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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 Κατέρος, Σταύρος Σ.
Thesis advisor Παπαγιαννάκης, Γιώργος
Reviewer Αργυρός, Αντώνιος
Γραμμένος, Δημήτρης
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.
Language English
Subject Virtual reality
Εικονική πραγματικότητα
Issue date 2019-11-22
Collection   School/Department--School of Sciences and Engineering--Department of Computer Science--Post-graduate theses
  Type of Work--Post-graduate theses
Permanent Link https://elocus.lib.uoc.gr//dlib/5/7/1/metadata-dlib-1573578755-255800-15636.tkl Bookmark and Share
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