开发虚拟现实冒险游戏为海啸灾难做准备

Q3 Engineering
Chawalit Doungutha, Tatiya Theppituck
{"title":"开发虚拟现实冒险游戏为海啸灾难做准备","authors":"Chawalit Doungutha, Tatiya Theppituck","doi":"10.24867/jged-2023-3-005","DOIUrl":null,"url":null,"abstract":"This research aimed to study and analyse the interaction between humans and a tsunami disaster simulation. Besides, it aimed to develop a virtual reality (VR) adventure game in regard to preparing for a tsunami disaster caused by an earthquake. It also assessed the effectiveness of virtual reality (VR) through three perceptions, namely visual perception, auditory perception, and kinesthetic perception with the connection between the human user and the Oculus quest 1 (VR glasses) to create virtual reality that was easy to understand and reflected interesting storytelling accompanied by beautiful patterns. The research objectives were 1) to study, collect, and analyse data related to the concept of creating virtual reality (VR), 2) to design and create virtual reality (VR) adventure game, and 3) to test and assess the perceptions of virtual reality (VR) to prepare for a tsunami disaster caused by an earthquake. The results of studies and analysis based on the learning style theory and participants’ behaviour showed that the behaviour was often instilled from experiences that they had gained. This created clarity in the role of the participants and helped them learn and practice using virtual reality technology in training and deal with tsunami disasters caused by earthquakes. The results of the perception assessment of the virtual reality (VR) prototype, overall, indicated that the adventure game in a virtual reality (VR) setting to prepare for a tsunami disaster caused by an earthquake was feasible for use.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The development of a virtual reality adventure game to prepare for a tsunami disaster\",\"authors\":\"Chawalit Doungutha, Tatiya Theppituck\",\"doi\":\"10.24867/jged-2023-3-005\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research aimed to study and analyse the interaction between humans and a tsunami disaster simulation. Besides, it aimed to develop a virtual reality (VR) adventure game in regard to preparing for a tsunami disaster caused by an earthquake. It also assessed the effectiveness of virtual reality (VR) through three perceptions, namely visual perception, auditory perception, and kinesthetic perception with the connection between the human user and the Oculus quest 1 (VR glasses) to create virtual reality that was easy to understand and reflected interesting storytelling accompanied by beautiful patterns. The research objectives were 1) to study, collect, and analyse data related to the concept of creating virtual reality (VR), 2) to design and create virtual reality (VR) adventure game, and 3) to test and assess the perceptions of virtual reality (VR) to prepare for a tsunami disaster caused by an earthquake. The results of studies and analysis based on the learning style theory and participants’ behaviour showed that the behaviour was often instilled from experiences that they had gained. This created clarity in the role of the participants and helped them learn and practice using virtual reality technology in training and deal with tsunami disasters caused by earthquakes. The results of the perception assessment of the virtual reality (VR) prototype, overall, indicated that the adventure game in a virtual reality (VR) setting to prepare for a tsunami disaster caused by an earthquake was feasible for use.\",\"PeriodicalId\":16019,\"journal\":{\"name\":\"Journal of graphic engineering and design\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of graphic engineering and design\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24867/jged-2023-3-005\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Engineering\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of graphic engineering and design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24867/jged-2023-3-005","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
引用次数: 0

摘要

本研究旨在研究和分析人类与海啸灾害模拟之间的相互作用。此外,它旨在开发一款虚拟现实冒险游戏,为地震引发的海啸灾难做准备。它还通过视觉感知、听觉感知和动觉感知三种感知评估了虚拟现实(VR)的有效性,以及人类用户和Oculus quest 1(VR眼镜)之间的联系,以创建易于理解、反映有趣故事和美丽图案的虚拟现实。研究目标是1)研究、收集和分析与创建虚拟现实(VR)概念相关的数据,2)设计和创建虚拟现实冒险游戏,3)测试和评估虚拟现实的感知,为地震引发的海啸灾难做好准备。基于学习风格理论和参与者行为的研究和分析结果表明,这种行为往往是从他们所获得的经验中灌输出来的。这使参与者的角色更加清晰,并帮助他们学习和实践使用虚拟现实技术进行培训和应对地震引发的海啸灾害。总体而言,虚拟现实(VR)原型的感知评估结果表明,在虚拟现实(虚拟现实)环境中为地震引发的海啸灾难做准备的冒险游戏是可行的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The development of a virtual reality adventure game to prepare for a tsunami disaster
This research aimed to study and analyse the interaction between humans and a tsunami disaster simulation. Besides, it aimed to develop a virtual reality (VR) adventure game in regard to preparing for a tsunami disaster caused by an earthquake. It also assessed the effectiveness of virtual reality (VR) through three perceptions, namely visual perception, auditory perception, and kinesthetic perception with the connection between the human user and the Oculus quest 1 (VR glasses) to create virtual reality that was easy to understand and reflected interesting storytelling accompanied by beautiful patterns. The research objectives were 1) to study, collect, and analyse data related to the concept of creating virtual reality (VR), 2) to design and create virtual reality (VR) adventure game, and 3) to test and assess the perceptions of virtual reality (VR) to prepare for a tsunami disaster caused by an earthquake. The results of studies and analysis based on the learning style theory and participants’ behaviour showed that the behaviour was often instilled from experiences that they had gained. This created clarity in the role of the participants and helped them learn and practice using virtual reality technology in training and deal with tsunami disasters caused by earthquakes. The results of the perception assessment of the virtual reality (VR) prototype, overall, indicated that the adventure game in a virtual reality (VR) setting to prepare for a tsunami disaster caused by an earthquake was feasible for use.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Journal of graphic engineering and design
Journal of graphic engineering and design Engineering-Computational Mechanics
CiteScore
1.40
自引率
0.00%
发文量
16
审稿时长
10 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信