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The investigation of virtual reality (VR) tool performance for 3D design visualization considering cultural preferences

Ghazali, Syazrien Effendi (2023) The investigation of virtual reality (VR) tool performance for 3D design visualization considering cultural preferences. Project Report. Universiti Teknikal Malaysia Melaka, Melaka, Malaysia. (Submitted)

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Abstract

Virtual reality has received a lot of attention in developing countries. But there may be challenges with users' tastes for virtual reality, which may differ. Some of these discrepancies might be attributed to the effect of cultural values. It's possible that these variables will make it more difficult for designers to include virtual reality tool capabilities into 3D modelling that meet customers' expectations There are currently no standards in place to ensure that cultural values are taken into account in virtual reality. As a result, the study's goal was to develop guidelines for incorporating cultural values into VR products. Customers' and designers' viewpoints on data collection were both utilised. Malaysia was chosen as the research location. A survey was sent out to 60 peoples in order to get information on their preferences. To confirm the questionnaire's reliability and validity, pretesting was conducted. The acquired data was used for exploratory, confirmatory, and structural equation modelling based on satisfaction levels. It was necessary to gather information from designers about their cultural considerations and design techniques in order to create virtual reality. Data was gathered through the use of in-depth interviews with a variety of various types of designers. The results revealed that the factors of uncertainty avoidance, long-term orientation, and power distance were the most influential in determining consumer preferences in Malaysia. Designers may use a guideline to help them take cultural values into account while creating VR solutions. In order to clarify in greater depth how virtual reality technologies might be used in 3D modelling, a guide was built based on cultural values discovered, designers' opinions, and literature study. The case study was used to verify the guideline's applicability. Virtual reality's creators believed that cultural values should be taken into account while creating the technology. For the most part, designers agreed that the proposed framework helps them to better understand their consumers' requirements while also helping them to construct virtual reality experiences. This study's findings show that customers' preferences for virtual reality qualities may be evaluated by taking cultural values into account. In order to help designers include cultural values into the process of developing 3D models utilising virtual reality tools, a new guideline has been produced.

Item Type: Final Year Project (Project Report)
Uncontrolled Keywords: Virtual reality, Cultural value, Designer
Subjects: T Technology > T Technology (General)
T Technology > TS Manufactures
Divisions: Library > Final Year Project > FTKMP
Depositing User: Sabariah Ismail
Date Deposited: 19 Apr 2024 01:50
Last Modified: 19 Apr 2024 01:50
URI: http://digitalcollection.utem.edu.my/id/eprint/31500

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