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Title:Evalvacija predstavitve vsebin s pomočjo virtualnih očal
Authors:ID Šimičić, Saša (Author)
ID Debevc, Matjaž (Mentor) More about this mentor... New window
Files:.pdf MAG_Simicic_Sasa_2018.pdf (7,20 MB)
MD5: 854AA62D214664407465F4C711824BB3
PID: 20.500.12556/dkum/3a7c0ba9-11da-4516-8739-15ced1bce602
 
.zip MAG_Simicic_Sasa_2018.zip (1,07 GB)
MD5: 3C904AEC5DF26E879337ED08FF957A36
PID: 20.500.12556/dkum/53e0dcea-2487-454d-8ea0-15453d0e8a23
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Razvoj informacijskih tehnologij napreduje zelo hitro in težko mu sledimo. Virtualna resničnost ponuja možnost hitrejšega razumevanja kompleksnih konceptov in nov način interakcije med uporabnikom in vsebino. V magistrskem delu smo testirali količino podatkov, ki so si jo testiranci zapomnili v predstavljeni vsebini. Vsebino smo predstavili na tri različne načine: besedilo z dodatno ponazoritvijo (slika in fotografija), videoposnetek in virtualna resničnost. Cilj magistrskega dela je bil ugotoviti, ali obstajajo razlike v uspešnosti predstavitve vsebine v izbranih medijih. Kot primarno metodo raziskovanja smo izbrali eksperiment, s katerim smo primerjali zapomnitev predstavljene vsebine na različnih medijih. Uporabljali smo kombinacijo kvantitativnih (eksperiment in test) in kvalitativnih metod (vprašalnik SUS). Pri analizi rezultatov smo uporabljali test ANOVA in opisno statistiko. Rezultati eksperimenta so pokazali, da so virtualna očala z vidika uporabnosti dosegla visoko naklonjenost testirancev. Zanimivo pa je dejstvo, da so kljub uporabnosti virtualna očala dosegla najslabše rezultate v prav vseh kategorijah. Čas reševanja testov je bil najdaljši pri virtualnih očalih, sledil je papir, testiranci pa so teste v najkrajšem času rešili pri osebnem računalniku. V kategoriji doseženih točk semantičnega in vidno-prostorskega spomina so virtualna očala v povprečju dosegla najmanj točk. Tokrat je na drugem mestu osebni računalnik, največ točk pa je dosegla predstavitev s papirjem.
Keywords:virtualna resničnost, spomin, virtualna očala, semantični, vidno-prostorski
Place of publishing:[Maribor
Publisher:S. Šimičić
Year of publishing:2018
PID:20.500.12556/DKUM-72834 New window
UDC:004.946(043.2)
COBISS.SI-ID:22012182 New window
NUK URN:URN:SI:UM:DK:SSYJW4PC
Publication date in DKUM:21.12.2018
Views:1080
Downloads:176
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:27.11.2018

Secondary language

Language:English
Title:Evaluation of content presentation with virtual reality headset
Abstract:Information technology is developing very fast and it is difficult to keep up. The technology of virtual reality offers the possibility of faster understanding of complex concepts and a new way of interaction between user and content. In the master's thesis, we tested the amount of data that the participants memorized in presented content. The content was presented in three different ways: as a text with additional illustration (picture and photo), as a video and as virtual reality. The aim of the master's thesis was to determine whether there are differences in the level of performance in the presentation of content in selected media. As the primary method of research, we selected an experiment to compare the memorization of the presented content in various media. We used a combination of quantitative (experiment and test) and qualitative methods (SUS questionnaire). Results were analyzed using the ANOVA test and descriptive statistics. The results of the experiment showed that the virtual reality headset reached a high affinity of the participants from the perspective of usability. Interestingly, despite its usefulness, virtual reality headset have achieved the worst results in all categories. Test completing time was the longest with virtual reality headset, followed by paper. Testers that were in the personal computer group completed their tests the fastest. In the category of achieved points in semantic and visual-spatial memory, virtual reality headset scored lowest on average. The second place went to personal computer and the first to the presentation on paper.
Keywords:virtual reality, memory, virtual glasses, semantic, visual-spatial


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