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Asymmetric VR Game Subgenres: Implications for Analysis and Design 非对称虚拟现实游戏子类型:对分析和设计的启示
Pub Date : 2024-02-11 DOI: 10.3390/mti8020012
Miah Dawes, Katherine Rackliffe, Amanda Lee Hughes, Derek L. Hansen
This paper identifies subgenres of asymmetric virtual reality (AVR) games and proposes the AVR Game Genre (AVRGG) framework for developing AVR games. We examined 66 games “in the wild” to develop the AVRGG and used it to identify 5 subgenres of AVR games including David(s) vs. Goliath, Hide and Seek, Perspective Puzzle, Order Simulation, and Lifeline. We describe these genres, which account for nearly half of the 66 games reviewed, in terms of the AVRGG framework that highlights salient asymmetries in the mechanics, dynamics, and aesthetics categories. To evaluate the usefulness of the AVRGG framework, we conducted four workshops (two with the AVRGG framework and two without) with novice game designers who generated 16 original AVR game concepts. Comparisons between the workshop groups, observations of the design sessions, focus groups, and surveys showed the promise and limitations of the AVRGG framework as a design tool. We found that novice designers were able to understand and apply the AVRGG framework after only a brief introduction. The observations indicated two primary challenges that AVR designers face: balancing the game between VR and non-VR player(s) and generating original game concepts. The AVRGG framework helped overcome the balancing concerns due to its ability to inspire novice game designers with example subgenres and draw attention to the asymmetric mechanics and competitive/cooperative nature of games. While half of those who used the AVRGG framework to design with created games that fit directly into existing subgenres, the other half viewed the subgenres as “creative constraints” useful in jumpstarting novel game designs that combined, modified, or purposefully avoided existing subgenres. Additional benefits and limitations of the AVRGG framework are outlined in the paper.
本文确定了非对称虚拟现实(AVR)游戏的子类型,并提出了开发 AVR 游戏的 AVR 游戏类型(AVRGG)框架。为了开发 AVRGG,我们研究了 66 款 "野外 "游戏,并利用它确定了 AVR 游戏的 5 个子类型,包括 "大卫对歌利亚"、"捉迷藏"、"透视拼图"、"秩序模拟 "和 "生命线"。我们根据 AVRGG 框架描述了这些游戏类型(占所评 66 款游戏的近一半),该框架强调了机械、动态和美学类别中的显著不对称性。为了评估 AVRGG 框架的实用性,我们与游戏设计新手开展了四次工作坊(两次使用 AVRGG 框架,两次不使用),这些新手提出了 16 个原创 AVR 游戏概念。工作坊小组之间的比较、对设计环节的观察、焦点小组和调查显示了 AVRGG 框架作为设计工具的前景和局限性。我们发现,新手设计师只需经过简单的介绍,就能理解并应用 AVRGG 框架。观察结果表明,AVR 设计人员面临两个主要挑战:在 VR 和非 VR 玩家之间平衡游戏,以及生成原创游戏概念。由于 AVRGG 框架能够通过子类型实例启发游戏设计新手,并使他们注意到游戏的非对称机制和竞争/合作性质,因此有助于克服平衡方面的问题。在使用 AVRGG 框架进行设计的人中,有一半人设计的游戏直接符合现有的子类型,而另一半人则将子类型视为 "创意限制",有助于启动新颖的游戏设计,将现有的子类型进行组合、修改或有意回避。本文还概述了 AVRGG 框架的其他优点和局限性。
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引用次数: 0
Assessing the Efficacy of an Accessible Computing Curriculum for Students with Autism Spectrum Disorders 评估自闭症谱系障碍学生无障碍计算机课程的有效性
Pub Date : 2024-02-09 DOI: 10.3390/mti8020011
Abdu Arslanyilmaz, Margie Briley, Gregory Boerio, Katie Petridis, Ramlah Ilyas
There is a limited amount of research dedicated to designing and developing computing curricula specifically tailored for students with autism spectrum disorder (ASD), and thus far, no study has examined the effectiveness of an accessible computing curriculum designed specifically for students with ASD. The goal of this study is to evaluate the effectiveness of an accessible curriculum in improving the learning of computational thinking concepts (CTCs) such as sequences, loops, parallelism, conditionals, operators, and data, as well as the development of proficiency in computational thinking practices (CTPs) including experimenting and iterating, testing and debugging, reusing and remixing, and abstracting and modularizing. The study involved two groups, each comprising twenty-four students. One group received instruction using the accessible curriculum, while the other was taught with the original curriculum. Evaluation of students’ CTCs included the analysis of pretest and posttest scores for both groups, and their CTPs were assessed through artifact-based interview scores. The results indicated improvement in both groups concerning the learning of CTCs, with no significant difference between the two curricula. However, the accessible computing curriculum demonstrated significant enhancements in students’ proficiency in debugging and testing, iterating and experimenting, modularizing and abstracting, as well as remixing and reusing. The findings suggest the effectiveness of accessible computing curricula for students with ASD.
