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Multi-user virtual reality software development kit for research
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dc.contributor.advisorTeemu H Laine-
dc.contributor.author이우현-
dc.date.issued2024-02-
dc.identifier.other33635-
dc.identifier.urihttps://aurora.ajou.ac.kr/handle/2018.oak/39264-
dc.description학위논문(석사)--미디어학과,2024. 2-
dc.description.abstractVirtual reality (VR) technology is advancing in many fields, such as science, medicine, education, and psychology, moreover, VR applications are becoming diverse. There is also a growing interest in multi-user experiences, where many people synchronize and play together over a network. As a result, various research utilizing multi-user VR is on the rise. We introduced MultiPlayXR, a novel SDK designed to develop multi-user VR applications on the Unity game engine. This SDK aims to address the limitations of existing VR SDKs, particularly their platform dependence and lack of data collection features essential for research experiments. The objectives of MultiPlayXR include ensuring scalability, platform independence, and ease of use for developers, especially those new to multi-user VR. The key features of MultiPlay XR are interaction, data collection, and Immersive experiences. A key component of the research was the development of Ready Player Speak, a multi- user speech training VR application built using MultiPlayXR. This application, running on Meta Quest Pro, served as a proof-of-concept to demonstrate the SDK's feasibility for the development of multi-user VR content for research. The study involved 29 participants (13 females, 16 males), primarily university students from South Korea, who gave a speech in the virtual auditorium and answered questions based on it. Data collection instruments, such as pre-and post-test questionnaires, interviews, and sensors of Meta Quest Pro (facial expressions, eye gaze, and body tracking), were used for comprehensive data acquisition. The results indicated the potential of MultiPlayXR for research purposes, with its design patterns proving effective for the development and maintenance of multi-user VR applications. The feasibility study of Ready Player Speak showed promising outcomes in terms of user experience, presence, and data collection. However, the study also identified limitations, including the need for more cohesive data collection methods, the lack of device independence in the SDK, and areas for refinement in the VR experience. In conclusion, MultiplayXR demonstrated the feasibility of developing multi-user VR applications for research purposes. Its focus on data collection, ease of development, and adaptability to future VR advances make it a promising tool for researchers and developers. Keywords: Virtual reality Software Engineering, Public Speaking, Feasibility Study, Multi-user, Presence, User experience-
dc.description.tableofcontentsChapter 1. Introduction 1_x000D_ <br> 1.1 Related Work 2_x000D_ <br> 1.1.1 VR Usage for Speech Training Research 2_x000D_ <br> 1.1.2 Multi-user VR Research 3_x000D_ <br> 1.1.3 VR Technology 4_x000D_ <br> 1.2 Problems 5_x000D_ <br> 1.3 Objectives of the Study 6_x000D_ <br>Chapter 2. Research Questions and Methodology 7_x000D_ <br> 2.1 Research Questions 7_x000D_ <br> 2.2 Development Method 7_x000D_ <br> 2.3 Validation Method: Feasible Study on Speech Training Application 8_x000D_ <br> 2.3.1 Environment and Device Configuration 10_x000D_ <br> 2.4 Participants 13_x000D_ <br> 2.5 Data Collection Instruments . 13_x000D_ <br> 2.6 Experimental Procedure 14_x000D_ <br> 2.7 Data Analysis Methods 15_x000D_ <br>Chapter 3. Result 17_x000D_ <br> 3.1 Architecture Design and Implementation 17_x000D_ <br> 3.1.1 Player and Avatar 20_x000D_ <br> 3.1.2 Message Handler 22_x000D_ <br> 3.1.3 Message Handler Manager 25_x000D_ <br> 3.1.4 Network Interactable 26_x000D_ <br> 3.1.5 Screen Recording 28_x000D_ <br> 3.1.6 Attention Measurement by Eye Gaze 28_x000D_ <br> 3.1.7 Real-time Data Collection with ManysenseVR 28_x000D_ <br> 3.1.8 Questionnaire 29_x000D_ <br> 3.1.9 Voice Chat 31_x000D_ <br> 3.1.10 RelayLobbyManager 31_x000D_ <br> 3.2 Feasibility Study: Ready Player Speak 32_x000D_ <br> 3.2.1 Implementation of Ready Player Speak 32_x000D_ <br> 3.2.2 Demographics and Previous Experience 36_x000D_ <br> 3.2.3 Results on Presence and Eye Gaze 37_x000D_ <br> 3.2.4 Interview Results 39_x000D_ <br>Chapter 4. Discussion 42_x000D_ <br> 4.1 Motivation and Contributions 42_x000D_ <br> 4.2 Interpretation of the Results 42_x000D_ <br> 4.2.1 MultiPlayXR SDK 43_x000D_ <br> 4.2.2 Ready Player Speak 44_x000D_ <br> 4.3 Implications 45_x000D_ <br> 4.4 Limitation 46_x000D_ <br>Chapter 5. Conclusion 48_x000D_ <br> 5.1 Summary of the Results 48_x000D_ <br> 5.2 Answering the Research Questions 49_x000D_ <br> 5.3 Future work 51_x000D_ <br>References 53_x000D_ <br>Appendix A. Informed Consent (English and Korean) 59_x000D_ <br>Appendix B. IPQ in English and Korean (Igroup Presence Questionnaire) 64_x000D_ <br>Appendix C. Detailed Experimental Procedure. 66_x000D_-
dc.language.isoeng-
dc.publisherThe Graduate School, Ajou University-
dc.rights아주대학교 논문은 저작권에 의해 보호받습니다.-
dc.titleMulti-user virtual reality software development kit for research-
dc.typeThesis-
dc.contributor.affiliation아주대학교 대학원-
dc.contributor.alternativeNamewoohyun lee-
dc.contributor.department일반대학원 미디어학과-
dc.date.awarded2024-02-
dc.description.degreeMaster-
dc.identifier.urlhttps://dcoll.ajou.ac.kr/dcollection/common/orgView/000000033635-
dc.subject.keywordFeasibility Study-
dc.subject.keywordMulti-user-
dc.subject.keywordPresence-
dc.subject.keywordPublic Speaking-
dc.subject.keywordSoftware Engineering-
dc.subject.keywordUser experience-
dc.subject.keywordVirtual reality-
dc.title.subtitleimplementation and feasibility study on speech training-
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