运用传感技术解释儿童在动作教育游戏中的自我表征

Serena Lee-Cultura, K. Sharma, Sofia Papavlasopoulou, S. Retalis, M. Giannakos
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引用次数: 18

摘要

基于动作的非接触式游戏(MBTG)作为一种有前途的儿童学习体验互动模式正在被研究。在这些游戏中,儿童的数字角色(游戏邦注:即虚拟角色)使他们能够有效地交流基于动作的互动性。然而,儿童Avatar Self-Representation (ASR)在教育MBTG中的作用尚未得到充分的研究。我们提出了一项原位研究,其中46名8- 12岁的儿童玩了三种不同asr的MBTG。每个化身与孩子有着不同的视觉相似性和动作一致性(数字和物理空间中的动作同步)。我们使用传感技术(眼动仪、面部视频、腕带数据和Kinect骨骼数据)自动持续监控儿童的体验。这使我们能够了解儿童是如何经历不同的asr的,通过洞察他们的情感和行为过程。结果表明,asr对儿童的压力、觉醒、疲劳、运动、视觉检查(焦点)和认知负荷有影响。通过探索儿童自我表征程度与其情感和行为状态之间的关系,我们的研究结果有助于塑造未来儿童教育MBTG的设计,并强调需要进一步研究ASRs如何影响儿童的行为,互动,认知和学习过程。
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Using sensing technologies to explain children's self-representation in motion-based educational games
Motion-Based Touchless Games (MBTG) are being investigated as a promising interaction paradigm in children's learning experiences. Within these games, children's digital persona (i.e, avatar), enables them to efficiently communicate their motion-based interactivity. However, the role of children's Avatar Self-Representation (ASR) in educational MBTG is rather under-explored. We present an in-situ within subjects study where 46 children, aged 8--12, played three MBTG with different ASRs. Each avatar had varying visual similarity and movement congruity (synchronisation of movement in digital and physical spaces) to the child. We automatically and continuously monitored children's experiences using sensing technology (eye-trackers, facial video, wristband data, and Kinect skeleton data). This allowed us to understand how children experience the different ASRs, by providing insights into their affective and behavioural processes. The results showed that ASRs have an effect on children's stress, arousal, fatigue, movement, visual inspection (focus) and cognitive load. By exploring the relationship between children's degree of self-representation and their affective and behavioural states, our findings help shape the design of future educational MBTG for children, and emphasises the need for additional studies to investigate how ASRs impacts children's behavioural, interaction, cognitive and learning processes.
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