Pregled bibliografske jedinice broj: 936134
Subjective determination of cybersickness in virtual and 2D environment
Subjective determination of cybersickness in virtual and 2D environment // PRINTING & DESIGN 2018 / Gršić Žiljak, Jana (ur.).
Zagreb: FotoSoft (FS), 2018. str. 104-107 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 936134 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Subjective determination of cybersickness in virtual and 2D environment
Autori
Agić, Ana ; Mandić, Lidija ; Pap, Klaudio ; Stanić Loknar, Nikolina ;
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
PRINTING & DESIGN 2018
/ Gršić Žiljak, Jana - Zagreb : FotoSoft (FS), 2018, 104-107
Skup
Međunarodni znanstveni skup Tiskarstvo & dizajn 2018.
Mjesto i datum
Zagreb, Hrvatska, 16.03.2018. - 17.03.2018
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
virtual reality, immersion, car driving simulation
Sažetak
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.
Izvorni jezik
Engleski
Znanstvena područja
Grafička tehnologija
POVEZANOST RADA
Ustanove:
Grafički fakultet, Zagreb