Human Factors in Virtual Environments and Game Design最新文献

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Design and Evaluation: Virtual Reality Haptic Interface to Enhance User Experience 设计与评估:增强用户体验的虚拟现实触觉界面
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002077
Siyang Zhang, Yun Wang, Y. Wu, Sixuan Nie, Lu Chen
{"title":"Design and Evaluation: Virtual Reality Haptic Interface to Enhance User Experience","authors":"Siyang Zhang, Yun Wang, Y. Wu, Sixuan Nie, Lu Chen","doi":"10.54941/ahfe1002077","DOIUrl":"https://doi.org/10.54941/ahfe1002077","url":null,"abstract":"Haptic interface is a platform that convey haptic stimuli to represent and transmit information through touch. This paper systematically focus the achievements of haptic interface and multisensory interaction in virtual reality environment on perspectives of human-computer interaction research: immersive experience and emotional expression, and proposes an evaluation system based on the Quality of Experience (QoE) model aimed to quantitatively analyze and enhance human-computer interaction user experience in haptic interfaces with its statistical significance, which assists researchers and engineers to research, develop, and utilize haptic interaction technologies in virtual reality environments.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127094287","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Immersive Virtual Simulation to Assess the Effects of Engaging Tasks on Situational Safety Awareness 沉浸式虚拟仿真评估参与任务对情境安全意识的影响
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003871
Ebo Kwegyir-Afful, Janne Heilala, Jussi Kantola
{"title":"An Immersive Virtual Simulation to Assess the Effects of Engaging Tasks on Situational Safety Awareness","authors":"Ebo Kwegyir-Afful, Janne Heilala, Jussi Kantola","doi":"10.54941/ahfe1003871","DOIUrl":"https://doi.org/10.54941/ahfe1003871","url":null,"abstract":"Issues about industrial safety during demanding activities are of paramount importance, especially regarding accident prevention. This paper assesses the situational safety awareness (SSA) of two groups of participants in an immersive virtual space according to a task specification. The purpose was to investigate the influence of engaging work exposure on their SSA while conducting plant maintenance activities in the virtual space. The maintenance activity involved changing the engine filter of a gas-powered engine in a computer-based simulation environment. For the procedure, the virtual reality-accident causation model (VR-ACM) comprising 3-D modelling and simulation, accident scenario, and safety assessment was employed for the experiment. Two groups of participants undertook the experiment and provided simulation data and perceptual feedback for the assessment. These groups constituted; the experimental group (n=26) engaged with an air filter replacement exercise and the control group (n=26) was not given any responsibility. Questions based on the Slater-Usoh-Steed (SUS) questionnaire which accesses the three themes of presence was employed for measuring the SSA experienced in the virtual space. The three assessment themes include the potential to perceive hazardous conditions, comprehension of the conditions, and the ability to project lessons in the likely event of the situation arising. This measurement was to evaluate participants’ perception of the virtual space, as the dominant reality rather than their actual location. Despite the substantial levels of presence demonstrated by both participating groups according to the results, the mean evacuation duration of those with the activity (M = 82.42, SD = 18.01) compared to those without the activity (M = 64.58, SD = 18.34) demonstrated a statistically significant difference, t (52) = 3.26, p = .001 in the influence of the working activity to a lesser SSA in the virtual space.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133224573","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Training and competency development on virtual safety training 虚拟安全培训的培训和能力发展
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003875
Janne Heilala, Ebo Kwegyir-Afful, Jussi Kantola
{"title":"Training and competency development on virtual safety training","authors":"Janne Heilala, Ebo Kwegyir-Afful, Jussi Kantola","doi":"10.54941/ahfe1003875","DOIUrl":"https://doi.org/10.54941/ahfe1003875","url":null,"abstract":"In this paper, we explore cutting-edge technologies that enable virtual safety and control systems, drawing upon both traditional and recent literature on human system integration in operational contexts. Our objective is to enhance mission effectiveness and human well-being through the recommendation adoption of virtualization techniques. To achieve this, we design virtualized missions that facilitate the adoption of operational procedures across different organizational teams. The development of successful personnel simulations demands experience in creating training scenarios in industrial open field environments, leading to improved virtual safety experiences for personnel with reduced training infrastructure needs. Our findings reveal that networking-based virtual training and human system integration, implemented on a system-to-system basis, can support physical simulations. By integrating artificial intelligence, we can enhance data collection and support human operations. Future research should focus on refining training and competency, with a particular emphasis on improving data capture and information processing to bolster human decision-making and performance.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133545912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A visual analysis of VR user experience based on bibliometrics Background of the selection 基于文献计量学背景的VR用户体验可视化分析
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003869
Xinyue Yi, Zhizheng Liu
