Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/35864
Title: Escape room in VR : an investigation into interaction techniques for immersion
Authors: Mallia, Natalia
Keywords: Genetic algorithms
Virtual reality
Human-computer interaction
Issue Date: 2018
Citation: Mallia, N. (2018). Escape room in VR : an investigation into interaction techniques for immersion (Bachelor's dissertation).
Abstract: A new wave of VR head mounted displays is being developed and released to the commercial market at a very fast rate. Research directions are moving in the field of interaction techniques and how these techniques can improve immersion in VR. Despite increasing research in the area, picking the right technique for a given scenario remains a challenging task. This study proposed an investigation into the different interaction techniques in VR. Interaction techniques were be chosen to represent any of the interaction metaphors such as selection and manipulation as well as viewpoint control patterns (navigation). This study intended to explore active participation, using an Escape Room environment. An Escape Room has been chosen in view of its game environment requiring a users full focus to solve the concurrent puzzles which eventually lead to their escape whilst also being mindful of a set time limit. As interaction is more effective tested against a number of unique situations, Procedural Content Generation (PCG) techniques were applied to create the escape rooms themselves. As there was no previous work in PCG escape rooms, we needed to create our own system. This was achieved by using a Genetic Algorithm to determine which puzzles and items would be placed in the escape room. Users selected these items by using a reticle which indicates selectable objects. Navigation was achieved by looking around and steering through the VR headset and moving with a gamepad. Puzzle manipulation occured on a separate screen which was layered on top of the escape room. From User Feedback Evaluation, we found that over 90% of users thought that the system was very immersive in both how they interacted with it and in how natural the flow and design of the Escape Room seemed to be. 70% of users rated each interaction technique positively, with an average rating of 3.8/5 for all techniques. With these results, we can conclude that the users found the interaction techniques applied to contribute well to immersion. This implies that any application which adopts the techniques chosen in conjunction with an active participation environment is likely to obtain a desirable level of immersion.
Description: B.SC.ICT(HONS)ARTIFICIAL INTELLIGENCE
URI: https://www.um.edu.mt/library/oar//handle/123456789/35864
Appears in Collections:Dissertations - FacICT - 2018
Dissertations - FacICTAI - 2018

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