基于桌面虚拟现实(dVR)的课堂非触摸手势交互设计:通过主题分析来理解问题

Faizah Maarof, H. Madzin, Noris Binti Mohd Norowi, P. S. Sulaiman, M. Khambari
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引用次数: 0

摘要

马来西亚的教育绩效和交付单位(PADU)鼓励教育工作者通过将虚拟现实(VR)融入课堂来提供世界一流的教育,以适应21世纪学习b[1]和桌面虚拟现实(dVR)的需求。然而,应该考虑一种令人愉快和具有成本效益的互动媒介。由于非接触式手势交互的直观性和自然性,适合作为dVR上的交互手段。然而,为课堂学习设计精确的非触摸手势交互是一项具有挑战性的任务。因此,更好地理解学习者在使用这种互动时出现的问题是至关重要的。通过在亲身实验中运用民族志的观察法和非正式访谈法收集数据,以及运用专题分析(thematic analysis, TA)对定性数据进行分析,帮助作者更清晰地了解学习者在dVR上使用非触控手势时的问题模式。研究结果揭示了一种问题模式,即缺乏视觉线索会影响互动和控制的准确性。技能和障碍的主题来源于与8个交互设计准则相关的问题,如控制、复杂性、超出范围、布局、确认、敏感性、信心水平和外围。希望这些发现能帮助专家和教育工作者更好地理解在未来为VR设计非触摸手势交互时需要考虑的问题和因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Touchless Hand Gestures Interactions on Desktop Virtual Reality (dVR) in classroom: Understanding Issues Through Thematic Analysis
The Education Performance and Delivery Unit (PADU) in Malaysia encourages educators to provide world-class education by incorporating virtual reality (VR) into classroom to accommodate the needs of 21st-century learning[1] and desktop virtual reality (dVR) remains relevant to be used. Nonetheless, an enjoyable and cost-effective medium of interaction should be considered. Because of intuitiveness and naturalness of touchless hand gestures interaction, it is suitable to be used as a means of interacting on dVR. However, designing precise touchless hand gestures interactions on dVR for classroom learning is a challenging task. Thus, it is vital to gain a better understanding of learners' issues that arise while using such interactions. Through use of ethnography in gathering data using observation and informal interview during in-person experiment as well as thematic analysis (TA) in analyzing qualitative data helps authors to get a clearer idea of issues patterns when learners use touchless hand gestures on dVR. The findings reveal a pattern of issues in which a lack of visual cues affected the precision of interaction and control. Skill and barrier are themes derived from issues associated with eight interaction design codes, such as control, complexity, out of range, layout, affirmation, sensitivity, confidence level, and peripheral. Hopefully, these findings will help experts and educators better understand the issues and factors to consider when designing touchless hand gestures interactions for VR in the future.
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