沉浸式虚拟现实游戏的个性化移情训练:开发和用户体验研究

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Jiyoung Moon , Teemu H. Laine , Sunny Thapa Magar , Hae Jung Suk
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引用次数: 0

摘要

沉浸式虚拟现实(IVR)已经成功地应用于心理学和学习的各个领域。IVR也被用于同理心训练,但之前的研究没有考虑到各种同理心类型。本研究旨在针对不同的共情类型,为学习者提供个性化的共情训练内容推荐。因此,我们提出了机器人的梦想,一个IVR游戏套件,根据学习者的移情类型提供个性化的内容。然后,我们对35名玩《机器人之梦》的五年级和六年级学生进行了混合方法评估,并回答了测试后关于可用性、用户体验和影响的问卷。用户研究结果表明,充分的可用性和用户体验与情感参与的参与者。然而,参与者对IVR硬件的现实和不舒服反应不一。结果还显示了移情训练和提高移情意识的高感知潜力。通过回顾性分析开发过程和用户研究结果,我们提出了机器人之梦的经验教训,并确定了未来改进的方面。机器人之梦的发展描述和用户研究结果可以帮助教育工作者、研究人员和开发人员对个性化移情训练和其他心理训练感兴趣的IVR游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Personalizing empathy training with immersive virtual reality games: Development and user experience study
Immersive virtual reality (IVR) has been successfully applied in various areas of psychology and learning. IVR has also been adapted for empathy training, but previous studies failed to consider various empathy types. We aimed to provide learners with personalized recommendations of empathy training content for different empathy types. Consequently, we presented Robot’s Dream, an IVR game suite providing personalized content based on the learner’s empathy type. We then conducted a mixed-method evaluation with 35 fifth and sixth-grade students who played Robot’s Dream and answered a post-test questionnaire on usability, user experience, and impact. The user study results demonstrated adequate usability and user experience with emotional engagement of the participants. However, the participants gave mixed reactions to realism and discomfort with the IVR hardware. The results also showed high perceived potential for empathy training and raising awareness of empathy. By retrospectively analyzing the development process and the user study results, we presented learned lessons and identified aspects in Robot’s Dream for future improvement. The presented development account of Robot’s Dream and the user study results can be helpful for educators, researchers, and developers interested in personalizing empathy training and other psychological training with IVR games.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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