magistrsko delo
Marjan Bogataj (Author), Jože Guna (Mentor), Imre Cikajlo (Co-mentor)

Abstract

Tehnologija navidezne resničnosti je trenutno v uporabi pretežno na področju videoiger, a to še ne pomeni, da bo v prihodnosti omejena zgolj na to področje. V magistrskem delu preučujemo ali ta nova tehnologija, ki je znana po visoki stopnji poglobljenosti v izkušnjo, lahko prispeva k povečanju pozitivne izkušnje in motivacije pri reševanju miselne igre, ki bi bila lahko uporabljena kot komplementarna metoda pri rehabilitaciji oseb po možganski kapi. S pomočjo programa Unity smo razvili miselno igro v navidezni resničnosti, katere cilj je sestaviti sestavljanke naraščajoče težavnosti. Izvedli smo uporabniško študijo, v kateri smo primerjali uporabniško izkušnjo med razvito igro v navidezni resničnosti in njeno fizično različico. Ugotovitve kažejo, da tehnologija VR omogoča visoko potopitveno izkušnjo, ki bi jo lahko uporabili tudi na področju zdravstva, a je za natančno vrednotenje potrebnih več raziskav.

Keywords

računalniške miselne igre;navidezna resničnost;zdravstvo;diagnostika;magisteriji;

Data

Language: Slovenian
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UL FE - Faculty of Electrical Engineering
Publisher: [M. Bogataj]
UDC: 004.946:616.831-005.1(043.2)
COBISS: 187310339 Link will open in a new window
Views: 68
Downloads: 27
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Other data

Secondary language: English
Secondary title: Computer cognitive exergame in virtual reality for rehabilitation
Secondary abstract: Virtual reality technology is currently predominantly used in the field of video games, but that does not necessarily mean it will be limited to this domain in the future. In the master's thesis, we investigate whether this new technology, known for its high level of immersion, can contribute to increased positive experiences and motivation in solving mental games. This approach could be utilized as a complementary method in the rehabilitation of individuals after a stroke. Using the Unity program, a mental game was developed in virtual reality with the goal of assembling puzzles of increasing difficulty. A user study was conducted, comparing the user experience and various side effects of interacting with the VR game in comparison to the experience and side effects of assembling a physical puzzle. Findings indicate that VR technology provides a highly immersive experience, which could also be leveraged in the healthcare domain, although further research is needed for precise evaluation.
Secondary keywords: virtual reality;healthcare;brain stroke;rehabilitation;diagnostics;computer science;master's degree;Navidezna resničnost v medicini;Možganska kap;Medicinska rehabilitacija;Računalništvo;Univerzitetna in visokošolska dela;
Type (COBISS): Master's thesis/paper
Study programme: 1001017
Embargo end date (OpenAIRE): 1970-01-01
Thesis comment: Univ. v Ljubljani, Fak. za računalništvo in informatiko
Pages: 51 str., [2] str. pril.
ID: 22925913