虚拟还是实体?通过增强现实游戏化支持记忆

Yuchong Zhang, Adam Nowak, A. Romanowski, M. Fjeld
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引用次数: 1

摘要

增强现实(AR)正在发展成为与虚拟对象交互的普遍工具。我们进行了一项比较研究,探讨虚拟和实体在通过游戏化支持人类记忆方面的影响。利用头戴式显示器(HMD)的AR记忆匹配游戏和相应的纸质版游戏。概念验证版本在初始用户研究(n=12)中进行了验证,并采用平衡设计,以确定我们提出的虚拟游戏化HMD AR系统在减少任务时间、提高可用性、更值得推荐和减少认知任务工作量方面比物理版本游戏更能支持人类记忆。随后,研究人员对游戏完成时间(GCT)、系统可用性规模(SUS)、推荐水平和NASA任务负载指数(TLX)这四个指标进行了定量分析。本文作了简要的定性分析。结果表明,在我们的案例中,虚拟在通过HMD AR支持游戏化环境下的人类记忆方面的表现明显优于物理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtuality or Physicality? Supporting Memorization Through Augmented Reality Gamification
Augmented reality (AR) is evolving to become a pervasive tool for interacting with virtual objects. We conducted a comparative study to explore the impact of virtuality and physicality in supporting human memorization through gamification. A head-mounted display (HMD) AR memory matching game and a corresponding physical version game with paper boards were harnessed. The proof-of-concept version was demonstrated in an initial user study (n=12) with counterbalancing design to determine that our proposed gamified HMD AR system with virtuality could support better human memorization compared to the physical version game in reducing task time, improving usability, becoming more recommendable, and decreasing cognitive task workload. The study was then followed by quantitative analysis of the respective four metrics: game completion time (GCT), system usability scale (SUS), recommendation level, and NASA task load index (TLX). A brief qualitative analysis is presented. The results show that in our case, the virtuality outperformed the physicality in supporting human memorization in a gamified context through HMD AR in an evident range.
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