This thesis is focused on creating an overview between User Experience and Influencing Factors for VR serious games. The basis for this work was the UXIVE model composed of ten components extracted from existing models (presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgment, and technology adoption), the ITU-T Rec. G.1032 Le Marc et al. (2010 IEEE International Technology Management Conference (ICE), pp. 1–12. IEEE, Piscataway, 2010) that focused on influencing factors of gaming quality of experience, and the ITU-T Rec. G.1035 (Influencing Factors on Quality of Experience for Virtual Reality Services. International Telecommunication Union, Geneva, 2021) that categorizes and analyzes the influencing factors for VR service.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Conclusion and Outlook

  • Tanja Kojić

摘要

This thesis is focused on creating an overview between User Experience and Influencing Factors for VR serious games. The basis for this work was the UXIVE model composed of ten components extracted from existing models (presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgment, and technology adoption), the ITU-T Rec. G.1032 Le Marc et al. (2010 IEEE International Technology Management Conference (ICE), pp. 1–12. IEEE, Piscataway, 2010) that focused on influencing factors of gaming quality of experience, and the ITU-T Rec. G.1035 (Influencing Factors on Quality of Experience for Virtual Reality Services. International Telecommunication Union, Geneva, 2021) that categorizes and analyzes the influencing factors for VR service.