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Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype.
- Source :
-
Behaviour & Information Technology . Nov2016, Vol. 35 Issue 11, p907-918. 12p. 3 Color Photographs, 1 Diagram, 1 Chart. - Publication Year :
- 2016
-
Abstract
- 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. [ABSTRACT FROM PUBLISHER]
Details
- Language :
- English
- ISSN :
- 0144929X
- Volume :
- 35
- Issue :
- 11
- Database :
- Academic Search Index
- Journal :
- Behaviour & Information Technology
- Publication Type :
- Academic Journal
- Accession number :
- 118585061
- Full Text :
- https://doi.org/10.1080/0144929X.2016.1232754