6 research outputs found

    On the relationship between subjective and objective measures of virtual reality experiences : a case study of a serious game

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    In this paper we present a Virtual Reality game related to Cultural Heritage. We contribute with an analysis of subjective measures taken from questionnaires filled by users after the VR experience, and objective measures taken from logs during the VR game. Specifically, we were interested on study data globally and in groups of user behaviour. Analysing data globally we see a high value of users’ subjective perceptions. Nevertheless, we found differences of subjective measures when splitting the Novice group. Specifically, the subjective perception of Strugglers is considerably lower than the rest of groups, and this difference is significant. Then, we propose strategies to provide a better experience to Strugglers. We also found correlations between objective and subjective data when they were analysed globally (i.e. without using groups), but these measures did not correlate when they were analysed using behaviour groups

    The role of the archaeologist when producing a serious game

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    In the frame of the research project undertaken in the site of La Draga, an Early Neolithic (ca. 5,300-4,800 cal BC) pile-dwelling settlement located at the North Eastern of the Iberian Peninsula, we are developing a serious game that recreates the life of a Neolithic community with the purpose of dissemination, entertainment and learning. The videogame has tried to provide the most reliable narrative possible about Neolithic life. Therefore, it has been based on the results of the ongoing research at La Draga. This settlement is particularized for bearing an exceptional conservation and preservation of the archaeological organic remains. The consumption and production strategies fulfilled by the Neolithic society are extensively known as well as its environment. However, architecture is only partially known and no information exists regarding the appearance of Draga¿s inhabitants and neither about their customs. This absence of information has, firmly, constituted a challenge. The methodology followed, criteria used and how missing data has been treated are the objectives of this communication. © The European Association of Archaeologists, 2017 © The Municipality of Maastricht, the Province of Limburg and the Cultural Heritage Agency of the Netherlands, 2017.Peer Reviewe

    Deep-water macroalgal-dominated coastal detritic assemblages on the continental shelf off Mallorca and Menorca (Balearic Islands, Western Mediterranean)

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    We present a quantitative physiognomic characterization of major macroalgal-dominated assemblages on coastal detritic bottoms of the continental shelf off Mallorca and Menorca (Balearic Islands, Western Mediterranean). In late spring of 2007 and 2008, 29 samples were collected by bottom trawling at depths between -52 and -93 m. These samples were then sorted and identified to their lowest taxonomic level. Statistical analyses distinguished six different assemblage types: shallower water environments (-52 to -65 m in depth) were characterized by Osmundaria volubilis and Phyllophora crispa meadows and two types of Peyssonnelia beds; two assemblage types, Laminaria rodriguezii beds and maërl beds, were only present in deep-water environments (-77 to -81 m); and an assemblage dominated by P. crispa and Halopteris filicina was found in both shallow and deep waters (-57 to -93 m). We assess the distribution of these six assemblage types through the studied area

    On the Relationship between Subjective and Objective measures of VR experiences: a Case Study of a Serious Game for Museums

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    In this paper we present a Virtual Reality game related to Cultural Heritage. We contribute with an analysis of subjective measures taken from questionnaires filled by users after the VR experience, and objective measures taken from logs during the VR game. Specifically, we were interested on study data globally and in groups of user behaviour. Analysing data globally we see a high value of users¿ subjective perceptions. Nevertheless, we found differences of subjective measures when splitting the Novice group. Specifically, the subjective perception of Strugglers is considerably lower than the rest of groups, and this difference is significant. Then, we propose strategies to provide a better experience to Strugglers. We also found correlations between objective and subjective data when they were analysed globally (i.e. without using groups), but these measures did not correlate when they were analysed using behaviour groups.Projects 2017-SGR-341 and MISMIS-Language (PGC2018- 096212-B-C33

    Beyond the virtual reconstruction of an archaeological settlement

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    Trabajo presentado en el 46th Computer Applications and Quantitative Methods in Archaeology Conference (CAA 2018), celebrado en Tübingen (Alemania), del 19 al 23 de marzo de 2018In the frame of the research project undertaken in the site of La Draga, an Early Neolithic (ca. 5.300- 4.800 cal BC) pile-dwelling settlement located at the North Eastern of the Iberian Peninsula, a virtual reconstruction of the settlement has been developed in order to show how did this Neolithic community live. This virtual reconstruction of the settlement has been made accessible to the public – since it is exhibited in a museum – as a 360º video, a virtual reality (VR) serious game, and a VR tour, hence offering different degrees of human-computer interaction. These technological results have been produced by means of a complex co-creation process involving archeologists, computer scientists, software developers, and designers. In this article, we present the methodology and tools employed to produce the 3D reconstruction of La Draga as well as the VR serious game and the VR tour. Furthermore, we also present some preliminary lessons on the role of VR and serious games that stem from analyzing the feedback provided by the museum audience. From this specific experience, we also extract some general conclusions towards the potential of VR and serious games as valuable technologies to engage children and teenagers in history and archaeology as sciences of the social past.Peer reviewe
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