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商品描述
The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.
商品描述(中文翻譯)
本書探討如何使虛擬實境(Virtual Reality, VR)應用程式更具趣味性和真實感的研究。作者不僅研究與娛樂相關的 VR 遊戲,還考慮其他應用,例如用於教育和訓練的嚴肅遊戲(serious games)。為了改善 VR 遊戲,本研究檢視了遊戲內容、遊玩環境以及人類因素,如年齡和以往的 VR 經驗等主題。透過理解這些因素,作者制定了使 VR 遊戲更具吸引力和使用友好的指導方針。本研究的主要目的是評估和識別影響 VR 嚴肅遊戲使用者體驗(User Experience, UX)的不同因素,旨在縮小影響因素(Influencing Factors, IFs)、UX 和 VR 嚴肅遊戲設計指導方針之間的研究差距。通過八項使用者研究和五款不同的 VR 嚴肅遊戲的開發,調查了這些因素與 UX 組件之間的不同影響和聯繫。
作者簡介
Tanja Kojic is a User Experience (UX) researcher and designer focusing on new immersive media such as Extended (XR) and Virtual Reality (VR). She holds an M.Sc. in Information and Communication Technology from the University of Zagreb, Croatia and has pursued additional studies in Graphic Product Design, with an emphasis on UX design. She began her career at SAP Innovation Center Network as UX designer; and in 2017, she joined the Quality and Usability Lab at TU Berlin, Germany as a research assistant, initiating her journey in UX research. She earned her Ph.D. in February 2023 with the thesis "User Experience for Serious Games in Virtual Reality," which was awarded with summa cum laude, proving her dedication to advancing the impact of technology on user experiences. During her PhD, she was also selected to be part of the Software Campus which she has presented at Digital Summit 2018, and won the award for the best presentation at Science Slam 2019. Throughout her career, she has contributed to publications, conferences, and talks in the field of VR and UX design, including IEEE Quality of Multimedia Experience, IEEE Virtual Reality and 3D User Interfaces, IEEE Artificial Intelligence and Virtual and International Conference on Human-Computer Interaction. She has also participated in the standardization activities of the International Telecommunication Union (ITU-T) on the topics of "Influencing factors on quality of experience for virtual reality services" and "Subjective Test Method for Interactive Virtual Reality Applications".
作者簡介(中文翻譯)
Tanja Kojic 是一位用戶體驗(UX)研究員和設計師,專注於擴增實境(XR)和虛擬實境(VR)等新興沉浸式媒體。她擁有克羅埃西亞薩格勒布大學的資訊與通信技術碩士學位,並在圖形產品設計方面進行了進一步的研究,重點是UX設計。她的職業生涯始於SAP創新中心網絡,擔任UX設計師;2017年,她加入德國柏林工業大學的質量與可用性實驗室,擔任研究助理,開始了她的UX研究之旅。她於2023年2月獲得博士學位,論文題目為「虛擬實境中的嚴肅遊戲用戶體驗」,並以優異的成績(summa cum laude)獲得學位,證明了她對推進技術對用戶體驗影響的奉獻。在攻讀博士學位期間,她還被選為軟體校園的一部分,並在2018年數位高峰會上進行了報告,並在2019年科學競賽中獲得最佳報告獎。她在VR和UX設計領域的職業生涯中,為多個出版物、會議和演講做出了貢獻,包括IEEE多媒體體驗質量、IEEE虛擬實境與3D用戶介面、IEEE人工智慧及國際人機互動會議。她還參與了國際電信聯盟(ITU-T)在「虛擬實境服務的體驗質量影響因素」和「互動虛擬實境應用的主觀測試方法」等主題的標準化活動。