为工业培训设计游戏化AR应用

Luke Beveridge, Keshav Dahal, Marco Gilardi
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引用次数: 0

摘要

本文介绍了一个案例研究,描述了SwageXR的设计,这是一种增强现实(AR)应用程序,可以将油管装配练习游戏化。本文的目的是通过提供基于Gilardi等人现有框架的新型设计过程的案例研究,为扩展现实(XR)应用领域做出贡献。 设计需求和要求是通过与培训课程教师的访谈以及与他们有关的研讨会,使用上下文设计方法和定性研究收集的。情境设计方法涉及PI作为学员之一参加培训课程,观察并建立对所教授的实践内容和学习发生的情境的理解。随后是对4名培训讲师的半结构化访谈,结果表明了数字化的首选课程内容,游戏化的早期概念,以及游戏化内容与现有培训的故事情节。利用从上下文设计方法和访谈中获得的数据和经验,开发了游戏化AR应用程序的纸上原型,并从公司技术总监那里获得了反馈。将纸上原型和反馈作为使用ShapesXR在VR中开发3D原型的基础。这导致了一个虚拟现实(VR)研讨会,包括公司的技术总监和培训经理,在那里展示和讨论了3D原型。研讨会的结果是整个应用程序的流程得到了完善,包括故事情节、游戏化、培训和挑战。设计过程旨在促进SwageXR编码工作原型的开发,其中包含得分、基于时间的挑战和排行榜等游戏化元素。通过对学员的初始体验测试,我们可以了解他们的粘性水平以及学员对初始游戏体验的态度。& # x0D;本研究的主要成果是一种设计方法,试图解决kraauß等人概述的差距,该方法利用排练技术和虚拟现实为AR应用程序设计提供上下文。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SwageXR: Designing Gamified AR Applications for Industrial Training
This paper presents a case study describing the design of SwageXR, an augmented reality (AR) application that gamifies a tubing assembly exercise. The aim of this paper is to contribute to the field of extended reality (XR) applications by providing a case study of a novel design process based on an existing framework by Gilardi et al. Design needs and requirements were gathered using a contextual design approach and qualitative research through interviews with training course instructors as well as a workshop involving them. The contextual design approach involved the PI taking part in the training course as one of the trainees to observe and build understanding of the taught practical content and the context in which the learning happened. This was followed by semi-structured interviews with 4 training instructors, with results indicating preferred course content to digitise, early concepts for gamification, and the storyline of the gamified content with respect to existing training. Using the data and experience gained from the contextual design approach and interviews, a paper prototype of the gamified AR application was developed, and feedback was obtained from the company technical director. The paper prototype and feedback were used as a basis for developing a 3D prototype in VR using ShapesXR. This led to a virtual reality (VR) workshop involving the technical director and training manager of the company where the 3D prototype was demonstrated and discussed. The workshop resulted in the flow of the overall application being refined including the storyline, gamification, training, and challenges. The design process aims to facilitate the development of a coded working prototype for SwageXR, with gamification elements such as score, time-based challenges and leaderboards. An initial experience playtest with course trainees will then be possible to gain insight on engagement levels and trainee attitudes about the initial game experience. The main outcome of this research is a design approach that tries to address the gap outlined by Krauß et al., the approach makes use of rehearsal techniques and virtual reality to provide context for AR application design.
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