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Immersiv Teknik som Bro till Svåråtkomliga Miljöer: Arkadmaskiner till VR
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Följande arbete går igenom och undersöker hur immersiva tekniker kan användas för att ge människortillgång till platser som kan anses vara svåråtkomliga. Syftet med arbetet är att skapa en VR-upplevelsebaserad på deltagande observation av en verklig plats, i det här fallet en arkadhall. Arbetet gick ut på att modellera 3D-modeller och programmera i en spelmotor. Målet var att skapa en speldemo som har ett utseende och funktioner som liknar verkliga arkadmaskiner, för att användare skulle få en bra inlevelse i hur det är att spela på riktiga arkadmaskiner. En VR-prototyp togs fram,och olika användare prövade prototypen och beskrev sina upplevelser i en enkät efteråt. Enkätens svar var mycket positiva i förhållande till arbetets frågeställning, med en blandad respons bestående av både positiv och konstruktiv kritik kring vad som saknades och vad som kunde förbättras för att öka immersionen i VR-prototypen. I slutsats blev det en gestaltning som i mesta dels svarade frågeställningen, där det också gav resultat som kan vidareutvecklas till framtida undersökningar.

Abstract [en]

The following work reviews and investigates how immersive technologies can be used to give people access to places that may be considered difficult to access. The purpose of the work is to create a VR experience based on participatory observation of a real place, in this case an arcade hall. The work involved modeling 3D models and programming in a game engine. The goal was to create a game demo that has an appearance and functions similar to real arcade machines, so that users would get a good impression of what it is like to play on real arcade machines. A VR prototype was developed, and various users tried the prototype and described their experiences in a survey afterwards. The survey responses were very positive in relation to the research question, with a mixed response consisting of both positive and constructive criticism about what was missing and what could be improved to increase immersion in the VR prototype. In conclusion, the design was one that mostly answered the question at issue, and it also yielded results that can be further developed for future research.

Place, publisher, year, edition, pages
2025. , p. 23
Keywords [en]
Virtual reality (VR), arcademachine, immersive, media technology, digital experience, accessibility, survey
Keywords [sv]
Virtual reality (VR), arkadmaskin, immersive, medietekniker, digital upplevelse, tillgänglighet, enkät
National Category
Cultural Studies Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:bth-28353OAI: oai:DiVA.org:bth-28353DiVA, id: diva2:1983678
Subject / course
ME1659 Bachelor Thesis in Media Technology; ME1659 Bachelor Thesis in Media Technology; ME1659 Bachelor Thesis in Media Technology
Educational program
MEGDU Design of Digital and Immersive Experiences; MEGDU Design of Digital and Immersive Experiences; MEGDP Digital Visual Production
Supervisors
Examiners
Available from: 2025-08-25 Created: 2025-07-11 Last updated: 2025-09-30Bibliographically approved

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CiteExportLink to record
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