"Feels Like an Indie Game"-Evaluation of a Virtual Field Trip Prototype on Radioactive Waste Management Research for University Education.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
IEEE Computer Graphics and Applications Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI:10.1109/MCG.2023.3328169
Nico Graebling, Melanie Althaus, Ozgur Ozan Sen, Thomas Reimann, Tuanny Cajuhi, Gerik Scheuermann, Olaf Kolditz, Karsten Rink
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Abstract

This article describes the design and evaluation of a virtual field trip on the topic of radioactive waste management research for university education. We created an interactive virtual tour through the Mont Terri underground research laboratory by enhancing the virtual experiment information system, designed for domain experts, with background information, illustrations, tasks, tests, and an improved user interface. To put the tour's content into context, a conventional introductory presentation on the final disposal of radioactive waste was added. A user study with 22 participants proved a good perceived usability of the virtual tour and the virtual field trip's ability to transfer knowledge. These results suggest a benefit of employing virtual field trips in geoscientific university courses. In addition, it is conceivable to use the virtual field trip as a tool for science communication in the context of participatory processes during nuclear waste disposal site selection processes.

“感觉像一个独立的游戏”——对大学教育放射性废物管理研究的虚拟实地考察原型的评估。
本文描述了一个针对大学教育的放射性废物管理研究主题的虚拟实地考察的设计和评估。我们通过增强为领域专家设计的虚拟实验信息系统,通过背景信息、插图、任务、测试和改进的用户界面,创建了一个穿越蒙特里地下研究实验室的交互式虚拟之旅。为了将参观的内容放在上下文中,增加了一个关于放射性废物最终处置的传统介绍性介绍。一项由22名参与者参与的用户研究证明了虚拟旅行的良好可用性和虚拟实地考察传递知识的能力。这些结果表明,在地球科学大学课程中使用虚拟实地考察有好处。此外,可以设想在核废料处理场选择过程中的参与过程中,将虚拟实地考察作为科学交流的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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