Author
Listed:
- Luís Miguel Alves Fernandes
- Gonçalo Cruz Matos
- Diogo Azevedo
- Ricardo Rodrigues Nunes
- Hugo Paredes
- Leonel Morgado
- Luís Filipe Barbosa
- Paulo Martins
- Benjamim Fonseca
- Paulo Cristóvão
- Fausto de Carvalho
- Bernardo Cardoso
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.
Suggested Citation
Luís Miguel Alves Fernandes & Gonçalo Cruz Matos & Diogo Azevedo & Ricardo Rodrigues Nunes & Hugo Paredes & Leonel Morgado & Luís Filipe Barbosa & Paulo Martins & Benjamim Fonseca & Paulo Cristóvão & , 2016.
"Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype,"
Behaviour and Information Technology, Taylor & Francis Journals, vol. 35(11), pages 907-918, November.
Handle:
RePEc:taf:tbitxx:v:35:y:2016:i:11:p:907-918
DOI: 10.1080/0144929X.2016.1232754
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