3 research outputs found

    VR safety training for Fab Lab

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    Abstract. With advancements in both hardware and software, virtual reality has become more common in homes, offices and other workplaces. As with all new technologies, it is important to find uses that are best suited for VR. Education and training are the most common professional applications for VR. In this thesis we describe ways that VR has been utilized by others, and introduce an application developed by us to display the possibilities brought by VR. We developed an application to teach safe behaviour when using a laser cutter, to aid in the education of new users of a Fabrication Laboratory (Fab Lab). The application was built using Unity3D game engine for the Oculus Quest 2 VR headset, and was tested in an evaluation by staff at the University of Oulu Fab Lab. There were four test users in total, all of them with limited experience using VR. A member of our team was there to guide them in the use of the application. After the evaluation was complete, the participants answered a questionnaire containing multiple-choice and open questions. From the evaluation with the staff and questionnaire responses, it was concluded that the application was a mixed success with positive feedback but caused VR sickness in many. In addition, the evaluation resulted in suggestions for improvements from the users. We had planned to add other features, which were not possible to include due to the tight schedule. The application showed a lot of potential for future improvement such as including other machinery and features located in the Fab Lab such as 3D Printers and vinyl cutters for safety training.VR turvallisuuskoulutus Fab Lab-ympäristöön. Tiivistelmä. Tietokonelaitteistojen ja ohjelmistojen kehittyessä virtuaalitodellisuudesta on tullut tavallisempaa kodeissa, toimistoissa ja työpaikoilla. Uusien teknologioiden, kuten VR:n, ilmaantuessa on tärkeää löytää käyttökohteita, jotka parhaiten hyödyntävät kyseistä teknologiaa. Tässä työssä kerromme tavoista joilla muut ovat hyödyntäneet VR:ää, ja tuomme julki kehittämämme sovelluksen, esittääksemme asioita joita VR mahdollistaa. Kehitimme sovelluksen opettaaksemme turvallisia toimintatapoja laserleikkuria käytettäessä, helpottaaksemme uusien Fabrication Laboratoryn(Fab Lab) käyttäjiä. Sovellus on kehitetty Oculus Quest 2 -VR-laseille käyyttäen Unity3D pelimoottoria, ja sitä on testannut Fab Labin henkilökunta. Testikäyttäjiä oli neljä, ja heillä kaikilla oli hierman kokemusta VR:n käytöstä. Yksi ryhmämme jäsenistä oli mukana testaustilanteessa, opastamassa sovelluksen käyttöä. Käyttäjätestauksen jälkeen testaajat vastasivat kyselyyn jossa oli monivalinta- sekä avoimia kysymyksiä. Käyttäjätestauksesta ja kyselyn vastauksista tulkiten sovelluksen menestys oli keskinkertainen. Käyttäjät antoivat positiivista palautetta ja ehdotuksia sovelluksen kehittämiseen, mutta käytöstä aiheutui pahoinvointia useille. Tarkoituksenamme oli kehittää enemmän toiminnallisuutta, mutta rajoitteena oli tiukka aikataulu. Sovelluksella on paljon potentiaalia turvallisuusopetuksen laajentamiseksi, ja siihen voisi lisätä muita Fab Labissa sijaitsevia laitteita, kuten 3D-tulostimia ja vinyylileikkurin

    Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms

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    An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test the differences in preferences for online gaming platforms between two types of users: primarily extrinsically-motivated and primarily intrinsically-motivated players. Surprisingly, when comparing the importance scores of the features (usability, enjoyment, functionalities, poker network, loyalty program, and reputation), we observe very little difference between the two user groups. The only difference was that loyalty programs were valued considerably more by extrinsically-motivated players. One would have expected that features such as functionalities, poker network, and reputation would dominate the choice calculus for extrinsically-motivated players and that features such as usability and enjoyment would dominate the choice calculus for intrinsically-motivated players. We interpret this surprising finding as providing support to the claim that utilitarian and hedonic values are becoming increasingly intertwined. In this article, we provide alternative interpretations for this surprising result and discuss its theoretical and managerial implications. Because this is an exploratory study, we also note several avenues for future research.Peer reviewe
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