专门针对自闭症谱系障碍(ASD)学生设计和开发计算课程的研究数量有限,迄今为止,还没有研究考察过专门针对自闭症谱系障碍学生设计的无障碍计算课程的有效性。本研究的目标是评估无障碍课程在提高计算思维概念(CTCs)(如序列、循环、并行、条件、运算符和数据)的学习效果,以及计算思维实践(CTPs)(包括实验和迭代、测试和调试、重用和重混合、抽象和模块化)的熟练程度方面的发展效果。这项研究涉及两个小组,每个小组由 24 名学生组成。其中一组使用无障碍课程进行教学,另一组使用原始课程进行教学。对学生 CTC 的评估包括分析两组学生的前测和后测分数,并通过基于人工制品的访谈分数评估他们的 CTP。结果表明,两组学生在 CTC 学习方面都有所提高,两种课程之间没有显著差异。不过,无障碍计算课程在学生的调试和测试、迭代和实验、模块化和抽象化以及混搭和重用方面的熟练程度有了显著提高。研究结果表明,无障碍计算课程对患有自闭症的学生非常有效。
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引用次数: 0
Assessing the Efficacy of an Accessible Computing Curriculum for Students with Autism Spectrum Disorders 评估自闭症谱系障碍学生无障碍计算机课程的有效性
Pub Date : 2024-02-09 DOI: 10.3390/mti8020011
Abdu Arslanyilmaz, Margie Briley, Gregory Boerio, Katie Petridis, Ramlah Ilyas
There is a limited amount of research dedicated to designing and developing computing curricula specifically tailored for students with autism spectrum disorder (ASD), and thus far, no study has examined the effectiveness of an accessible computing curriculum designed specifically for students with ASD. The goal of this study is to evaluate the effectiveness of an accessible curriculum in improving the learning of computational thinking concepts (CTCs) such as sequences, loops, parallelism, conditionals, operators, and data, as well as the development of proficiency in computational thinking practices (CTPs) including experimenting and iterating, testing and debugging, reusing and remixing, and abstracting and modularizing. The study involved two groups, each comprising twenty-four students. One group received instruction using the accessible curriculum, while the other was taught with the original curriculum. Evaluation of students’ CTCs included the analysis of pretest and posttest scores for both groups, and their CTPs were assessed through artifact-based interview scores. The results indicated improvement in both groups concerning the learning of CTCs, with no significant difference between the two curricula. However, the accessible computing curriculum demonstrated significant enhancements in students’ proficiency in debugging and testing, iterating and experimenting, modularizing and abstracting, as well as remixing and reusing. The findings suggest the effectiveness of accessible computing curricula for students with ASD.
