Elementos da experiência do usuário em ambientes de realidade virtual
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Data
2021-04-29
Autores
Sampedro, Paula Poiet
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Editor
Universidade Estadual Paulista (Unesp)
Resumo
A indagação sobre como potencializar a Experiência do Usuário (UX) em ambientes de Realidade Virtual (RV) foi a motivação deste trabalho. Sua construção se iniciou com uma pesquisa bibliográfica para compreender a UX em ambientes de RV, os componentes que definem essa experiência, como eles se relacionam e como podem influenciar na sensação de presença do usuário. Para alcançar a perspectiva dos usuários, considerando os equipamentos disponíveis no período dessa pesquisa, esse trabalho focou em entrevistas com especialistas da área (para entender melhor sobre a criação e interação em ambientes de RV) e usou de um questionário aplicado a usuários finais (brasileiros e estrangeiros). Para uma avaliação de diferentes equipamentos, foi realizado um teste prático com participantes brasileiros, onde um jogo específico foi utilizado. A análise da bibliografia e das respostas obtidas resultou no apontamento de elementos com potencial para trazer um impacto positivo na UX, bem como aqueles que podem trazer desconforto ou causar estranheza. Por fim, foram indicados parâmetros para construção de ambientes virtuais que incentivam o envolvimento e participação dos usuários.
The question about how to enhance the User Experience (UX) in Virtual Reality (VR) environments was the motivation of this work. Its construction began with a literature search to understand the UX in VR environments, the components that define this experience, how they relate and how they can influence the user's sense of presence. To achieve the users' perspective, considering the equipment available during the period of this research, this work focused on interviews with experts in the field (to better understand the creation and interaction in VR environments) and used a questionnaire applied to end users (Brazilians and foreigners). For an evaluation of different equipment, a practical test was carried out with Brazilian participants, where a specific game was used. The analysis of the bibliography and the answers obtained resulted in the identification of elements with the potential to bring a positive impact on the UX, as well as those that can cause discomfort or cause strangeness. Finally, parameters were indicated for the construction of virtual environments that encourage the involvement and participation of users.
The question about how to enhance the User Experience (UX) in Virtual Reality (VR) environments was the motivation of this work. Its construction began with a literature search to understand the UX in VR environments, the components that define this experience, how they relate and how they can influence the user's sense of presence. To achieve the users' perspective, considering the equipment available during the period of this research, this work focused on interviews with experts in the field (to better understand the creation and interaction in VR environments) and used a questionnaire applied to end users (Brazilians and foreigners). For an evaluation of different equipment, a practical test was carried out with Brazilian participants, where a specific game was used. The analysis of the bibliography and the answers obtained resulted in the identification of elements with the potential to bring a positive impact on the UX, as well as those that can cause discomfort or cause strangeness. Finally, parameters were indicated for the construction of virtual environments that encourage the involvement and participation of users.
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Palavras-chave
Realidade virtual, Experiência do usuário, Presença, Tecnologias midiáticas, Ambientes imersivos, Virtual reality, User experience, Presence, Media technologies, Immersive environments