A study on Malaysian young adults' perception towards virtual reality in film industry

In the era of advanced technology nowadays, young adults have to adopt new technologies early to keep up with the current pace. Furthermore, more and more film industries are using Virtual Reality (VR) to present better visual effects. However, not every young person knows the convenience and useful...

Full description

Saved in:
Bibliographic Details
Main Author: Kang, Shen Ni
Format: Final Year Project / Dissertation / Thesis
Published: 2024
Subjects:
Online Access:http://eprints.utar.edu.my/7050/1/Kang_Shen_Ni_1904592_FYP2_Library_Version.pdf
http://eprints.utar.edu.my/7050/
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:In the era of advanced technology nowadays, young adults have to adopt new technologies early to keep up with the current pace. Furthermore, more and more film industries are using Virtual Reality (VR) to present better visual effects. However, not every young person knows the convenience and usefulness of VR. The objective of this research is to understand Malaysian young adults’ perception towards virtual reality usage in film industry. The study is also to identify how easily young adults in Malaysia can access VR technology for watching films, considering factors like cost and availability. Besides that, this study will also explore Malaysian young adults opinion on VR usage in enhancing filmmaking. This research will be conduct with quantitative research. In this study, the target population was 50 young adults aged 18-25 in Malaysia, and the sampling method employed is convenience sampling. To collect quantitative data, a structured survey questionnaire is developed, focusing on exploring participants' experiences with Virtual Reality (VR) films, their preferences in film consumption, and the perceived impact of VR on traditional viewing habits. The questionnaire incorporates Likert scales to measure attitudes, preferences, and satisfaction levels regarding VR films. Participants will be asked to rate statements on a scale, providing a quantitative measure of their sentiments. For data analysis, the collected survey data will undergo quantitative analysis using statistical tools such as SPSS, enabling the identification of patterns and correlations in participants' responses. Keywords: Virtual reality, young adults, impact, technology, filmmakers Subject Area: T173.2-174.5 Technological change