Research papers written by Anu Rajendran. The below are simply only the abstract for each paper. Access to the full paper can be granted upon request.
Human Factors and Interaction in Virtual Reality
Virtual Reality is breaking into the consumer market in 2016, with applications becoming extensive, promotions are making the devices readily available & companies are competing to make the experience inexpensive and accessible. Developers have been highly occupied with application & design that many basic human factors have failed to be incorporated into the product concept. Ignorance of human factors and interaction will have a detrimental effect on a large demographic of consumers who adopt VR in the future. This research paper will focus on human factors effecting the user’s interaction and ability to immerse while using the Head mounted display unit (HMD). Target user group identified will be power users who use the HMDs on average 25 hours a week with the assumption that any solutions identified will not be prohibitive to limited users.
Digitising Live Performance for Virtual Reality
Digitising live performances into the modern age of virtual reality just might save the performing arts industry from its inevitable demise. Meshing the old, tradition by using the new, and upcoming, technology as a medium will invite a new generation of potential patrons. Attempts to stream Opera live from the MET in New York have proved successful, exceeding the industry’s expectations. On demand live entertainment could be the future of the arts, not as a substitute to attending a live show, but to expand and gain access to productions from all around the world, at your fingertips. In Australia, local productions are limited to budget and talent, whereas international productions that seldom tour Down Under are not. Instead of restricting patrons to the very few flecks of the global performing arts culture, this study identifies the experiences of live performance that can be recreated, and which aspects can be eliminated for production in a virtual 360 degree, 3D environment where the presence of the participant can be fully immersed in a performance using a virtual reality headset. A smart phone powered module such as the Samsung Gear VR, or Google Cardboard combined with a smartphone application to browse and purchase attendance at a live performance anywhere in the world, would be the prospective medium to deliver such a service.
Article Analysis - Gender Representations in Cyber Space