue Date
2016-08
Publisher
한양대학교
Degree
Master
Abstract
가상현실이 몇 년 전부터 새로운 발전 진행하며 오늘 그의 진화를 볼 수 있는 것이다. 컴퓨터와 모바일 디바이스들을 통하여 VR경험과 새로 만든 활용 가능하다. 게임, 오락, 등을 여러 분야에 집중하며 몰입적인 느낌에 대해서 아직 많이 궁금하다. 연구방법 본 연구는 가상현실 기기(삼성 기어 VR)에 따른 소비자 경험하는 컨텐츠가 얼머나 몰입적인지 알아보는 것이다. 온라인과 오프라인 솔문조사를 통하여 감각 몰입, 탐색 가능성과 현존감에 대해 조사한다. 그 다음에 모바일 가상현실과 VR컨텐츠의 장단점을 제기하였다. 가상현실 컨텐츠의 경우에는 간단한 통계적인 분석하며 몰입 수준을 나타났다. 제일 낮은 평균과 제일 높은 평균 제시하며 가셩현실 경험 두 개의 몰입 평균을 통하여 다양한 결과 나타났다. 주로 긍정적인 결과 나오면서 VR의 장단점 알 수 있었고 기술적인 한계도 있으며 바로 몰입과 관련된 요인이 있었다. 본 연구는 가상현실과 VR컨텐의 몰입 수준 이론의 확장하는 동시에 가상현실 가능성에 대한 기대가 있다. 이제 여러 나온 기술과 컨텐츠들은 발전하여서 가상현실을 대규모로 사용할 수 있는 상황이다. 결과를 보며 횔용에 대한 문제 있지만 미래에 몰입적인 가상현실 기기 사용하는 것이 확실 한 것이다.|VR technology has a new opportunity to come back and show the evolution it had been undergoing in the last few years. Computers and mobile devices now can use Virtual Reality equipments to test new ways of gaming, entertainment and various uses. The newly released equipments’ levels of immersion is still a questionable field on it’s real efficiency and impact on the society. This study examined the level of Immersion of different mobile VR contents and it’s limitations. Through an online and offline questionnaire focusing on Immersion, Navigation/Interaction and Presence, then, Pros and Cons of mobile VR are evaluated. The Samsung Gear VR device was selected for the main experiences and to gauge the available level of immersion. Through the current technological state of the device and the different virtual reality applications, average low and high results could determine what are the weak points but also the strong points of mobile VR. Those elements are mobile contents specifically developed for VR and vary from the traditional way a smart-phone application is made of. The research showed that mobile VR has an overall positive immersion level as it remains having slightly high scores. Lower scores shows that VR Immersion needs more development and questions the practicality of the device while at the same time showing the different weaknesses that can be found at the same time for mobile VR but also for computer VR. This new start of a technology is maybe the big step to get more famous among a big amount of people and especially among gamers since it represent the biggest potential users of Virtual Reality technology. Positive notes indicate a good potential for deeper future development since it’s use is getting more and more accurate to the original idea of what virtual reality is. Visual elements and visual sense seem to be the first big part that enable the technology to be a bit tangible but also efficient in a way to build the path it needs to evolve. All the senses are still impossible to stimulate but slowly different technologies enable some of those to perfect VR experiences which will be, in a distant future, very close to reality.; VR technology has a new opportunity to come back and show the evolution it had been undergoing in the last few years. Computers and mobile devices now can use Virtual Reality equipments to test new ways of gaming, entertainment and various uses. The newly released equipments’ levels of immersion is still a questionable field on it’s real efficiency and impact on the society. This study examined the level of Immersion of different mobile VR contents and it’s limitations. Through an online and offline questionnaire focusing on Immersion, Navigation/Interaction and Presence, then, Pros and Cons of mobile VR are evaluated. The Samsung Gear VR device was selected for the main experiences and to gauge the available level of immersion. Through the current technological state of the device and the different virtual reality applications, average low and high results could determine what are the weak points but also the strong points of mobile VR. Those elements are mobile contents specifically developed for VR and vary from the traditional way a smart-phone application is made of. The research showed that mobile VR has an overall positive immersion level as it remains having slightly high scores. Lower scores shows that VR Immersion needs more development and questions the practicality of the device while at the same time showing the different weaknesses that can be found at the same time for mobile VR but also for computer VR. This new start of a technology is maybe the big step to get more famous among a big amount of people and especially among gamers since it represent the biggest potential users of Virtual Reality technology. Positive notes indicate a good potential for deeper future development since it’s use is getting more and more accurate to the original idea of what virtual reality is. Visual elements and visual sense seem to be the first big part that enable the technology to be a bit tangible but also efficient in a way to build the path it needs to evolve. All the senses are still impossible to stimulate but slowly different technologies enable some of those to perfect VR experiences which will be, in a distant future, very close to reality.
URI
https://repository.hanyang.ac.kr/handle/20.500.11754/125853http://hanyang.dcollection.net/common/orgView/200000486516
Appears in Collections:
GRADUATE SCHOOL[S](대학원) > DESIGN(디자인학부) > Theses (Master)
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