Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
dc.contributor.author | Alves Fernandes,LMA | en |
dc.contributor.author | Gonçalo Conde Matos | en |
dc.contributor.author | Diogo Pires Azevedo | en |
dc.contributor.author | Ricardo Rodrigues Nunes | en |
dc.contributor.author | Hugo Paredes | en |
dc.contributor.author | Leonel Morgado | en |
dc.contributor.author | Luis Barbosa | en |
dc.contributor.author | Paulo Martins | en |
dc.contributor.author | Benjamim Fonseca | en |
dc.contributor.author | Cristovao,P | en |
dc.contributor.author | de Carvalho,F | en |
dc.contributor.author | Cardoso,B | en |
dc.date.accessioned | 2017-12-14T12:31:24Z | |
dc.date.available | 2017-12-14T12:31:24Z | |
dc.date.issued | 2016 | en |
dc.description.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. | en |
dc.identifier.uri | http://repositorio.inesctec.pt/handle/123456789/4080 | |
dc.identifier.uri | http://dx.doi.org/10.1080/0144929x.2016.1232754 | en |
dc.language | eng | en |
dc.relation | 5755 | en |
dc.relation | 6279 | en |
dc.relation | 5960 | en |
dc.relation | 5753 | en |
dc.relation | 5758 | en |
dc.relation | 3548 | en |
dc.relation | 6537 | en |
dc.relation | 6006 | en |
dc.rights | info:eu-repo/semantics/openAccess | en |
dc.title | Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype | en |
dc.type | article | en |
dc.type | Publication | en |
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