Virtual Reality and Virtual Reality Sickness: Creation of a Virtual Reality Sickness Reduction Tool
Barclay, Graeme (2020)
Barclay, Graeme
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202005046979
https://urn.fi/URN:NBN:fi:amk-202005046979
Tiivistelmä
Virtual reality (VR) games are an increasingly popular entertainment media within the gaming industry. However, virtual reality is hindered by the effects of virtual reality sickness (similar to motion sickness). The objective of this thesis was to establish what aspects of virtual reality games cause VR sickness in order to create a design tool — the Virtual Reality Sickness Reduction Tool (VRSRT) — for virtual reality game developers to use, complete with practical solutions, that could limit the impact of VR sickness when developing virtual reality games. This new design tool was then validated through the creation of a virtual reality game product.
This thesis studied existing virtual reality games via content analysis as well as examined the relevant literature surrounding the topics of virtual reality and VR sickness through a literature review. The research was to show the relationship between VR sickness and virtual reality and the impact it has on the virtual reality experience. Moreover, the research provided many practical solutions for VR sickness and the results contributed to the creation of the VRSRT.
The product design result of this thesis was Homeward, a virtual reality experience game, designed and implemented with the VRSRT born from the research conducted. Essentially, the design tool helps virtual reality game developers reduce the impacts of VR sickness. Overall, the product was a success as the game was designed and implemented using the VR sickness reducing guidelines outlined in the design tool.
The virtual reality game product was examined through playtesting to find out to what extent VR sickness was prevalent in the game product which also evaluated the effectiveness of the VRSRT. However, unforeseen circumstances made additional playtesting of the product impossible as well as unethical. Therefore, more time and resources would have been needed in order to conduct more rigorous playtesting to ensure the design tool and product had the desired impact despite early playtesting showing promise.
This thesis studied existing virtual reality games via content analysis as well as examined the relevant literature surrounding the topics of virtual reality and VR sickness through a literature review. The research was to show the relationship between VR sickness and virtual reality and the impact it has on the virtual reality experience. Moreover, the research provided many practical solutions for VR sickness and the results contributed to the creation of the VRSRT.
The product design result of this thesis was Homeward, a virtual reality experience game, designed and implemented with the VRSRT born from the research conducted. Essentially, the design tool helps virtual reality game developers reduce the impacts of VR sickness. Overall, the product was a success as the game was designed and implemented using the VR sickness reducing guidelines outlined in the design tool.
The virtual reality game product was examined through playtesting to find out to what extent VR sickness was prevalent in the game product which also evaluated the effectiveness of the VRSRT. However, unforeseen circumstances made additional playtesting of the product impossible as well as unethical. Therefore, more time and resources would have been needed in order to conduct more rigorous playtesting to ensure the design tool and product had the desired impact despite early playtesting showing promise.