{"title":"A visual analysis of VR user experience based on bibliometrics Background of the selection","authors":"Xinyue Yi, Zhizheng Liu","doi":"10.54941/ahfe1003869","DOIUrl":"https://doi.org/10.54941/ahfe1003869","url":null,"abstract":"In recent years, User experience of VR products (hereinafter referred to as UEO-VRP ) has received increasing attention. Therefore, it is necessary to further summarise and analyse the current situation of UEO-VRP and existing research results, in order to better apply VR technology to modern science display design and enhance user experience.However, this literature is very voluminous and has strong interdisciplinary properties, involving knowledge from multiple disciplines. It is difficult to objectively analyse the changes in research hotspots and development dynamics in this field by relying solely on traditional literature review methods, and even more difficult to accurately grasp the classical theoretical foundations of VR user experience research. Bibliometrics helps to identify potential patterns and information in the large amount of literature data. Therefore, the UEO-VRP-related literature included in the WOS database is used as the data source in the study, and the retrieved data is visualised and analysed for knowledge structure through scientific bibliometrics.Study design[Data source]: In this study, the Web of Science core database was searched with a search strategy of TS= ((virtual reality OR VR) AND (user experience OR UE OR UX)) and the three major citation indexes, SSCI, SCI-Expanded and A&HCI, commonly used in the WOS database were selected as the search sources. The search results were exported as txt files in the format of \"full records and cited references\", and articles that deviated from the research topic, missing field information, duplicate data and other interfering articles were excluded. A total of 606 articles were obtained for further quantitative analysis.[Research Methodology]: Bibliometrics refers to the quantitative analysis of various types of literature to discover underlying patterns and information in large amounts of literature data, and was first proposed by Pritchard in 1969. In order to obtain more rigorous and comprehensive data indicators, the study used a combination of CiteSpace (V1.6.18) and VOSviewer (V6.1.R3) software to conduct keyword co-occurrence analysis and literature co-citation analysis on the cited literature, and to map the corresponding scientific knowledge.[Research findings]: UEO-VRP has a general upward trend in the output of time-series papers, but the growth trend is slow. Not many countries/regions, scholars and institutions are prolific, with developed Western countries being more influential in international research; kim, jinmo, kim, mingyu, lee, jiwon, riva, giuseppe and montagud, mario are the core authors in the international community; institutions of higher learning are the main institutions of research, with korea univ, univ valencia, chung ang univ, zhejiang univ and seoul natl univ are the core institutions. The keyword clustering reveals that the knowledge base of UEO-VRP in international research can be divided into three categories: design environment and evalua","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132489401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Augmented Reality: Beyond Interaction 增强现实:超越互动
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002058
A. Nijholt
{"title":"Augmented Reality: Beyond Interaction","authors":"A. Nijholt","doi":"10.54941/ahfe1002058","DOIUrl":"https://doi.org/10.54941/ahfe1002058","url":null,"abstract":"In 1997 Ronald T. Azuma introduced the following definition of Augmented Reality (AR): “Some researchers define AR in a way that requires the use of Head-Mounted Displays (HMDs). To avoid limiting AR to specific technologies, this survey defines AR as systems that have the following three characteristics: 1) Combines real and virtual, 2) Interactive in real-time, 3) Registered in 3-D.” Azuma also mentions that “AR might apply to all senses, not just sight.” [1] This definition has been leading in AR research until now. AR researchers focused on the various ways technology, in particular digital technology (computer-generated imagery, computer vision and world modelling, interaction technology, and AR display technology), could be developed to realize this AR view. The emphasis has been on addressing the sight sense when generating and aligning virtual content, our most dominant sense, although we can not survive without the others. Azuma and others mention the other senses and assume that this definition also covers other than computer-generated imagery, per-haps even other than computer generated and (spatial-temporal) generated and con-trolled virtual content. Nevertheless, the definition has some constituents that can be given various interpretations. This makes it workable, but it is useful to discuss how we should distinguish between real and virtual content, what is it that distinguishes real from virtual, or how virtual content can trigger changes in the real world (and the other way around), take into account that AR becomes part of ubiquitous computing. That is, rather than looking at AR from the point of view of particular professional, educational, or entertaining applications, we should look at AR from the point of view that it is ever-present, and embedded in ubiquitous computing (Ubicomp), and having its AR devices’ sensors and actuators communicate with the smart environments in which it is embedded.The focus in this paper is on ‘optical see-through’ (OSR) AR and ever-present AR. Ever-present AR will become possible with non-obtrusive AR glasses [2] or contact lenses [3,4]. Usually, interaction is looked upon from the point of view of what we see and hear. But we certainly are aware of touch experiences and exploring objects with active touch. We can also experience scents and flavors, passively but also actively, that is, consciously explore scents or tastes, become aware of them, and ask the environment, not necessarily explicitly since our preferences are known and our intentions can be predicted, to respond in an appropriate way to evoke or continue an interaction.Interaction in AR and with AR technology requires a new look at interaction. Are we interacting with the AR device, with the environment, or with the environment through the AR device? Part of what we perceive is real, part of what we perceive is superimposed on reality, and part of what we perceive is the interaction between real and virtual reality. How to interact ","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116264358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A pilot study for a more Immersive Virtual Reality Brain-Computer Interface 一个更具沉浸感的虚拟现实脑机接口的试点研究
