Human element of virtual reality : implementing perception psychology into VR design
Pirkuliyeva, Liya (2020)
Pirkuliyeva, Liya
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020112424064
https://urn.fi/URN:NBN:fi:amk-2020112424064
Tiivistelmä
Virtual reality stopped being science fiction in 2016. The first commercial head mounted displays made VR available and brought VR into the field of entertainment and learning. Nevertheless, VR leaves many sceptical because it is far from ideal. Technological progress will improve the current VR equipment with time; however, little is said about the psychological aspect of VR. The objective of this study was to gather data on perception psychology and its uses in VR design. Optical illusions were used as a tool to explain perception psychology and its significance. These illusions were a parallel to VR: the importance is in not what we see but how we see it.
The thesis starts with acknowledging problems in current VR equipment: technical and psychological. Extensive research on the topic of immersion and how to achieve it in VR was conducted from a scientific literature review. Subsequently, the findings on immersion were applied to an analysis of popular VR games. During the analysis other use cases of perception psychology implemented into design were identified. A short VR demo called VR Lab Rat#133 was made based on solutions from research on immersion and game analysis. It involved optical illusions.
The final chapter summarised the immersion factors, game analysis and demo results. Other concepts for increased immersion were presented together with ideas for further research on the topic.
The thesis starts with acknowledging problems in current VR equipment: technical and psychological. Extensive research on the topic of immersion and how to achieve it in VR was conducted from a scientific literature review. Subsequently, the findings on immersion were applied to an analysis of popular VR games. During the analysis other use cases of perception psychology implemented into design were identified. A short VR demo called VR Lab Rat#133 was made based on solutions from research on immersion and game analysis. It involved optical illusions.
The final chapter summarised the immersion factors, game analysis and demo results. Other concepts for increased immersion were presented together with ideas for further research on the topic.