scholarly journals Evaluation of Spatial Perspective Taking Skills using a Digital Game with Different Levels of Immersion

Author(s):  
Laura Freina ◽  
Rosa Bottino ◽  
Mauro Tavella ◽  
Carlo Chiorri

The present paper presents the results of an experiment aimed at assessing the impact of different levels of immersion on performance in a Spatial Perspective Taking (SPT) task. Since SPT is an embodied skill, the hypothesis was that the more immersive a tool is, the better the performance should be. Ninety-eight students from a local primary school have played with three different versions of a game: (i) completely immersive with a Head Mounted Display, (ii) semi immersive on a computer screen and (iii) non-immersive where no movements were possible for the player. Results showed that in the immersive versions of the game, players obtained higher scores than in the non-immersive version, suggesting that an immersive tool can better support performance in a SPT task.

Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


Cognition ◽  
2019 ◽  
Vol 191 ◽  
pp. 103987 ◽  
Author(s):  
Hiroyuki Muto ◽  
Soyogu Matsushita ◽  
Kazunori Morikawa

1992 ◽  
Vol 40 (4) ◽  
pp. 340-349
Author(s):  
Shinichiro SUGIMURA ◽  
Yoshiaki TAKEUCHI ◽  
Mineko IMAGAWA

PLoS ONE ◽  
2014 ◽  
Vol 9 (4) ◽  
pp. e95748 ◽  
Author(s):  
Tiziano Furlanetto ◽  
Alberto Gallace ◽  
Caterina Ansuini ◽  
Cristina Becchio

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