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How Will Different Control/Display Ratios Influence Muscle Fatigue and Game Experience in Virtual Reality Games?
KTH, School of Computer Science and Communication (CSC).
2016 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Hur Påverkar Olika Kontroll/Skärm förhållanden Muskeltrötthet och Spelupplevelse inom Virtual Reality Spel? (Swedish)
Abstract [en]

The dramatic evolvement of Virtual Reality (VR) technique in recent years has enabled a rapid growth of VR games. In order to provide intuitive interaction with a virtual world, VR hand controllers were developed. Since this kind of controller is based on hand movement, the risk of getting fatigued becomes very high. However, little current research has addressed the impact of fatigue generated by VR hand controllers. In this study, the influence of different Control/Display (C/D) ratios of hand controllers on muscle fatigue and the game experience in VR games was explored. Based on an established mobile VR fishing game, a test scenario was developed which uses Oculus Rift and Oculus Touch hand controller. A user study was conducted with 24 participants. The between subjects design was applied which spans three groups experiencing fishing with different C/D ratios (1.0, 0.5, 0.1 respectively). During the test, self- perceived fatigue data as well as game experience data was collected. The results showed that the fatigue was reduced gradually along with the decreasing of the C/D ratio, while different C/D ratios produced an impact on game experience depending on the margin between the exact ratio and 1.0. Based on the results, some implications for the design of VR games were introduced. 

Abstract [sv]

De senaste årens stora intresse och fokuserade utveckling av tekniken för virtual reality (VR) har resulterat i en motsvarande utveckling av VR-spel. De tidigare använda kontrollerna (såsom mus/tangentbord eller spelkontroll) har visat sig inte vara tillräckliga utan det har utvecklats särskilda handkontroller för just VR för att intuitivt kunna interagera med en virtuell värld. Eftersom en sådan typ av kontroll baseras på handrörelser finns det en stor risk för att användarna att drabbas av muskeltrötthet. Det finns däremot mycket lite aktuell forskning med just detta fokus. I denna studie undersöks hur olika Control/Display (C/D)-förhållanden för VR-handkontroller påverkar muskeltröttheten och spelupplevelsen av VR-spel. Baserat på ett etablerat fiskespel i VR, skapades ett test-scenario som använde Oculus Rift och Oculus Touch (handkontrollen). Därefter genomfördes en användarstudie med 24 deltagare. Deltagarna var uppdelade i tre grupper och varje grupp testade spelet med olika C/D förhållanden (1.0, 0.5 och 0.1). Deltagarens egen uppfattning av trötthet, samt spelupplevelse, samlades in under användartesten. Resultaten visar att tröttheten minskar med minskande C/D-förhållande, samt att spelupplevelsen påverkas av C/D- förhållandet beroende på relationen mellan det exakta förhållandet och 1.0. Utifrån resultaten ges också några förslag för design av VR-spel. 

Place, publisher, year, edition, pages
2016. , 49 p.
Keyword [en]
Virtual Reality, Control/Display ratio, fatigue, game experience, hand controller
Keyword [sv]
Virtual Reality, Control/Display ratio, trötthet, spelupplevelse, handkontroll
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-192838OAI: oai:DiVA.org:kth-192838DiVA: diva2:972451
External cooperation
Resolution Games
Educational program
Master of Science - Human-Computer Interaction
Supervisors
Examiners
Available from: 2016-10-03 Created: 2016-09-20 Last updated: 2016-10-03Bibliographically approved

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