Hacimsel Bulut ve Yordamsal Arazi Gerçekleştirimi ile Gerçekçi 3B Sanal Ortam Üretimi
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Virtual reality refers to 3D environments that can be explored by interacting with people created using computer technologies. Since the use of virtual reality technology has become widespread, it has attracted more and more attention with each passing day, parallel to this, it has gradually shrunk as hardware size and has been widely used in people's lives. Today, this technology, which is mostly known for its use in the games and entertainment sector, has many uses in education, health, tourism, architecture and construction. The fact that people can interact with objects in the environment created using virtual reality equipment and feel as part of the environment has caused this technology to attract more and more attention. In terms of the products that are unearthed, the feeling of being there in a virtual environment and interacting with them being a part of the environment, is an indispensable success criteria of virtual reality technology. Within the scope of this study, considering the success criteria of virtual reality technology which is increasing in popularity day by day, it is aimed to produce virtual environment that can work on HTC Vive virtual reality glasses, realizing realistic terrain and cloud production. In the study carried out by considering the reality factor, the Perlin Noise algorithm used in land production process and natural content production was used and natural looking lands were obtained with low cost. For the same purpose, volumetric cloud generation was realized in cloud generation process. In order to experience this environment more fun by the user, a mini experimental game with 25 circles that can fly through the virtual environment is designed. In order to increase the sense of realism, which is a very important factor in the success of virtual reality environments, additional equipment such as hanging apparatuses that allow the users to hang in the air parallel to the ground during the flying action and the ventilator to realistically feel the opposite wind during the flying action are used. Integrity was also tried to be achieved with the double channel wind sound effect added in the virtual environment. NASA TLX questionnaire was applied to each participant to measure the workload level of the experimental environment created on the user. In order to measure the success of the virtual environment, accepted user surveys in the literature were searched and among them SSQ and PQ surveys were applied to the users at the end of each test process. The SSQ (Simulator Sickness Questionnaire) questionnaire was used to measure the negative effects of virtual environment such as headache, nausea and sweating that might be encountered by the users during the virtual environment. In addition, PQ (Presence Questionnaire) questionnaires were applied to measure the sense of presence in the virtual environment which determines the success of the produced virtual environment. A number of analyzes were performed on the data obtained. As a result of the analysis, the findings were interpreted and it was concluded that the virtual environment produced was successful.
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