Subjective determination of cybersickness in virtual and 2D environment (CROSBI ID 661282)
Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija
Podaci o odgovornosti
Agić, Ana ; Mandić, Lidija ; Pap, Klaudio ; Stanić Loknar, Nikolina ;
engleski
Subjective determination of cybersickness in virtual and 2D environment
Gaming industry today offers increased number of games and experiences for virtual reality systems. Goals pursued by the advancement of virtual reality technology are greater degree of interactivity, the more realistic presentation of content, the possibility of multiplayer and availability to greater number of people. One of the problems encountered by the designers and programmers in game development is character’s movement and interaction within virtual reality system. With a higher level of interaction and more natural way of movement, the degree of immersion increases and achieves better user experience and reduces the negative effect of virtual reality, which is cybersickness. Cybersickness in virtual reality can be explained as sensation similar to nausea while driving on rollercoasters in theme and amusement parks, alongside with headache, discomfort, dizziness and so on. In this paper a comparison between subjective car driving simulation experience in terms of estimating immersion and cybersickness in virtual reality system and classic form of playing (the same car driving simulation) on the monitor is given. With variety of research of user experience and interaction adjustment, the quality of experience in virtual reality can be raised.
virtual reality, immersion, car driving simulation
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Podaci o prilogu
104-107.
2018.
objavljeno
Podaci o matičnoj publikaciji
PRINTING & DESIGN 2018
Gršić Žiljak, Jana
Zagreb: FotoSoft (FS)
2459-8836
Podaci o skupu
Međunarodni znanstveni skup Tiskarstvo & dizajn 2018.
predavanje
16.03.2018-16.03.2018
Zagreb, Hrvatska