Ce diaporama a bien été signalé.
Nous utilisons votre profil LinkedIn et vos données d’activité pour vous proposer des publicités personnalisées et pertinentes. Vous pouvez changer vos préférences de publicités à tout moment.

User Experience in Virtual and Augmented Reality

349 vues

Publié le

Präsentation von USECON und AIT zu User Experience in Virtual und Augmented Reality als Innovation im Versicherungs-Sektor.

Publié dans : Sciences
  • Soyez le premier à commenter

  • Soyez le premier à aimer ceci

User Experience in Virtual and Augmented Reality

  1. 1. Alina Köhler (USECON) Christine Kipke (AIT) User Experience in Virtual and Augmented Reality 1
  2. 2. 2 What is User Experience? Many factors and touchpoints influence the system Sociality Exitement Joy Safety Emotion Flow Trust Aesthetics Identity Reliability Fun Functionality Acceptance Usability Intercultuality
  3. 3. Initial situation: Problem? Solution! Source: http://www.b4development.com/wp-content/uploads/2011/01/aiPULLvsPush-e1295867991208.jpg Market pull vs. Technology push
  4. 4. USER/CUSTOMER EXPERIENCE? Desired Creating products for PEOPLE – Create User Experience throughout interplay of different points of view 5
  5. 5. Analysis Understand and specify the context of use 1 User Centred Design* Process, ISO 9241-210 Specification Specify the user requirements 2 Design Produce design solutions to meet user requirements 3 Evaluation Evaluate the design against requirements 4 Planning Plan the Human-Centred Design process (UCD process) Design solution meets user requirements * The correct definition according to ISO standard is „Human-centred design“. 5
  6. 6. The AIT – Center for Technology Experience • Austria‘s largest non-university research organisation • Analysis and Optimisation of User and Quality of Experience • Prediciton and Shaping of Technology Acceptance • Critical Making and Rapid Prototyping • Scientific Research of User Experience in Virtual and Extended worlds, e.g. to immersion and presence Marc Busch, Mario Lorenz, Manfred Tscheligi, Christina Hochleitner, and Trenton Schulz. 2014. Being There For Real – Presence in Real and Virtual Environments and its Relation to Usability. Proc. of NordiCHI.
  7. 7. Design and Analysis of the User Experience in Virtual and Augmented Reality 7 Completely different Interaction (compared to the Desktop) „Motion Sickness“ New input and output methods Presence factors (Reality vs. Virtual Reality) Movements Beyond-state-of-the-art?/Learnings
  8. 8. Status Quo Research & Technology  Status Quo User/ Customer Market Sales figures 2016 (worldwide): Glance into the future? Dependencies of AR/VR evolvement Smartphones 1.405,3 Mio AR/VR decives 14.9 Mio Source:https://de.statista.com/statistik/daten/studie/426558/umfrage/prognose-zum-absatz-von-head-mounted-displays-weltweit/ https://de.statista.com/statistik/daten/studie/12865/umfrage/prognose-zum-absatz-von-smartphones-weltweit/
  9. 9. Applications 9 • Entertainment/Gaming: • Interactive player experience • „Immersion“ into a new world • Adult entertainment • Training: • Health, Prevention, Psychotherapy (e.g. phobia) • Safety & Security • Education & employee trainings • Product- and process development: • Planning und Evaluation of new technologies and services • „Graphic“ design of surroundings, e.g. shops and malls • Planning of new buildings, industrial technology (production halls, etc.)
  10. 10. Current Approaches 10 Entertainment/ Gaming Product and Process Development http://www.smesouthafrica.co.za/Fieldspace-Prop-VR-Demo-500x330.jpg https://www.google.at/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwizltCKg6XWAhWEL1AKHWlOBgUQjxwIAw&url= http%3A%2F%2Fwww.virtual-reality-in-tourism.com%2 Fexperiments-vr-in-destinations%2F&psig=AFQjCNF4Lv7Grelc-RxowzOwaScesqALog&ust=1505490440066593
  11. 11. Training LAW-TRAIN – Virtual Investigative Interviewing Game LAW-TRAIN has received funding from the European Union‘s Horizon 2020 research and innovation programme under grant agreement No. 653587 Website: http://www.law-train.eu/ Current Approaches
  12. 12. Applications 12 • Property viewings • Integration in the selling process to create a plastic understanding for the customer • Understaking changing in real time (experience, costs, efficiency) • Arranging of furnishings • Tourism • Visualization of destinations • Intensifying of the travelling experience for the travellers • Higher security and satisfaction feeling
  13. 13. Current Approaches 13 Tourism Property Viewing http://www.smesouthafrica.co.za/Fieldspace-Prop-VR-Demo-500x330.jpg https://www.google.at/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwizltCKg6XWAhWEL1AKHWlOBgUQjxwIAw&url=http%3A%2F%2Fwww.virtual- reality-in-tourism.com%2 Fexperiments-vr-in-destinations%2F&psig=AFQjCNF4Lv7Grelc-RxowzOwaScesqALog&ust=1505490440066593
  14. 14. Applications in the insurance sector 14 (Image source: Adobe Stock.) Additional support in cases of damage Sector-specific training programs Improvement of safety practices Redefinition of verificaiton and evaluation of claims
  15. 15. Thank You! Christine Kipke Business Development christine.kipke@ait.ac.at Alina Köhler Sales, Marketing & Business Development Manager alina.koehler@usecon.com