Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype

Detalhes bibliográficos
Autor(a) principal: Alves Fernandes,LMA
Data de Publicação: 2016
Outros Autores: 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
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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spelling 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
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http://dx.doi.org/10.1080/0144929x.2016.1232754
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