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Analysis of Immersive Virtual Realit...
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Raut, Prasad.
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Analysis of Immersive Virtual Reality Vs. Desktop 3D Games.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Analysis of Immersive Virtual Reality Vs. Desktop 3D Games./
Author:
Raut, Prasad.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
31 p.
Notes:
Source: Masters Abstracts International, Volume: 58-04.
Contained By:
Masters Abstracts International58-04(E).
Subject:
Computer science. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13424202
ISBN:
9780438788084
Analysis of Immersive Virtual Reality Vs. Desktop 3D Games.
Raut, Prasad.
Analysis of Immersive Virtual Reality Vs. Desktop 3D Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 31 p.
Source: Masters Abstracts International, Volume: 58-04.
Thesis (M.S.)--Northeastern University, 2018.
Virtual Reality(VR) has become popular in the past few years. Due to this, besides video games, VR is now being used in applications designed in fields of education, fitness, healthcare, etc. to improve the effectiveness of those applications. In this research, a comparative study between immersive virtual reality and desktop real-time 3D was made to determine the various attributes and which medium of game was more effective. An analysis of quantitative and qualitative data, gathered by means of mixed methods, was performed on the responses of participants playing these immersive and non-immersive versions of the game and the results are discussed in the paper.
ISBN: 9780438788084Subjects--Topical Terms:
523869
Computer science.
Analysis of Immersive Virtual Reality Vs. Desktop 3D Games.
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Virtual Reality(VR) has become popular in the past few years. Due to this, besides video games, VR is now being used in applications designed in fields of education, fitness, healthcare, etc. to improve the effectiveness of those applications. In this research, a comparative study between immersive virtual reality and desktop real-time 3D was made to determine the various attributes and which medium of game was more effective. An analysis of quantitative and qualitative data, gathered by means of mixed methods, was performed on the responses of participants playing these immersive and non-immersive versions of the game and the results are discussed in the paper.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13424202
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