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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Bibliographic Details
Main Author: Lundmark, Tom
Format: Bachelor Thesis
Language:English
Published: Uppsala universitet, Institutionen för ABM 2023
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-506383
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spelling 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
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