Achieving the Experience of Immersion in Virtual Reality

VR-ala on kasvamassa. Vaikka modernia VR teknologiaa mainostetaan erityisesti viihdekäyttöön, VR:ää on käytetty lukuisissa ammateissa, ja uskotaan, että VR teknologia tullaan ottamaan käyttöön useissa muissa, kun teknologia yleistyy. Siten, on yhä tärkeämpää tutkia tapoja, joilla sen käyttökokemusta...

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Main Author: Nykänen, Niko
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:eng
Published: 2021
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/76748
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author Nykänen, Niko
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Nykänen, Niko Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Nykänen, Niko Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
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description VR-ala on kasvamassa. Vaikka modernia VR teknologiaa mainostetaan erityisesti viihdekäyttöön, VR:ää on käytetty lukuisissa ammateissa, ja uskotaan, että VR teknologia tullaan ottamaan käyttöön useissa muissa, kun teknologia yleistyy. Siten, on yhä tärkeämpää tutkia tapoja, joilla sen käyttökokemusta voidaan parantaa. Immersion kokemuksen on kerrottu olevan keskeinen komponentti interaktiivisten mediakokemusten nautinnollisuudessa, joten tämä tutkielma lähti vastaamaan tutkimuskysymykseen, kuinka immersion kokemus saavutetaan moderneilla VR teknologioilla. Kirjallisuuskatsaus esitti käsitteellisen mallin immersion kokemuksesta XR (extended reality) teknologioilla. Tämä malli esitti, että immersion kokemus koostuu kolmesta dimensiosta: fyysinen läsnäolo (physical presence, PP), sosiaalinen/itse läsnäolo (social/self presence, SP), ja osallisuus (involvement, INV). Näihin dimensioihin vaikuttavat teknologia, sisältö (content), ja subjektiiviset tekijät. Koska tätä mallia ei ollut empiirisesti tutkittu, tässä tutkielmassa suoritettu empiirinen tutkimus pyrki ottamaan ensimmäisen askeleen sen empiiriseen tutkimiseen. Tutkielman empiirinen tutkimusosuus suoritettiin strukturoidulla kyselytutkimuksella kevään 2021 aikana. Aineisto kerättiin VR settien omistajilta, joilla oli keskinkertaisesti tai paljon kokemusta VR:n käytöstä (N=347). Kuitenkin todennäköisesti kyselylomakkeesta johtuvien ongelmien vuoksi, täyttä mallia ei pystytty testaamaan. Osittaisen mallin tarkastelu kuitenkin löysi mielenkiintoisia tuloksia, jotka mallin tulevissa tutkimuksissa tulisi ottaa huomioon. Osittaisen mallin tarkastelu näytti, että PP, SP, ja INV selittivät 41,9 % immersion kokemuksen varianssista. The VR industry is growing. Despite modern VR technologies being primarily marketed for entertainment purposes, VR has also been used in numerous professional settings and is expected to be adopted into countless others as the technology becomes more widespread. Therefore, researching ways to provide the best possible experience for its users is becoming more and more important. As the experience of immersion has been stated as a key component of the enjoyment of interactive media experiences, this thesis set out to answer the research question of how the experience of immersion is achieved with modern VR technologies. The literature review presented a conceptual model of the experience of immersion for extended reality technologies, which suggested that the experience of immersion consists of three dimensions: physical presence (PP), social/self presence (SP), and involvement (INV). These dimensions are influenced by the technology, the content, and subjective factors. As this model had not been previously examined, the empirical study conducted in this thesis took the first step in examining this model. The empirical study was done as an online structured survey during the spring of 2021. The study was targeted towards VR set owners with moderate to high levels of experience (N=347). Likely due to problems with the questionnaire, the full model could not be examined. However, examination into a partial model showed interesting results that future studies examining the model should consider. Examination of the partial model showed that PP, SP, and INV explained 41,9% of the variance in the experience of immersion.
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spellingShingle Nykänen, Niko Achieving the Experience of Immersion in Virtual Reality immersion human-computer interaction Tietojärjestelmätiede Information Systems Science 601 osallisuus läsnäolo virtuaalitodellisuus teknologia complicity presence virtual reality technology
title Achieving the Experience of Immersion in Virtual Reality
title_full Achieving the Experience of Immersion in Virtual Reality
title_fullStr Achieving the Experience of Immersion in Virtual Reality Achieving the Experience of Immersion in Virtual Reality
title_full_unstemmed Achieving the Experience of Immersion in Virtual Reality Achieving the Experience of Immersion in Virtual Reality
title_short Achieving the Experience of Immersion in Virtual Reality
title_sort achieving the experience of immersion in virtual reality
title_txtP Achieving the Experience of Immersion in Virtual Reality
topic immersion human-computer interaction Tietojärjestelmätiede Information Systems Science 601 osallisuus läsnäolo virtuaalitodellisuus teknologia complicity presence virtual reality technology
topic_facet 601 Information Systems Science Tietojärjestelmätiede complicity human-computer interaction immersion läsnäolo osallisuus presence technology teknologia virtuaalitodellisuus virtual reality
url https://jyx.jyu.fi/handle/123456789/76748 http://www.urn.fi/URN:NBN:fi:jyu-202106213941
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