Repository logo
 
Publication

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

dc.contributor.authorFernandes, Luis Miguel Alves
dc.contributor.authorMatos, Gonçalo Cruz
dc.contributor.authorAzevedo, Diogo
dc.contributor.authorNunes, Ricardo Rodrigues
dc.contributor.authorParedes, Hugo
dc.contributor.authorMorgado, Leonel
dc.contributor.authorBarbosa, Luis Filipe
dc.contributor.authorMartins, Paulo
dc.contributor.authorFonseca, Benjamim
dc.contributor.authorCristóvão, Paulo
dc.contributor.authorde Carvalho, Fausto
dc.contributor.authorCardoso, Bernardo
dc.date.accessioned2017-04-07T15:57:26Z
dc.date.available2017-04-07T15:57:26Z
dc.date.issued2016
dc.description.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.
dc.description.sponsorshipPOCI-01-0145-FEDER-006961
dc.identifier.doi10.1080/0144929X.2016.1232754
dc.identifier.issn0144-929X
dc.identifier.urihttp://hdl.handle.net/10400.1/9711
dc.language.isoeng
dc.peerreviewedyes
dc.relation.isbasedonWOS:000385948200004
dc.titleExploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage918
oaire.citation.issue11
oaire.citation.startPage907
oaire.citation.titleBehaviour and Information Technology
oaire.citation.volume35
person.familyNameCristóvão
person.givenNamePaulo
person.identifier.ciencia-idCA17-51C3-91C9
person.identifier.orcid0000-0002-6290-9733
rcaap.rightsrestrictedAccess
rcaap.typearticle
relation.isAuthorOfPublication81dcdf82-e1d4-44d6-8507-cc98e1748871
relation.isAuthorOfPublication.latestForDiscovery81dcdf82-e1d4-44d6-8507-cc98e1748871

Files

Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
H 9711 0144929X.2016.pdf
Size:
1.51 MB
Format:
Adobe Portable Document Format