Human-Computer Interaction in Virtual Reality Environments in Rwanda
DOI:
https://doi.org/10.47672/ajce.2247Keywords:
Human-Computer, Virtual Reality, EnvironmentsAbstract
Purpose: The aim of the study was to assess the human-computer interaction in virtual reality environments in Rwanda.
Methodology: This study adopted a desk methodology. A desk study research design is commonly known as secondary data collection. This is basically collecting data from existing resources preferably because of its low cost advantage as compared to a field research. Our current study looked into already published studies and reports as the data was easily accessed through online journals and libraries.
Findings: Human-Computer Interaction (HCI) in Virtual Reality (VR) environments has seen significant advancements, emphasizing immersive experiences and intuitive interfaces. Studies highlight the importance of natural user interfaces (NUIs) that leverage gestures, voice commands, and eye-tracking to enhance user engagement and reduce cognitive load. These NUIs aim to make interactions more seamless and intuitive, mimicking real-world actions. Additionally, research has focused on the ergonomics and accessibility of VR systems, ensuring they cater to a diverse range of users, including those with disabilities. Furthermore, the integration of haptic feedback and adaptive systems in VR environments has been shown to improve user satisfaction and task performance by providing more realistic and responsive interactions. Overall, the ongoing developments in HCI for VR are paving the way for more effective and inclusive virtual experiences.
Implications to Theory, Practice and Policy: User-centered design (UCD), cognitive load theory and presence theory may be used to anchor future studies on assessing the human-computer interaction in virtual reality environments in Rwanda. In practical application, adopting user-centric design principles throughout the VR development lifecycle is paramount. On the policy front, advocating for the development and adoption of ethical guidelines and privacy standards specific to VR environments is imperative.
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Copyright (c) 2024 Samuel Sehene
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