PRIMARY RESEARCH

 PRIMARY RESEARCH:


  As a matter of fact, Creating a Google form played an essential role in my project as collecting more information related to (VR) as well this technique generated pieces of information that I have been looking for as evidence data for doing effective research, in this primary research I Created a survey of 10 questions used Google forms and got answers from 17 students at DMUICe. Creating a survey to search about a certain topic is a technique that I will use in my projects to Collect data, feedback, and data analysis.

                                                             SourcePixabay

Based on Computer skills and research assessment and my teammates Mandip and Nancy we created a questionnaire based on our topic Technology topic virtual reality ( VR) 

This questionnaire contains several questions aiming to understand VR users and their familiarity with this technology and how frequently they use this technology to find out their point of view on VR's impact on society here is a glimpse of how we designed and delivered this survey.

In this blog post, you will learn how to create a survey using Google Forms and show the results of the questionnaire that we created.

Firstly, open the web browser and go to Google Forms website (https://docs.google.com/forms), click on "+blank" or blank button to create a new form after clicking on "untitled form" and give your form name then click on "+add a question" button to start adding questions, choose the question type (multiple choice, short answer or paragraph) after it you can make a question required by toggling the switch next to "required", same way to add other questions one by one. Finally, preview the form and click on the send button at the top right.

Now let us discuss our survey about virtual reality, totally this survey generated 17 answers from 10 questions of university students' names like Latisha Godwin, Katyen, Rais, Allen, Saleh Musfer and Abdul Hasib. 

                                                                                    

Age Distribution :


this pie chart illustrates age group of respondents is young adults between 18 to 25 making up 70.6% of the participants of this survey this shows an interest in young adults of VR, adults between 25 to 40 are up 23.5% of the participants shows that young generation in total are interested with virtual reality.

                                       Figure 2 Age group 

 VR primary research                                                                     


                                                                             


Gender description: The majority of our respondents 70.6% are majority male 70.6%  are male also with female participation of 29.4%  from 17 responses.


                                                                                                                                                                                                                                                                                                              
                                              
                                        
                                                  Figure 3 : Genders   VR Primary research




Familiarity of VR :

This pie illustrates that 64.75 of the survey participants are moderately familiar with VR, followed with 11.85% who are extremely aware of this interesting topic finally 5.9% of the rseponses slightly familiar another 5.9% are not familiar at all.
  

                                   Figure 4: Awareness of VR

                                                VR Primary research


                                  




Usage of Virtual reality :

This pie shows the usage of virtual reality by the participants. Firstly it shows that 58.8% had used VR before while 41.2% of the participants did not before. 
       

Figure 5 : Usage of VR 
                                                 VR Primary research


                                             



   

Multiple uses of VR :

This Question showed that 8 of the participants used VR Technology. Firstly with gaming education and entertainment.                                                                      




    Figure 6 : ways of using VR
                                                   VR Primary research     

   





Average engagements :

The pie chart shows that most respondents (41.2%) rarely engage with VR technologies, while 29.4% never engage with them. Only 17.6% use VR daily, and 11.8% engage with it monthly. This indicates a relatively low overall adoption of VR technologies among the surveyed group.

Figure 7: average engagement

 

Sectors that uses VR the most:This particular bar chart shows the sectors in which respondents think Virtual Reality (VR) technology will affect us the most. The entertainment" sector received the highest number of responses (10 out of 17 responses, or 58.8%), The "Health" sector comes second, with 7 out of 17 responses (41.2%).Education" received 6 out of 17 responses (35.3%). nally, the "Other" category received 4 out of 17 responses (23.5%), indicating that some respondents believe VR will affect sectors other than the ones listed.

                                                     Figure 8: Use of VR 




Future impacts of VR :

The chart shows divided opinions on whether Virtual Reality will positively impact the future, with the highest number of respondents (7 out of 17) rating it 5 on a scale of 1 to 5, indicating a strong belief in VR's positive influence. However, the remaining responses are spread across the other rating points, suggesting varying perspectives on VR's potential positive impact.


Figure 9:Future impact of VR





Future possible impacts of VR :


his bar chart shows that the majority of respondents (5 out of 17 or 29.4%) rated 3, 4, and 5 on a scale of 1 to 5 when asked if they think Virtual Reality is going to affect our future negatively. This indicates a significant portion believes VR will have a somewhat negative impact on the future. However, 2 respondents (11.8%) rated 2, suggesting a lower level of concern about VR's negative effects. Interestingly, no respondent rated 1, implying no one sees VR as having a strongly negative influence on the future.




 Figure 10 : Concerns about negativeconsequences of VR 


                                                                                            

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