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Sensorer för inkluderande Virtual Reality-spel
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2025 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Denna kvalitativa studie, i form av ett utforskande experiment, undersökte hur virtual reality (VR)-spelupplevelser kan designas med olika sensorer för att vara mer inkluderande för personer med intellektuell funktionsnedsättning (IF). Data samlades genom observation och semistrukturerade intervjuer med en VR-spelprototyp. Sex deltagare \((n = 6)\), som alla var personal som arbetade med personer med funktionsnedsättning, deltog i studien. Studien fann att VR-kontroller, när de används för att efterlikna enkla, konkreta och upprepbara mönster, hade en positiv mottagning. Joystick hade blandade resultat och uppfattades som mindre intuitiv på grund av designval, men kan ändå spela en roll i inkluderande VR-miljöer. Röststyrning visade sig vara det mest lovande alternativet, med förbättringspotential gällande precision och svarstid. En viktig slutsats är att VR-glasögons design bör förbättras för att minska känslan av instängdhet och öka tillgängligheten. Slutligen betonar studien att integrera inmatningsmetoder tidigt i designprocessen kan skapa mer inkluderande upplevelser.

Abstract [en]

This qualitative study, in the form of an exploratory experiment, investigated how Virtual Reality (VR) gaming experiences can be designed using various sensors to be more inclusive for people with intellectual disabilities (ID). Data was collected through observation and semi-structured interviews with a VR game prototype. Six participants \((n = 6)\), all of whom were staff working with individuals with disabilities, took part in the study. The findings suggest that VR controllers, when designed to replicate simple, concrete, and repeatable patterns, were well-received. Joystick had mixed results and were considered less intuitive due to design choices, but could still contribute to inclusive VR environments. Voice control was the most promising option, with room for improvement in terms of accuracy and response time. An important conclusion is that the design of VR headsets should be improved to reduce the feeling of confinement and enhance accessibility. Finally, the study emphasizes the importance of integrating input methods early in the design process to create more inclusive experiences.

Place, publisher, year, edition, pages
2025.
Keywords [en]
Virtual reality, VR, intellectual disability, game development, gaming experience, voice control, user experience, input methods, joystick, accessibility, design, sensors, qualitative study, exploratory research, prototype.
Keywords [sv]
Virtuell verklighet, VR, intellektuell funktionsnedsättning, spelutveckling, spelupplevelse, röststyrning, användarupplevelse; inmatningsmetoder, joystick, tillgänglighet, design, sensorer, kvalitativ studie, utforskande experiment, prototyp.
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:su:diva-242809OAI: oai:DiVA.org:su-242809DiVA, id: diva2:1955742
Available from: 2025-04-30 Created: 2025-04-30

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fulltext(4522 kB)9 downloads
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Tapia Huechao, DanielEkberg, Linus
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CiteExportLink to record
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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf