4,631 research outputs found

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Multimodal teaching, learning and training in virtual reality: a review and case study

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    It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when employed in highly interactive and immersive learning environments such as Virtual Reality (VR). VR environments may aid students' efforts to be active learners through consciously attending to, and reflecting on, critique leveraging reflexivity and novel meaning-making most likely to lead to a conceptual change. This paper employs eleven industrial case-studies to highlight the application of multimodal VR-based teaching and training as a pedagogically rich strategy that may be designed, mapped and visualized through distinct VR-design elements and features. The outcomes of the use cases contribute to discern in-VR multimodal teaching as an emerging discourse that couples system design-based paradigms with embodied, situated and reflective praxis in spatial, emotional and temporal VR learning environments

    A virtual reality game for cognitive impairment screening in the elderly: a user perspective

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    Today, there are 50 million people who have dementia worldwide, that is a new case every3 seconds and more than 152 million cases expected in 2050. Aging-related morbidity is a real social problem making screening a significant challenge. Early diagnosis and management would improve the quality of life offered to the patient and those around him and reduce the economic and social consequences of dementia. The traditional paper-and-pencil approach does not sufficiently reflect the daily reality of the person and what they can accomplish. So, we designed our own VR environment as a candidate solution to the problem

    Surgical Skill and Video Games: A Meta-Analytic Review

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    As the popularity of video games has grown over the past decade, so has interest in their capacity to serve as tools for education. The technology behind modern laparoscopic surgery draws strong parallels to modern video games, and as such has inspired initial research into the potential relationship between video game play and surgical performance. To date, a number of researchers have conducted studies on this relationship; however, no structured, statistical review of accessible data has taken place. Thus, the goal of this analysis was to examine the available literature and report the significance of the cumulative findings. Through my process, a total of 21 studies involving 1220 participants were gathered through multi-step review, and organized into one of three experimental domains - game training, VR training, and gaming history. Effect size analysis using Hedge’s G and Fisher’s Z yielded statistically significant results in all three domains, thus supporting the consensus belief that video game play has a positive effect on laparoscopic surgical training and performance. Given the particularly strong effect of virtual reality training on surgical performance, it would be valuable to investigate the differential effects of virtual reality, and how these effects might be further developed into more effective educational instruments

    Increasing Motivation and Engagement in Learning Safe Humane Hunting Skills Through VR and Digital Games

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    Master's thesis in Multimedia and educational technology (MM500)This research discusses to what degree a digital learning game can affect motivation, engagement and participation in learning humane and safe hunting, and how a VR version compares to a screen-based version. Additionally, it discusses whether a digital learning game about humane and safe hunting can make learners more confident when taking the ”Jegerprøve” exam and dealing with real-life hunting situations. A game working on both computers and VR equipment was developed using the human-centred design process. The game went through two iterations, and usability testing was conducted on both of them. The results of the testing were analyzed and comparedto existing theory in order to answer the research questions. Through these findings, it was concluded that the game has a positive effect on motivation, engagement and participation. The VR version of the game was more mo-tivating and engaging than the screen-based version, but the accessibility of VR makes the screen-based version still relevant. The game also made the players more confident in passing the ”Jegerprøve” exam and dealing with real-life hunting situations

    The matrix revisited: A critical assessment of virtual reality technologies for modeling, simulation, and training

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    A convergence of affordable hardware, current events, and decades of research have advanced virtual reality (VR) from the research lab into the commercial marketplace. Since its inception in the 1960s, and over the next three decades, the technology was portrayed as a rarely used, high-end novelty for special applications. Despite the high cost, applications have expanded into defense, education, manufacturing, and medicine. The promise of VR for entertainment arose in the early 1990\u27s and by 2016 several consumer VR platforms were released. With VR now accessible in the home and the isolationist lifestyle adopted due to the COVID-19 global pandemic, VR is now viewed as a potential tool to enhance remote education. Drawing upon over 17 years of experience across numerous VR applications, this dissertation examines the optimal use of VR technologies in the areas of visualization, simulation, training, education, art, and entertainment. It will be demonstrated that VR is well suited for education and training applications, with modest advantages in simulation. Using this context, the case is made that VR can play a pivotal role in the future of education and training in a globally connected world
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