Essays about: "reality game show"
Showing result 1 - 5 of 32 essays containing the words reality game show.
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1. cARcassonne for Hololens 2 - Improving UX through UI
University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)Abstract : This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. READ MORE
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2. Subjective Tests for Quality of Experience in Streamed Virtual Reality Games
University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknikAbstract : VR gaming is an emerging market with relatively new technology when compared to PC and console gaming. Streamed VR gaming is when the VR game is being streamed from another device to the VR headset. READ MORE
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3. Investigation on Enhancing Fire Threat Perception in Virtual Reality through Subject-Expectancy Effect
University essay from Lunds universitet/Avdelningen för BrandteknikAbstract : This thesis examines the use of subject-expectancy effect on enhancing fire threat perception in virtual reality. The study involves a virtual fire scenario design and 33 participants who experience virtual fires of three different scales in the scenario using a head-mounted display as visual and auditory perception and adopting physical movement in real world as their way of locomotion. READ MORE
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4. The Impact of Foveated Rendering as Used for Head-Mounted Displays in Interactive Video Games
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Introduction: In this study, foveated rendering has been explored as its impacton people in a virtual reality (VR) video game setting. Foveated rendering has thepotential to decrease the performance cost of virtual reality gaming by only renderingthe part of the scene where the user is looking. It achieves this with the use of aneye tracker. READ MORE
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5. Gamifying sustainability : A qualitative study on how gamified services can create a sustainable purchase behaviour among women.
University essay from Umeå universitet/FöretagsekonomiAbstract : Gamification, defined as the application of game elements in a non-game environment,has in recent years gained significant influence as a favourable marketing strategy. Gamified services can be found in a variety of markets, ranging from education to wellness, and have the ability to transform low involvement purchases into high ones. READ MORE