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

Detalhes bibliográficos
Autor(a) principal: Fernandes, Luís Miguel Alves
Data de Publicação: 2016
Outros Autores: Matos, Gonçalo Cruz, Azevedo, Diogo, Nunes, Ricardo Rodrigues, Paredes, Hugo, Morgado, Leonel, Barbosa, Luís, Martins, Paulo, Fonseca, Benjamim, Cristóvão, Paulo, Carvalho, Fausto de, Cardoso, Bernardo
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.2/5815
Resumo: Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the user experience 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 environment: one as the helmsman aboard Vasco da Gama’s XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality 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 characterization of user experience, 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 prototypeMultimodal interactionUser experienceDigital game-based learningVirtual realityGesture interactionAugmented realityGestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the user experience 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 environment: one as the helmsman aboard Vasco da Gama’s XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality 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 characterization of user experience, 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.Repositório AbertoFernandes, Luís Miguel AlvesMatos, Gonçalo CruzAzevedo, DiogoNunes, Ricardo RodriguesParedes, HugoMorgado, LeonelBarbosa, LuísMartins, PauloFonseca, BenjamimCristóvão, PauloCarvalho, Fausto deCardoso, Bernardo2016-11-30T15:38:46Z20162016-11-29T11:01:44Z2016-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.2/5815por0144-929Xhttp://dx.doi.org/10.1080/0144929X.2016.1232754info: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:RCAAP2023-11-16T15:23:00Zoai:repositorioaberto.uab.pt:10400.2/5815Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:46:30.110696Repositório 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
Fernandes, Luís Miguel Alves
Multimodal interaction
User experience
Digital game-based learning
Virtual reality
Gesture interaction
Augmented reality
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 Fernandes, Luís Miguel Alves
author_facet Fernandes, Luís Miguel Alves
Matos, Gonçalo Cruz
Azevedo, Diogo
Nunes, Ricardo Rodrigues
Paredes, Hugo
Morgado, Leonel
Barbosa, Luís
Martins, Paulo
Fonseca, Benjamim
Cristóvão, Paulo
Carvalho, Fausto de
Cardoso, Bernardo
author_role author
author2 Matos, Gonçalo Cruz
Azevedo, Diogo
Nunes, Ricardo Rodrigues
Paredes, Hugo
Morgado, Leonel
Barbosa, Luís
Martins, Paulo
Fonseca, Benjamim
Cristóvão, Paulo
Carvalho, Fausto de
Cardoso, Bernardo
author2_role author
author
author
author
author
author
author
author
author
author
author
dc.contributor.none.fl_str_mv Repositório Aberto
dc.contributor.author.fl_str_mv Fernandes, Luís Miguel Alves
Matos, Gonçalo Cruz
Azevedo, Diogo
Nunes, Ricardo Rodrigues
Paredes, Hugo
Morgado, Leonel
Barbosa, Luís
Martins, Paulo
Fonseca, Benjamim
Cristóvão, Paulo
Carvalho, Fausto de
Cardoso, Bernardo
dc.subject.por.fl_str_mv Multimodal interaction
User experience
Digital game-based learning
Virtual reality
Gesture interaction
Augmented reality
topic Multimodal interaction
User experience
Digital game-based learning
Virtual reality
Gesture interaction
Augmented reality
description Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the user experience 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 environment: one as the helmsman aboard Vasco da Gama’s XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality 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 characterization of user experience, 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 2016-11-30T15:38:46Z
2016
2016-11-29T11:01:44Z
2016-01-01T00:00:00Z
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dc.relation.none.fl_str_mv 0144-929X
http://dx.doi.org/10.1080/0144929X.2016.1232754
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