User Experience for Serious Games in Virtual Reality

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 mak...

Disgrifiad llawn

Wedi'i Gadw mewn:
Manylion Llyfryddiaeth
Prif Awdur: Kojić, Tanja (Awdur)
Awdur Corfforaethol: SpringerLink (Online service)
Fformat: Electronig eLyfr
Iaith:Saesneg
Cyhoeddwyd: Cham : Springer Nature Switzerland : Imprint: Springer, 2025.
Rhifyn:1st ed. 2025.
Cyfres:T-Labs Series in Telecommunication Services,
Pynciau:
Mynediad Ar-lein:https://doi.org/10.1007/978-3-031-75530-9
Tagiau: Ychwanegu Tag
Dim Tagiau, Byddwch y cyntaf i dagio'r cofnod hwn!

MARC

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100 1 |a Kojić, Tanja.  |e author.  |0 (orcid)0000-0002-8603-8979  |1 https://orcid.org/0000-0002-8603-8979  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 0 |a User Experience for Serious Games in Virtual Reality  |h [electronic resource] /  |c by Tanja Kojić. 
250 |a 1st ed. 2025. 
264 1 |a Cham :  |b Springer Nature Switzerland :  |b Imprint: Springer,  |c 2025. 
300 |a 1 online resource (XIV, 168 p. 38 illus.).  |b 31 illus. in color. 
336 |a text  |b txt  |2 rdacontent 
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490 1 |a T-Labs Series in Telecommunication Services,  |x 2192-2829 
505 0 |a Chapter 1. Introduction -- Chapter 2. Related Work -- Chapter 3. Methods -- Chapter 4. System IF -- Chapter 5. Content IF -- Chapter 6. Context IF -- Chapter 7. Human IF -- Chapter 8. Conclusion and Outlook. 
520 |a 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. Examines the latest in virtual reality technology and how it can be made more enjoyable and realistic; Presents eight user studies and real-world examples, providing an analysis of the elements that influence UX in VR; Provides ready-to-use design recommendations, with suggestions for VR game development, design, and application. 
588 |a Print version record. 
650 0 |a Signal processing. 
650 0 |a User interfaces (Computer systems). 
650 0 |a Human-computer interaction. 
650 0 |a Computer games  |x Programming. 
650 1 4 |a Signal, Speech and Image Processing. 
650 2 4 |a User Interfaces and Human Computer Interaction. 
650 2 4 |a Game Development. 
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950 |a Engineering (R0) (SpringerNature-43712) 
950 |a Focus Bundle Electrical and Electronic Engineering (SpringerNature-85403)