Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype |
| |
Authors: | Luís Miguel Alves Fernandes Gonçalo Cruz Matos Diogo Azevedo Ricardo Rodrigues Nunes Hugo Paredes Leonel Morgado |
| |
Affiliation: | 1. Engineering Department, Universidade de Trás-os-Montes, Vila Real, Portugal;2. INESC TEC, Porto, Portugallfernandes@utad.pt;4. INESC TEC, Porto, Portugal;5. INESC TEC, Porto, Portugal;6. Science and Technology Department, Universidade Aberta, Lisboa, Portugal |
| |
Abstract: | ABSTRACTGestural 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. |
| |
Keywords: | Multimodal interaction user experience digital game-based learning virtual reality gesture interaction augmented reality |
|
|