Publication
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
dc.contributor.author | Fernandes, Luis Miguel Alves | |
dc.contributor.author | Matos, Gonçalo Cruz | |
dc.contributor.author | Azevedo, Diogo | |
dc.contributor.author | Nunes, Ricardo Rodrigues | |
dc.contributor.author | Paredes, Hugo | |
dc.contributor.author | Morgado, Leonel | |
dc.contributor.author | Barbosa, Luis Filipe | |
dc.contributor.author | Martins, Paulo | |
dc.contributor.author | Fonseca, Benjamim | |
dc.contributor.author | Cristóvão, Paulo | |
dc.contributor.author | de Carvalho, Fausto | |
dc.contributor.author | Cardoso, Bernardo | |
dc.date.accessioned | 2017-04-07T15:57:26Z | |
dc.date.available | 2017-04-07T15:57:26Z | |
dc.date.issued | 2016 | |
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. | |
dc.description.sponsorship | POCI-01-0145-FEDER-006961 | |
dc.identifier.doi | 10.1080/0144929X.2016.1232754 | |
dc.identifier.issn | 0144-929X | |
dc.identifier.uri | http://hdl.handle.net/10400.1/9711 | |
dc.language.iso | eng | |
dc.peerreviewed | yes | |
dc.relation.isbasedon | WOS:000385948200004 | |
dc.title | Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype | |
dc.type | journal article | |
dspace.entity.type | Publication | |
oaire.citation.endPage | 918 | |
oaire.citation.issue | 11 | |
oaire.citation.startPage | 907 | |
oaire.citation.title | Behaviour and Information Technology | |
oaire.citation.volume | 35 | |
person.familyName | Cristóvão | |
person.givenName | Paulo | |
person.identifier.ciencia-id | CA17-51C3-91C9 | |
person.identifier.orcid | 0000-0002-6290-9733 | |
rcaap.rights | restrictedAccess | |
rcaap.type | article | |
relation.isAuthorOfPublication | 81dcdf82-e1d4-44d6-8507-cc98e1748871 | |
relation.isAuthorOfPublication.latestForDiscovery | 81dcdf82-e1d4-44d6-8507-cc98e1748871 |
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