专门针对自闭症谱系障碍(ASD)学生设计和开发计算课程的研究数量有限,迄今为止,还没有研究考察过专门针对自闭症谱系障碍学生设计的无障碍计算课程的有效性。本研究的目标是评估无障碍课程在提高计算思维概念(CTCs)(如序列、循环、并行、条件、运算符和数据)的学习效果,以及计算思维实践(CTPs)(包括实验和迭代、测试和调试、重用和重混合、抽象和模块化)的熟练程度方面的发展效果。这项研究涉及两个小组,每个小组由 24 名学生组成。其中一组使用无障碍课程进行教学,另一组使用原始课程进行教学。对学生 CTC 的评估包括分析两组学生的前测和后测分数,并通过基于人工制品的访谈分数评估他们的 CTP。结果表明,两组学生在 CTC 学习方面都有所提高,两种课程之间没有显著差异。不过,无障碍计算课程在学生的调试和测试、迭代和实验、模块化和抽象化以及混搭和重用方面的熟练程度有了显著提高。研究结果表明,无障碍计算课程对患有自闭症的学生非常有效。
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引用次数: 0
A Comparison of One- and Two-Handed Gesture User Interfaces in Virtual Reality—A Task-Based Approach 虚拟现实中单手和双手手势用户界面的比较--基于任务的方法
Pub Date : 2024-02-02 DOI: 10.3390/mti8020010
Taneli Nyyssönen, S. Helle, T. Lehtonen, Jouni Smed
This paper presents two gesture-based user interfaces which were designed for a 3D design review in virtual reality (VR) with inspiration drawn from the shipbuilding industry’s need to streamline and make their processes more sustainable. The user interfaces, one focusing on single-hand (unimanual) gestures and the other focusing on dual-handed (bimanual) usage, are tested as a case study using 13 tasks. The unimanual approach attempts to provide a higher degree of flexibility, while the bimanual approach seeks to provide more control over the interaction. The interfaces were developed for the Meta Quest 2 VR headset using the Unity game engine. Hand-tracking (HT) is utilized due to potential usability benefits in comparison to standard controller-based user interfaces, which lack intuitiveness regarding the controls and can cause more strain. The user interfaces were tested with 25 test users, and the results indicate a preference toward the one-handed user interface with little variation in test user categories. Additionally, the testing order, which was counterbalanced, had a statistically significant impact on the preference and performance, indicating that learning novel interaction mechanisms requires an adjustment period for reliable results. VR sickness was also strongly experienced by a few users, and there were no signs that gesture controls would significantly alleviate it.
本文介绍了两个基于手势的用户界面,它们是为虚拟现实(VR)中的三维设计审查而设计的,灵感来自造船业简化流程并使其更具可持续性的需求。这两个用户界面,一个侧重于单手(单人)手势,另一个侧重于双手(双人)使用,作为案例研究使用 13 项任务进行了测试。单手操作方法试图提供更高的灵活性,而双手操作方法则试图提供对交互的更多控制。这些界面是使用 Unity 游戏引擎为 Meta Quest 2 VR 头显开发的。使用手部跟踪(HT)的原因是,与基于控制器的标准用户界面相比,手部跟踪具有潜在的可用性优势,后者缺乏控制方面的直观性,而且会造成更大的疲劳。25 位测试用户对用户界面进行了测试,结果表明测试用户偏好单手操作的用户界面,测试用户类别之间的差异很小。此外,平衡测试顺序对用户的偏好和表现有显著的统计学影响,这表明学习新的交互机制需要一个适应期才能获得可靠的结果。少数用户也有强烈的 VR 晕眩感,没有迹象表明手势控制可以明显缓解这种症状。
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引用次数: 0
A Comparison of One- and Two-Handed Gesture User Interfaces in Virtual Reality—A Task-Based Approach 虚拟现实中单手和双手手势用户界面的比较--基于任务的方法
Pub Date : 2024-02-02 DOI: 10.3390/mti8020010
Taneli Nyyssönen, S. Helle, T. Lehtonen, Jouni Smed
This paper presents two gesture-based user interfaces which were designed for a 3D design review in virtual reality (VR) with inspiration drawn from the shipbuilding industry’s need to streamline and make their processes more sustainable. The user interfaces, one focusing on single-hand (unimanual) gestures and the other focusing on dual-handed (bimanual) usage, are tested as a case study using 13 tasks. The unimanual approach attempts to provide a higher degree of flexibility, while the bimanual approach seeks to provide more control over the interaction. The interfaces were developed for the Meta Quest 2 VR headset using the Unity game engine. Hand-tracking (HT) is utilized due to potential usability benefits in comparison to standard controller-based user interfaces, which lack intuitiveness regarding the controls and can cause more strain. The user interfaces were tested with 25 test users, and the results indicate a preference toward the one-handed user interface with little variation in test user categories. Additionally, the testing order, which was counterbalanced, had a statistically significant impact on the preference and performance, indicating that learning novel interaction mechanisms requires an adjustment period for reliable results. VR sickness was also strongly experienced by a few users, and there were no signs that gesture controls would significantly alleviate it.
