Virtual Reality as a mean for increasing privacy awareness: The escape room example

Sofia Niovi Maragkoudaki, Christos Kalloniatis
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Abstract

Abstract: The universal daily use of the Internet and social media raises the need of privacy awareness. Using innovative technologies for educational purposes seems to be the solution to this issue. More specifically, game-based learning effectively educates users in technological fields, while offering adequate learning opportunities for a wide range of target groups. Although there are several categories of educational games and tools, virtual reality games are efficient for training on privacy issues. The present study aims to validate the adding value virtual reality games can bring to in privacy awareness status quo. In more detail, the advantages of game-based learning using cut-edge technologies, such as virtual reality, are analyzed. In order to evaluate this theory, a virtual reality escape room was designed, implemented, and navigated by 13 users that provided important feedback regarding the effectiveness of game-based learning and virtual reality in privacy Awareness.
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虚拟现实作为提高隐私意识的手段:密室逃生的例子
摘要:随着互联网和社交媒体的日益普及,人们越来越需要隐私意识。将创新技术用于教育目的似乎是解决这一问题的办法。更具体地说,基于游戏的学习有效地教育了技术领域的用户,同时为广泛的目标群体提供了充分的学习机会。虽然教育游戏和工具有好几类,但虚拟现实游戏对于隐私问题的培训是有效的。本研究旨在验证虚拟现实游戏对隐私意识现状所能带来的附加价值。更详细地分析了使用尖端技术(如虚拟现实)的基于游戏的学习的优势。为了评估这一理论,我们设计了一个虚拟现实逃生室,由13名用户设计、实施和导航,这些用户提供了关于基于游戏的学习和虚拟现实在隐私意识中的有效性的重要反馈。
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