首页> 外文会议>International Conference of the Immersive Learning Research Network >Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture
【24h】

Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture

机译:博物馆中互动展览学习的替代设计:用户体验如何在不同的技术方面不同 - VR,有形和姿态

获取原文

摘要

This paper investigates three types of user interface: VR, Gesture-based, and Tangible. We examine how user experience differs across these different technologies, and explore the factors that underpin the differences. We conduct an empirical study, in which we create three different interactive exhibits that apply these technologies to deliver the same scientific content. The study uses a mixed-method approach to measure two factors. First, user experience is measured accorded to six dimensions of user experience: attractiveness, perspicuity, efficiency, dependability, simulation, and novelty. Second, attention holding power is measured by playing time. The study uses semi-structured interviews to explore the user experience and learning outcomes afforded by each interface. Thirty-one subjects took part the study. The results show that there are significantly different user experiences when using different types of interface. There are differences across five user experience dimensions; only novelty is relatively unchanged. Differences are found primarily between the VR and Gesture, and Tangible and Gesture conditions. No significant difference in holding power between the three types of interface was observed. The statistical analysis of results and interview data from participants suggest six aspects to focus on when choosing an alternative interface for a new interactive exhibit: novelty, user-friendliness, precision of the input device, task and device design, multi-modality of feedback, and quality of text in VR.
机译:本文调查了三种类型的用户界面:VR,基于手势和有形的。我们研究用户体验如何与这些不同的技术不同,并探索支撑差异的因素。我们进行了实证研究,其中我们创建了三种不同的互动展品,适用这些技术以提供相同的科学内容。该研究采用混合方法方法来测量两个因素。首先,根据用户体验的六个维度来衡量用户体验:吸引力,有性化,效率,可靠性,模拟和新颖性。其次,通过演奏时间来衡量关注保持力。该研究使用半结构化访谈来探索每个界面提供的用户体验和学习结果。三十一个受试者参加了这项研究。结果表明,在使用不同类型的接口时,有显着不同的用户体验。五个用户体验尺寸存在差异;只有新颖性相对不变。差异主要是在VR和手势之间以及有形和姿态条件之间找到。观察到三种类型接口之间的保持力没有显着差异。来自参与者的结果和访谈数据的统计分析建议六个方面专注于为新的交互式展览选择替代界面时:输入设备的新颖性,用户友好性,精度,任务和设备设计,反馈多种模式,和vr中的文本质量。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号