The Usability of the Microsoft HoloLens for an Augmented Reality Game to Teach Elementary School Children

Brita Munsinger, Gregory White, J. Quarles
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引用次数: 13

Abstract

Our objective in this research is to compare the usability of three distinct head gaze-based selection methods in an Augmented Reality (AR) hidden object game for children: voice recognition, gesture, and physical button (clicker). Prior work on AR applications in STEM education has focused on how it compares with non-AR methods rather than how children respond to different interaction modalities. We investigated the differences between voice, gesture, and clicker based interaction methods based on the metrics of input errors produced and elapsed time to complete the tutorial and game. We found significant differences in input errors between the voice and gesture conditions, and in elapsed tutorial time between the voice and clicker conditions. We hope to apply the results of our study to improve the interface for AR educational games aimed at children, which could pave the way for greater adoption of AR games in schools.
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微软HoloLens在小学生增强现实游戏中的可用性
本研究的目的是比较儿童增强现实(AR)隐藏对象游戏中三种不同的基于头部注视的选择方法的可用性:语音识别、手势和物理按钮(点击器)。先前关于AR在STEM教育中的应用的研究主要集中在如何将其与非AR方法进行比较,而不是儿童如何对不同的互动方式做出反应。我们根据输入错误产生的指标和完成教程和游戏所花费的时间调查了基于语音、手势和点击器的交互方法之间的差异。我们发现语音和手势条件下的输入错误有显著差异,语音和点击条件下的教程时间也有显著差异。我们希望将我们的研究结果应用于改进针对儿童的AR教育游戏的界面,这可以为AR游戏在学校的广泛采用铺平道路。
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