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Identifier |
000425810 |
Title |
Psychomotor interaction for enhanced VR user experience |
Alternative Title |
Ψυχοκινητική αλληλεπίδραση για βελτιωμένη εμπειρία χρήστη σε περιβάλλοντα εικονικής πραγματικότητας |
Author
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Κατέρος, Σταύρος Σ.
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Thesis advisor
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Παπαγιαννάκης, Γιώργος
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Reviewer
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Αργυρός, Αντώνιος
Γραμμένος, Δημήτρης
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Abstract |
Virtual reality as a medium is starting nowadays to be widely embraced from consumers.
Despite being considered as a new field, it is currently going through its fourth attempt in
market adoption. VR was first commercially introduced four decades ago but failed due to
hardware technology being too young, and the concept itself not being truly understood.
Supported applications were not created with a dedicated VR design in mind to take
advantage of this new medium’s potential. Thus, software (and design) were both, not
able to back up this new way of experience. Nowadays hardware is mature enough to
comfortably support system requirements while being inexpensive enough to be
consumer accessible. Although the software and design part of VR is following along
hardware’s progress, this field is still in its first steps, more specifically in design and
implementation of the VR user experience (UX). UX is extensively researched and
understood in other computing areas. But virtual reality is quite different because each
individual does not just use an application with its interface being the bridge between
human and machine but is “part” of the application, i.e. immersed in the threedimensional world where traditional 2D interfaces do not necessarily always apply.
Interacting in VR is difficult to be standardised due to its highly personal and subjective
matter.
In this thesis we research the foundations of what can be standardised for an optimal VR
user experience. The most basic concept that required re-thinking was embodied user
interaction with the virtual world. To enhance the experience, we introduced
implementations that simulate physical, psychomotor interactions, imitating dexterous
use of hands (and body) in real world. These are accompanied by specific user-assisting
procedures devised to bridge the gap of the medium limitations (e.g. field of view, user
focus etc.). Furthermore, general VR design principles are introduced, to complement this
endeavour in taking advantage of VR’s true potential and staying true to term reality.
These VR design principles bear on user’s consciousness and feeling of “being and doing
there”. From understanding human’s senses and using them to boosting immersion, and
from acknowledging the stark differences between virtual and real interactions, to
respecting user’s comfort and ease of use in VR.
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Language |
English |
Subject |
Virtual reality |
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Εικονική πραγματικότητα |
Issue date |
2019-11-22 |
Collection
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School/Department--School of Sciences and Engineering--Department of Computer Science--Post-graduate theses
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Type of Work--Post-graduate theses
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Permanent Link |
https://elocus.lib.uoc.gr//dlib/5/7/1/metadata-dlib-1573578755-255800-15636.tkl
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Views |
458 |