本文介绍了两个基于手势的用户界面,它们是为虚拟现实(VR)中的三维设计审查而设计的,灵感来自造船业简化流程并使其更具可持续性的需求。这两个用户界面,一个侧重于单手(单人)手势,另一个侧重于双手(双人)使用,作为案例研究使用 13 项任务进行了测试。单手操作方法试图提供更高的灵活性,而双手操作方法则试图提供对交互的更多控制。这些界面是使用 Unity 游戏引擎为 Meta Quest 2 VR 头显开发的。使用手部跟踪(HT)的原因是,与基于控制器的标准用户界面相比,手部跟踪具有潜在的可用性优势,后者缺乏控制方面的直观性,而且会造成更大的疲劳。25 位测试用户对用户界面进行了测试,结果表明测试用户偏好单手操作的用户界面,测试用户类别之间的差异很小。此外,平衡测试顺序对用户的偏好和表现有显著的统计学影响,这表明学习新的交互机制需要一个适应期才能获得可靠的结果。少数用户也有强烈的 VR 晕眩感,没有迹象表明手势控制可以明显缓解这种症状。
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引用次数: 0
Electrical Muscle Stimulation for Kinesthetic Feedback in AR/VR: A Systematic Literature Review 用于 AR/VR 中运动反馈的肌肉电刺激:系统性文献综述
Pub Date : 2024-01-25 DOI: 10.3390/mti8020007
Apostolos Vrontos, Verena Nitsch, Christopher Brandl
This paper presents a thorough review of electrical muscle stimulation (EMS) in the context of augmented reality (AR) and virtual reality (VR), specifically focusing on its application in providing kinesthetic feedback. Our systematic review of 17 studies reveals the growing interest and potential of EMS in this domain, as evidenced by the growing body of literature and citations. The key elements presented in our review encompass a catalog of the applications developed to date, the specifics of the stimulation parameters used, the participant demographics of the studies, and the types of measures used in these research efforts. We discovered that EMS offers a versatile range of applications in AR/VR, from simulating physical interactions like touching virtual walls or objects to replicating the sensation of weight and impact. Notably, EMS has shown effectiveness in areas such as object handling and musical rhythm learning, indicating its broader potential beyond conventional haptic feedback mechanisms. However, our review also highlights major challenges in the research, such as inconsistent reporting of EMS parameters and a lack of diversity in study participants. These issues underscore the need for improved reporting standards and more inclusive research approaches to ensure wider applicability and reproducibility of results.
本文全面综述了增强现实(AR)和虚拟现实(VR)背景下的肌肉电刺激(EMS),尤其侧重于其在提供动觉反馈方面的应用。我们对 17 项研究进行了系统回顾,发现 EMS 在这一领域的兴趣和潜力与日俱增,越来越多的文献和引文就是证明。我们回顾的主要内容包括迄今为止开发的应用目录、所使用刺激参数的具体细节、研究的参与者人口统计学特征以及这些研究工作中使用的测量类型。我们发现,EMS 可在 AR/VR 中提供多种应用,从模拟物理交互(如触摸虚拟墙壁或物体)到复制重量和冲击感。值得注意的是,EMS 已在物体处理和音乐节奏学习等领域显示出有效性,这表明它具有超越传统触觉反馈机制的广泛潜力。然而,我们的综述也强调了研究中存在的主要挑战,例如 EMS 参数的报告不一致以及研究参与者缺乏多样性。这些问题突出表明,有必要改进报告标准和更具包容性的研究方法,以确保研究结果具有更广泛的适用性和可重复性。
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引用次数: 0
Optimal Stimulus Properties for Steady-State Visually Evoked Potential Brain–Computer Interfaces: A Scoping Review 稳态视觉诱发电位脑机接口的最佳刺激特性:范围综述
Pub Date : 2024-01-24 DOI: 10.3390/mti8020006
Clemens Reitelbach, Kiemute Oyibo
Brain–computer interfaces (BCIs) based on steady-state visually evoked potentials (SSVEPs) have been well researched due to their easy system configuration, little or no user training and high information transfer rates. To elicit an SSVEP, a repetitive visual stimulus (RVS) is presented to the user. The properties of this RVS (e.g., frequency, luminance) have a significant influence on the BCI performance and user comfort. Several studies in this area in the last one-and-half decades have focused on evaluating different stimulus parameters (i.e., properties). However, there is little research on the synthesis of the existing studies, as the last review on the subject was published in 2010. Consequently, we conducted a scoping review of related studies on the influence of stimulus parameters on SSVEP response and user comfort, analyzed them and summarized the findings considering the physiological and neurological processes associated with BCI performance. In the review, we found that stimulus type, frequency, color contrast, luminance contrast and size/shape of the retinal image are the most important stimulus properties that influence SSVEP response. Regarding stimulus type, frequency and luminance, there is a trade-off between the best SSVEP response quality and visual comfort. Finally, since there is no unified measuring method for visual comfort and a lack of differentiation in the high-frequency band, we proposed a measuring method and a division of the band. In summary, the review highlights which stimulus properties are important to consider when designing SSVEP BCIs. It can be used as a reference point for future research in BCI, as it will help researchers to optimize the design of their SSVEP stimuli.
