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  • Hübel, Maximilian (1)
  • Itani, Hussam (1)

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  • Immersion (2) (remove)

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Entwicklung einer immersiven VR-Erfahrung (2019)
Hübel, Maximilian
This thesis is about the design and the implementation of a virtual reality experience. The goal is to answer two questions: Is it possible to create an immersive virtual reality experience which is mainly using impulses and triggers to scare and frighten users? Secondly, is this immersion strong enough to create an illusion in which the user can't separate the real world from the virtual world? To realise this project the design program Unity3D as well as Visual Studios 2017 were used. Furthermore, in order to verify that the experience is indeed immersive for the user, an experiment with a sample size of seven people was created. Afterwards the candidates were interviewed via a questionnaire how they felt during the virtual reality application. As a result the study showed that the application has tendencies to be immersive but the users were still aware of the situation. It can be concluded that the immersion was not strong enough to fool users regarding the separation of virtual and real world.
Einfluss unterschiedlicher Spielecontroller auf die Immersion und den Motion Sickness Effekt in der virtuellen Realität (2019)
Itani, Hussam
This bachelor thesis investigates the utilization of the Wii Balance Board in virtual reality applications. For the investigation a snowboard game is implemented, in which the virtual avatar can be controlled with the pressure sensors of the Wii Balance Board. The user should be able to move playfully and intuitively through the virtual environment by balancing his body. The immersiveness and the influence on motion sickness and cybersickness will be investigated. In Addition, the Wii Balance Board will be compared with the Xbox Controller. The aim of the work is to evaluate whether the Wii Balance Board is able to allow free movement in virtual environments and whether it is more advantageous to use it rather than a conventional controller. The results of the survey indicate that the Wii Balance Board has a positive influence on the immersivness of the game, despite better game results by using a conventional controller. The survey also reveals that the use of the Wii Balance Board is responsible for more motion-sickness/cybersickness cases.
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