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002055
J. Rouillard, Hakim Si Mohammed, F. Cabestaing
{"title":"A pilot study for a more Immersive Virtual Reality Brain-Computer Interface","authors":"J. Rouillard, Hakim Si Mohammed, F. Cabestaing","doi":"10.54941/ahfe1002055","DOIUrl":"https://doi.org/10.54941/ahfe1002055","url":null,"abstract":"We are presenting a pilot study for a more Immersive Virtual Reality (IVR) Brain-Computer Interface (BCI). The originality of our approach lies in the fact of recording, thanks to physical VR trackers, the real movements made by users when they are asked to make feet movements, and to reproduce them precisely, through a virtual agent, when asked to imagine mentally reproducing the same movements. We are showing the technical feasibility of this approach and explain how BCIs based on motor imagery can benefit from these advances in order to better involve the user in the interaction loop with the computer system.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126418295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Taking a Romantic Adventure Together: Explore the Design of Virtual Travelling for Couples in Long-Distance Relationships 一起来一场浪漫的冒险:探索异地恋情侣虚拟旅行的设计
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002076
Sin- Wei Huang, Wei- Chi Chien
{"title":"Taking a Romantic Adventure Together: Explore the Design of Virtual Travelling for Couples in Long-Distance Relationships","authors":"Sin- Wei Huang, Wei- Chi Chien","doi":"10.54941/ahfe1002076","DOIUrl":"https://doi.org/10.54941/ahfe1002076","url":null,"abstract":"This research explores the design possibility to create an online adventure for couples in long-distance relationships. Three missions – intensive eye contact, future planning, and cooperative work – were designed and realized on a virtual space on gather.town. Two couples participated in the user test. The result shows two different practices of couples to solve a joint problem and potential and concerns when designing adventurous experiences to enhance couples’ joint activities.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122390904","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mobile Cross Reality (XR) space for remote collaboration 用于远程协作的移动跨现实(XR)空间
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002057
Yusuke Kikuchi, Ryoto Kato, Vibol Yem, Y. Nagai, Y. Ikei
{"title":"Mobile Cross Reality (XR) space for remote collaboration","authors":"Yusuke Kikuchi, Ryoto Kato, Vibol Yem, Y. Nagai, Y. Ikei","doi":"10.54941/ahfe1002057","DOIUrl":"https://doi.org/10.54941/ahfe1002057","url":null,"abstract":"In this study, we propose an XR (cross reality) dialogue system that transmits an omnidirectional stereoscopic moving viewpoint image of a remote real space and presents it to a local worker with an HMD (Head Mounted Display), and the worker faces the stereoscopic avatar (face part) of the local worker presented with MR glasses. The system is asymmetrical.This system is asymmetric. The position and orientation of the head and eyes measured by the HMD (Vive Pro Eye, HTC) at the local site are transmitted to the remote space, and the avatar of the local worker is shown by the MR glasses (Magic Leap, HoloLens2). The CG object and avatar (the face of the local worker) are shared with the remote 3D real space. This enables the remote worker to see the face of the local worker who has the viewpoint position on the TwinCam Go mobile stereoscopic camera.We conducted an experiment to evaluate the reality of the avatars presented in the MR glasses of the field workers as interactors and the clarity of the instructions for the spatial objects to be discussed. The participants in the experiment were seven university (graduate) students (aged 21-24). The communication time of this system was about 70 ms one way. The G.1010 of ITU-T recommends that the delay between terminals for real-time video communication should be less than 150 ms one way.The experiment participants stood in front of the stereoscopic camera (TwinCam) as remote experiencers, and wore MR glasses to see the avatars of the local experiencers (wearing HMDs). The local operator describes three spatial objects (a cube, a sphere, and a cone) that are displayed 1.7 m closer to the experimental participant from the remote camera.Analysis of variance showed that the reality and clarity of the dialogue increased at the 1% significance level when the avatar's head rotation and eye movements were present. The 3D projection display was higher than 2D at the 5% level of significance. The clarity of the subject improved at the 5% level of significance when there was head rotation and eye movement, but the 3D projection was not significantly different from the 2D.This indicates that the 2D monitor without binocular disparity has a large reading error in the depth direction. Another clue is that the HMD and MR glasses can utilize motion parallax by moving the head even slightly. This makes it possible to reduce the error to less than about half that of a 2D monitor.In this study, we developed a cross reality (XR) dialogue system for mobile remote collaboration. As a result of three kinds of evaluation experiments, it was shown that the clarity of dialogue and the accuracy of depth indication were improved compared with the condition of the conventional 2D video teleconference. This system can also be integrated with the metaverse, and can provide a variety of remote experiences of the world even when mobility is restricted due to current contagious disease. In the future, we will continue to verify and demo","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"61 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126769050","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Revisiting the correlation between video game activity and working memory: evidence from machine learning 重新审视电子游戏活动与工作记忆之间的关系:来自机器学习的证据
