Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Outros Autores: | , , , , , , , , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://repositorio.inesctec.pt/handle/123456789/4080 http://dx.doi.org/10.1080/0144929x.2016.1232754 |
Resumo: | Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction. |
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Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototypeGestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.2017-12-14T12:31:24Z2016-01-01T00:00:00Z2016info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://repositorio.inesctec.pt/handle/123456789/4080http://dx.doi.org/10.1080/0144929x.2016.1232754engAlves Fernandes,LMAGonçalo Conde MatosDiogo Pires AzevedoRicardo Rodrigues NunesHugo ParedesLeonel MorgadoLuis BarbosaPaulo MartinsBenjamim FonsecaCristovao,Pde Carvalho,FCardoso,Binfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-05-15T10:19:45Zoai:repositorio.inesctec.pt:123456789/4080Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:52:10.277472Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
title |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
spellingShingle |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype Alves Fernandes,LMA |
title_short |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
title_full |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
title_fullStr |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
title_full_unstemmed |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
title_sort |
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
author |
Alves Fernandes,LMA |
author_facet |
Alves Fernandes,LMA Gonçalo Conde Matos Diogo Pires Azevedo Ricardo Rodrigues Nunes Hugo Paredes Leonel Morgado Luis Barbosa Paulo Martins Benjamim Fonseca Cristovao,P de Carvalho,F Cardoso,B |
author_role |
author |
author2 |
Gonçalo Conde Matos Diogo Pires Azevedo Ricardo Rodrigues Nunes Hugo Paredes Leonel Morgado Luis Barbosa Paulo Martins Benjamim Fonseca Cristovao,P de Carvalho,F Cardoso,B |
author2_role |
author author author author author author author author author author author |
dc.contributor.author.fl_str_mv |
Alves Fernandes,LMA Gonçalo Conde Matos Diogo Pires Azevedo Ricardo Rodrigues Nunes Hugo Paredes Leonel Morgado Luis Barbosa Paulo Martins Benjamim Fonseca Cristovao,P de Carvalho,F Cardoso,B |
description |
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction. |
publishDate |
2016 |
dc.date.none.fl_str_mv |
2016-01-01T00:00:00Z 2016 2017-12-14T12:31:24Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://repositorio.inesctec.pt/handle/123456789/4080 http://dx.doi.org/10.1080/0144929x.2016.1232754 |
url |
http://repositorio.inesctec.pt/handle/123456789/4080 http://dx.doi.org/10.1080/0144929x.2016.1232754 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
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openAccess |
dc.format.none.fl_str_mv |
application/pdf |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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