{"title":"开发虚拟现实冒险游戏为海啸灾难做准备","authors":"Chawalit Doungutha, Tatiya Theppituck","doi":"10.24867/jged-2023-3-005","DOIUrl":null,"url":null,"abstract":"This research aimed to study and analyse the interaction between humans and a tsunami disaster simulation. Besides, it aimed to develop a virtual reality (VR) adventure game in regard to preparing for a tsunami disaster caused by an earthquake. It also assessed the effectiveness of virtual reality (VR) through three perceptions, namely visual perception, auditory perception, and kinesthetic perception with the connection between the human user and the Oculus quest 1 (VR glasses) to create virtual reality that was easy to understand and reflected interesting storytelling accompanied by beautiful patterns. The research objectives were 1) to study, collect, and analyse data related to the concept of creating virtual reality (VR), 2) to design and create virtual reality (VR) adventure game, and 3) to test and assess the perceptions of virtual reality (VR) to prepare for a tsunami disaster caused by an earthquake. The results of studies and analysis based on the learning style theory and participants’ behaviour showed that the behaviour was often instilled from experiences that they had gained. This created clarity in the role of the participants and helped them learn and practice using virtual reality technology in training and deal with tsunami disasters caused by earthquakes. The results of the perception assessment of the virtual reality (VR) prototype, overall, indicated that the adventure game in a virtual reality (VR) setting to prepare for a tsunami disaster caused by an earthquake was feasible for use.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The development of a virtual reality adventure game to prepare for a tsunami disaster\",\"authors\":\"Chawalit Doungutha, Tatiya Theppituck\",\"doi\":\"10.24867/jged-2023-3-005\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research aimed to study and analyse the interaction between humans and a tsunami disaster simulation. Besides, it aimed to develop a virtual reality (VR) adventure game in regard to preparing for a tsunami disaster caused by an earthquake. It also assessed the effectiveness of virtual reality (VR) through three perceptions, namely visual perception, auditory perception, and kinesthetic perception with the connection between the human user and the Oculus quest 1 (VR glasses) to create virtual reality that was easy to understand and reflected interesting storytelling accompanied by beautiful patterns. The research objectives were 1) to study, collect, and analyse data related to the concept of creating virtual reality (VR), 2) to design and create virtual reality (VR) adventure game, and 3) to test and assess the perceptions of virtual reality (VR) to prepare for a tsunami disaster caused by an earthquake. The results of studies and analysis based on the learning style theory and participants’ behaviour showed that the behaviour was often instilled from experiences that they had gained. This created clarity in the role of the participants and helped them learn and practice using virtual reality technology in training and deal with tsunami disasters caused by earthquakes. The results of the perception assessment of the virtual reality (VR) prototype, overall, indicated that the adventure game in a virtual reality (VR) setting to prepare for a tsunami disaster caused by an earthquake was feasible for use.\",\"PeriodicalId\":16019,\"journal\":{\"name\":\"Journal of graphic engineering and design\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of graphic engineering and design\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24867/jged-2023-3-005\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Engineering\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of graphic engineering and design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24867/jged-2023-3-005","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
The development of a virtual reality adventure game to prepare for a tsunami disaster
This research aimed to study and analyse the interaction between humans and a tsunami disaster simulation. Besides, it aimed to develop a virtual reality (VR) adventure game in regard to preparing for a tsunami disaster caused by an earthquake. It also assessed the effectiveness of virtual reality (VR) through three perceptions, namely visual perception, auditory perception, and kinesthetic perception with the connection between the human user and the Oculus quest 1 (VR glasses) to create virtual reality that was easy to understand and reflected interesting storytelling accompanied by beautiful patterns. The research objectives were 1) to study, collect, and analyse data related to the concept of creating virtual reality (VR), 2) to design and create virtual reality (VR) adventure game, and 3) to test and assess the perceptions of virtual reality (VR) to prepare for a tsunami disaster caused by an earthquake. The results of studies and analysis based on the learning style theory and participants’ behaviour showed that the behaviour was often instilled from experiences that they had gained. This created clarity in the role of the participants and helped them learn and practice using virtual reality technology in training and deal with tsunami disasters caused by earthquakes. The results of the perception assessment of the virtual reality (VR) prototype, overall, indicated that the adventure game in a virtual reality (VR) setting to prepare for a tsunami disaster caused by an earthquake was feasible for use.