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002083
Dingzhou Fei
{"title":"Revisiting the correlation between video game activity and working memory: evidence from machine learning","authors":"Dingzhou Fei","doi":"10.54941/ahfe1002083","DOIUrl":"https://doi.org/10.54941/ahfe1002083","url":null,"abstract":"With the popularity of video games, more and more researchers are trying to understand the relationship between video game activity and cognitive abilities, and one of the important cognitive systems is working memory. Working memory is a limited capacity short-term memory system for processing currently active information and is an important predictor of goal-driven behavioral domains. Its scope of action includes, but is not limited to, fluid intelligence, verbal ability, and mathematical analysis.Due to the importance of working memory for the analysis of human behavior, numerous studies have attempted to describe the architecture and models of working memory. In general, models of working memory can be loosely categorized into content and process models, depending on their focus. The content model focuses on the static material of working memory, which includes mainly verbal and spatial visual material. The process model focuses on the dynamic processes of working memory and includes both Updating and Maintenance of memory.However, this area of research has also been the subject of debate among researchers.Translated with www.DeepL.com/Translator (free version). These disputes involve two main assumptions. According to the so-called core training hypothesis, a potential machine for improving cognitive ability through video games is provided by the so-called core training hypothesis. According to this hypothesis, repeated stress on the cognitive system will induce plastic changes in its neural matrix, leading to improved cognitive response performance. According to this hypothesis, repeated strains of the cognitive system can induce plastic changes in its neural matrix, which is an important reason for the improvement of performance. The other proposed basic mechanism is the meta-learning mechanism, that is, learning how to learn. According to this, video games (especially action games) can improve related motor control skills, such as rule learning, cognitive resource allocation, and probabilistic reasoning skills, which are used in many different situations.A recent study showed that the analysis of certain extreme groups showed that video game players performed better than non-game players in all three WM measurements, and that when extended to the entire sample, video game time and visual space WM and n-back performance. In general, the relationship between cognition and playing video games is very weak.This study used the Waris et al, 2019 dataset to re-investigate the correlation between video game activity and three different dimensions of working memory using seven different supervising learning models. It was concluded that video game activity was most highly correlated with the visuospatial component, slightly less correlated with the mnemonic updating component, and least correlated with the verbal component. This partly confirms Waris et al, 2019's view that the analytic method may be the key to the study.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"40 27","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113993454","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Game-based Plant Science Popularization Mobile Application for Contemporary Young People 基于游戏的当代青少年植物科普手机应用
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003864
Yuqi Li, Sijia Wang, Hongyu Zhang
{"title":"Game-based Plant Science Popularization Mobile Application for Contemporary Young People","authors":"Yuqi Li, Sijia Wang, Hongyu Zhang","doi":"10.54941/ahfe1003864","DOIUrl":"https://doi.org/10.54941/ahfe1003864","url":null,"abstract":"Nature is the basic condition for human survival and development. The nature-deficit disorder is a phenomenon put forward by American writer Richard Louv, that is, the complete separation of modern urban children from nature in the 21st century. Some experts explain that this desire and ignorance of nature is due to a lack of time to go outdoors, especially in the countryside. In real life, the population of \"nature-deficit disorder\" has expanded from children to adults. In order to let young people go into nature and understand the thousands of plants in nature, our team wants to design an application to popularize plants through a game-based live experience, so that users can learn more plant knowledge in fun. This design adopts the methods of the questionnaire survey, user interview, and literature retrieval to deeply discover the contemporary young people's understanding of plants, the development status of game-based science popularization apps at home and abroad, and the expected functions of users, to determine the information construction, visual image and interactive experience of the APP. Our team uses Rhino, Cinema 4D, Blender, Unity, Unreal and other software, combined with ergonomics to achieve scene modeling and rendering, to create a more realistic AR experience. The APP can guide users to enter the virtual map, take photos and punch cards through AR switching angles, and randomly obtain passes to unlock other maps. At the same time, users can click to view specific plant data, unlock the plant by completing key tasks such as roots, stems, and leaves, and bring it into the backpack for creation; the app can also game the handicraft which uses plants as raw materials, and guide users to create their own unique imprint. After the usability test, the respondents all believed that this APP could produce a better effect of plant science popularization in the game experience.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129776035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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