Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland
This thesis investigates the User eXperience (UX) and risks associated with Virtual Reality (VR) technology in museum exhibitions. The study builds upon the Hybrid Museum Experiences: Theory and Design by Løvlie, Sundnes et al. (2022) and adopts the User eXperience in Immersive Virtual Environment (...
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Uppsala universitet, Institutionen för ABM
2023
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ftuppsalauniv:oai:DiVA.org:uu-506383 2023-07-16T03:59:11+02:00 Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland Lundmark, Tom 2023 application/pdf http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-506383 eng eng Uppsala universitet, Institutionen för ABM Theses within Digital Humanities 30 http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-506383 info:eu-repo/semantics/openAccess Museum Virtual Reality Digital Humanities User Experience Case study Engagement Virtual Heritage Other Humanities Annan humaniora Humanities and the Arts Humaniora och konst Student thesis info:eu-repo/semantics/bachelorThesis text 2023 ftuppsalauniv 2023-06-28T22:31:16Z This thesis investigates the User eXperience (UX) and risks associated with Virtual Reality (VR) technology in museum exhibitions. The study builds upon the Hybrid Museum Experiences: Theory and Design by Løvlie, Sundnes et al. (2022) and adopts the User eXperience in Immersive Virtual Environment (UXIVE) Model developed by Tcha-Tokey et al. (2018). The aim is to analyse the interplay between Flow, Presence, and Experience Consequence in VR experiences and assess the impact of computational skills on user engagement. Additionally, the study evaluates the effectiveness of VR exhibits in addressing common risks. Findings indicate a positive correlation between experience consequence and flow, as well as suggest a potential influence of computational skills on flow, and highlight the significance of presence in fostering engagement and immersion. The VR exhibits effectively mitigated the common risks, as reflected in positive participant feedback. This research contributes to enhancing UX in VR museum experiences and provides insights for designing immersive exhibits while managing associated risks. Further research is recommended to validate the study's inferences and delve deeper into the influence of computational skills on flow. Bachelor Thesis Iceland Uppsala University: Publications (DiVA) Sundnes ENVELOPE(30.948,30.948,70.270,70.270) |
institution |
Open Polar |
collection |
Uppsala University: Publications (DiVA) |
op_collection_id |
ftuppsalauniv |
language |
English |
topic |
Museum Virtual Reality Digital Humanities User Experience Case study Engagement Virtual Heritage Other Humanities Annan humaniora Humanities and the Arts Humaniora och konst |
spellingShingle |
Museum Virtual Reality Digital Humanities User Experience Case study Engagement Virtual Heritage Other Humanities Annan humaniora Humanities and the Arts Humaniora och konst Lundmark, Tom Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland |
topic_facet |
Museum Virtual Reality Digital Humanities User Experience Case study Engagement Virtual Heritage Other Humanities Annan humaniora Humanities and the Arts Humaniora och konst |
description |
This thesis investigates the User eXperience (UX) and risks associated with Virtual Reality (VR) technology in museum exhibitions. The study builds upon the Hybrid Museum Experiences: Theory and Design by Løvlie, Sundnes et al. (2022) and adopts the User eXperience in Immersive Virtual Environment (UXIVE) Model developed by Tcha-Tokey et al. (2018). The aim is to analyse the interplay between Flow, Presence, and Experience Consequence in VR experiences and assess the impact of computational skills on user engagement. Additionally, the study evaluates the effectiveness of VR exhibits in addressing common risks. Findings indicate a positive correlation between experience consequence and flow, as well as suggest a potential influence of computational skills on flow, and highlight the significance of presence in fostering engagement and immersion. The VR exhibits effectively mitigated the common risks, as reflected in positive participant feedback. This research contributes to enhancing UX in VR museum experiences and provides insights for designing immersive exhibits while managing associated risks. Further research is recommended to validate the study's inferences and delve deeper into the influence of computational skills on flow. |
format |
Bachelor Thesis |
author |
Lundmark, Tom |
author_facet |
Lundmark, Tom |
author_sort |
Lundmark, Tom |
title |
Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland |
title_short |
Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland |
title_full |
Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland |
title_fullStr |
Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland |
title_full_unstemmed |
Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland |
title_sort |
exploring user experience and risks of vr in museum exhibits : a case study of 1238: the battle of iceland |
publisher |
Uppsala universitet, Institutionen för ABM |
publishDate |
2023 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-506383 |
long_lat |
ENVELOPE(30.948,30.948,70.270,70.270) |
geographic |
Sundnes |
geographic_facet |
Sundnes |
genre |
Iceland |
genre_facet |
Iceland |
op_relation |
Theses within Digital Humanities 30 http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-506383 |
op_rights |
info:eu-repo/semantics/openAccess |
_version_ |
1771546721012154368 |