基于稳态视觉诱发电位(SSVEPs)的脑机接口(BCIs)因其系统配置简单、用户培训少或无需培训以及信息传输率高而受到广泛研究。为了诱发 SSVEP,需要向用户呈现重复的视觉刺激(RVS)。这种 RVS 的特性(如频率、亮度)对 BCI 性能和用户舒适度有重大影响。在过去的十五年中,该领域的多项研究都侧重于评估不同的刺激参数(即属性)。然而,由于该主题的上一篇综述发表于 2010 年,因此有关现有研究综述的研究很少。因此,我们对刺激参数对 SSVEP 响应和用户舒适度影响的相关研究进行了范围性综述,分析了这些研究并总结了与 BCI 性能相关的生理和神经过程。在综述中,我们发现刺激类型、频率、颜色对比度、亮度对比度和视网膜图像的大小/形状是影响 SSVEP 反应的最重要刺激属性。在刺激类型、频率和亮度方面,最佳 SSVEP 响应质量和视觉舒适度之间需要权衡。最后,由于视觉舒适度没有统一的测量方法,而且高频段缺乏区分,我们提出了一种测量方法和频段划分方法。总之,本综述强调了在设计 SSVEP BCI 时需要考虑的重要刺激特性。它可作为未来 BCI 研究的参考点,因为它将帮助研究人员优化 SSVEP 刺激物的设计。
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引用次数: 0
Validation of a Web App Enabling Children with Dyslexia to Identify Personalized Visual and Auditory Parameters Facilitating Online Text Reading 验证一款网络应用程序,使阅读障碍儿童能够识别有助于在线文本阅读的个性化视觉和听觉参数
Pub Date : 2024-01-15 DOI: 10.3390/mti8010005
M. Lorusso, Francesca Borasio, Paola Panetto, Mariangela Curioni, Giada Brotto, Giulio Pons, Alex Carsetti, Massimo Molteni
Previous research has shown the importance of font type, size, and spacing to facilitate text reading in dyslexia. Great heterogeneity in the population of readers with specific learning disorders suggests that personalized parameters should be preferable compared to one-fits-all ones. A special automatized procedure was designed to select the most favorable parameters for both text visualization and text-to-speech conversion. A total of 78 primary and middle school students (29 typical readers, 49 children with atypical reading skills, either diagnosed as specific reading disorder or as special learning needs) took part in this study, which included the application of the procedure and a validation of its outcomes through a systematic comparison of the use of the personalized versus standard fonts and voices in reading and writing tests. The results show a significant advantage for the personalized parameters. Moreover, in the case of text-to-speech personalization, the advantage is significantly larger for dyslexic readers than for typical readers. These results confirm the usefulness of a personalization approach in providing support to facilitate learning in dyslexic students.
以往的研究表明,字体类型、大小和间距对于促进阅读障碍患者的文字阅读非常重要。患有特殊学习障碍的读者群体具有很大的异质性,这表明个性化参数应优于 "一刀切 "的参数。我们设计了一种特殊的自动化程序,以选择最适合文本可视化和文本语音转换的参数。共有 78 名中小学生(29 名典型阅读者,49 名阅读能力不典型的儿童,他们或被诊断为特殊阅读障碍,或被诊断为有特殊学习需求)参加了这项研究,其中包括程序的应用,以及通过在阅读和写作测试中系统地比较使用个性化字体和语音与标准字体和语音的结果验证。结果显示,个性化参数具有明显优势。此外,在文本-语音个性化的情况下,阅读障碍读者的优势明显大于典型读者。这些结果证实了个性化方法在为促进阅读障碍学生的学习提供支持方面的实用性。
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引用次数: 0
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Multimodal Technologies and Interaction
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