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  • Tanja Koji¿

    Language: English

    Published by Springer Nature Switzerland, Springer Nature Switzerland, 2024

    ISBN 10: 3031755294 ISBN 13: 9783031755293

    Seller: AHA-BUCH GmbH, Einbeck, Germany

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    £ 95.09

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    Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.

  • Tanja Koji¿

    Language: English

    Published by Springer, Springer Nature Switzerland Nov 2024, 2024

    ISBN 10: 3031755294 ISBN 13: 9783031755293

    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

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    Print on Demand

    £ 95.09

    £ 51.77 shipping
    Ships from Germany to U.S.A.

    Quantity: 1 available

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    Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one¿s age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 184 pp. Englisch.