(A) proposal of gesture-based input method for VR rhythm gameVR 리듬게임을 위한 제스처 기반 입력 기법 제안

Cited 0 time in webofscience Cited 0 time in scopus
  • Hit : 282
  • Download : 0
DC FieldValueLanguage
dc.contributor.advisorDoh, Young Yim-
dc.contributor.advisor도영임-
dc.contributor.authorMoon, JaeHoon-
dc.date.accessioned2021-05-12T19:36:46Z-
dc.date.available2021-05-12T19:36:46Z-
dc.date.issued2020-
dc.identifier.urihttp://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=910803&flag=dissertationen_US
dc.identifier.urihttp://hdl.handle.net/10203/284011-
dc.description학위논문(석사) - 한국과학기술원 : 문화기술대학원, 2020.2,[iv, 33 p. :]-
dc.description.abstractUnlike non-VR rhythm games, activation of input was determined by spatial condition in most of existing virtual reality (VR) based rhythm games. This study suggests a new input method that separates spatial condition and activation of input which can be performed individually, like as moving mouse cursor and input activation (click) can be performed individually in personal computer, to compare it with spatial collision based input. To do so, this study proposes an input method which considers gesture of strike-and-bounce-back as ‘click’. The purpose of this study is to find out difference between spatial collision based input method that movement toward the target and click is integrated and gesture-based input method that movement toward the target and click is separated in terms of perceived usability, user experience, and performance as rhythm game. For the experiment, we designed and developed a VR based rhythm game prototype. 28 participants (5 female, 22 male, 1 prefer not to say, M = 22.79, SD = 2.60) participated this experiment. As result of experiment, it was found out that input method with spatial condition and activation integrated that has existed before was superior than that of separated, newly proposed, in terms of perceived usability and rhythm experience. However, except a specific speed condition, there was no significant difference between rhythm game performance. This emphasizes that perceived usability can be differed regardless of player performance.-
dc.languageeng-
dc.publisher한국과학기술원-
dc.subjectrhythm game▼amusic game▼aHuman-computer Interaction(HCI)▼aVirtual Reality(VR)▼auser experience▼aperceived usability▼aspatial collision input▼agesture-based input-
dc.subject리듬 게임▼a음악 게임▼a인간-컴퓨터 상호작용▼a가상현실▼a유저 경험▼a지각된 사용성▼a공간 충돌 입력▼a제스처 기반 입력-
dc.title(A) proposal of gesture-based input method for VR rhythm game-
dc.title.alternativeVR 리듬게임을 위한 제스처 기반 입력 기법 제안-
dc.typeThesis(Master)-
dc.identifier.CNRN325007-
dc.description.department한국과학기술원 :문화기술대학원,-
dc.contributor.alternativeauthor문재훈-
Appears in Collection
GCT-Theses_Master(석사논문)
Files in This Item
There are no files associated with this item.

qr_code

  • mendeley

    citeulike


rss_1.0 rss_2.0 atom_1.0