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

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...

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Detalhes bibliográficos
Autor principal: Fernandes, Luís Miguel Alves (author)
Outros Autores: Matos, Gonçalo Cruz (author), Azevedo, Diogo (author), Nunes, Ricardo Rodrigues (author), Paredes, Hugo (author), Morgado, Leonel (author), Barbosa, Luís (author), Martins, Paulo (author), Fonseca, Benjamim (author), Cristóvão, Paulo (author), Carvalho, Fausto de (author), Cardoso, Bernardo (author)
Formato: article
Idioma:por
Publicado em: 2016
Assuntos:
Texto completo:http://hdl.handle.net/10400.2/5815
País:Portugal
Oai:oai:repositorioaberto.uab.pt:10400.2/5815
Descrição
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.