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dc.contributor.advisorMcCallum, Simon
dc.contributor.authorHemb, Jan Greger
dc.date.accessioned2017-07-18T14:00:50Z
dc.date.available2017-07-18T14:00:50Z
dc.date.created2017-05-31
dc.date.issued2017
dc.identifierntnudaim:18081
dc.identifier.urihttp://hdl.handle.net/11250/2448942
dc.description.abstractThe goal of this master was to assess and evaluate Virtual Reality (VR) spectating. VR spectating refers to spectating someone playing a game in VR. A series of spectating modes (mirroring, 3D and VR) was assessed in a series of experiments, and user testing sessions to determine the preferred mode for spectating VR content. A range of related topics were discussed as well, including spectator placement models, streamers core success values, and the projected success of VR as a platform. The overall conclusions supported VR as the preferred mode to spectate VR content in all metrics. The participants selected the VR mode as the preferred mode compared to the mirroring and the 3D mode. The VR mode was also superior in regards to quality of the modes, enjoyment of the modes and immersion of the modes. No statistically significant difference was found between the mirroring and 3D mode. The results of streamer evaluation found competence to be a non-critical factor for success, and advertising to be an important, but not decisive revenue source. VR as a platform does still have a few key challenges before reaching mainstream adoption, but VR spectating could become a key component in the future of VR. The prototype developed received high interest and remarks from testers and participants and forms a great starting point for further work.
dc.languageeng
dc.publisherNTNU
dc.subjectApplied Computer Science
dc.titleVirtual Reality Spectating
dc.typeMaster thesis


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