With the huge rise in popularity for Virtual Reality headsets, the market has become a bit of a wild-west situation where the technology is being explored for strengths, weaknesses and possible uses. Though, VR headsets have also opened up the possibility to explore and use alternate input and output devices to give a more realistic feeling. The boom has also opened up the doors for the use of Virtual Reality within education. The purpose of this paper is to investigate whether there is a difference between people that play video games and people who don’t when using Virtual Reality. This thesis was tested in a five minute experience using Unreal Engine 4. As hardware, the HTC Vive and Leap Motion were used.Med den stora ökningen i populari...
A new wave of VR head mounted displays is being developed and released to the commercial market incl...
Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot ...
I detta arbete undersöks på vilket sätt virtuella verklighetsglasögon förändrar en spelupplevelse. P...
With the huge rise in popularity for Virtual Reality headsets, the market has become a bit of a wild...
Consumer grade Virtual Reality (VR)-headsets are on the rise, and with them comes an increasing numb...
This paper features an analysis of how some games are better designed for virtual reality than other...
This thesis explores how virtual reality solutions affect children in their learning through educati...
Virtual Reality consumer hardware is now available for the masses through the HTC Vive, Oculus Rift ...
The public interest in virtual reality has increased significantly over the last years, as has the i...
Virtual Reality (VR) has strongly emerged to be one of the technologies to play an important role in...
Det här arbetet har som mål att undersöka huruvida tillägget av Virtual reality-teknologi i form av ...
Virtual reality has the potential to provide a useful and versatile tool to education and the genera...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
Denna artikel presenterar skillnaderna inom spelupplevelse för spel som kan spelas i både VR (Virtua...
A new wave of VR head mounted displays is being developed and released to the commercial market incl...
Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot ...
I detta arbete undersöks på vilket sätt virtuella verklighetsglasögon förändrar en spelupplevelse. P...
With the huge rise in popularity for Virtual Reality headsets, the market has become a bit of a wild...
Consumer grade Virtual Reality (VR)-headsets are on the rise, and with them comes an increasing numb...
This paper features an analysis of how some games are better designed for virtual reality than other...
This thesis explores how virtual reality solutions affect children in their learning through educati...
Virtual Reality consumer hardware is now available for the masses through the HTC Vive, Oculus Rift ...
The public interest in virtual reality has increased significantly over the last years, as has the i...
Virtual Reality (VR) has strongly emerged to be one of the technologies to play an important role in...
Det här arbetet har som mål att undersöka huruvida tillägget av Virtual reality-teknologi i form av ...
Virtual reality has the potential to provide a useful and versatile tool to education and the genera...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
Denna artikel presenterar skillnaderna inom spelupplevelse för spel som kan spelas i både VR (Virtua...
A new wave of VR head mounted displays is being developed and released to the commercial market incl...
Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot ...
I detta arbete undersöks på vilket sätt virtuella verklighetsglasögon förändrar en spelupplevelse. P...