倒计时 VR:培养心理计算能力的虚拟现实严肃游戏

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Hubert Cecotti;Mathilde Leray;Michael Callaghan
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引用次数: 0

摘要

虚拟现实(VR)可以用来创造视频游戏,探索控制环境和与环境互动的新方法。VR可以用来重新审视、扩展和增强旧的电子游戏,赋予它们新的生命。在这篇文章中,我们描述了游戏《Countdown VR》,在这款游戏中,玩家必须使用心算来达到一个目标数字。心算在日常生活中使用,它用于快速计算和估计。《Countdown VR》是一款使用学习机制-游戏机制框架设计和实现的严肃游戏。我们分析了基于要达到的数字和目标以及要达到目标的数字组合来确定游戏难度等级的不同方法。我们评估用户在游戏中的表现和用户体验,通过问卷量化用户玩游戏的相关工作量、可用性、流程、动机和潜在症状。研究结果提供了玩家对虚拟现实游戏的主观和客观评价之间关系的关键信息,其中虚拟现实疾病问卷之间存在高相关性,可用性与动机、心流和动机之间存在中等相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Countdown VR: A Serious Game in Virtual Reality to Develop Mental Computation Skills
Virtual reality (VR) can be utilized to create video games exploring novel ways to control and interact with the environment. VR can be employed to revisit, extend, and enhance old video games to give them a new lease of life. In this article, we describe the game Countdown VR, in which players must use mental computation to reach a target number. Mental computation is used in everyday life, it is used for quick calculations and estimations. Countdown VR is a serious game designed and implemented using the learning mechanics–game mechanics framework. We provide an analysis of different approaches for determining the difficulty level of the game based on a number and target to attain and a selection of numbers combined to reach the target. We assess the user's performance and user's experience in the game, with questionnaires to quantify the related workload, usability, flow, motivation, and potential symptoms of users playing the game. The results provide key information related to the relationships between the subjective and objective evaluations of the proposed VR game by players, with a high correlation between VR sickness questionnaires, and moderate correlations between usability and motivation, flow, and motivation.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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