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A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games

机译:玩增强现实互动游戏中不同认知风格主体形成的行为模式研究

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The study aims at designing an augmented reality interaction game to realize its usability, user interaction satisfaction, and the behavioral differences among users with different cognitive styles. The research tools used here are Study Preference Questionnaire (SPQ), Questionnaire for User Interaction Satisfaction (QUIS), System Usability Scale (SUS), and Sequence Analysis. The research subjects are 52 seventh graders of some junior high. Research has found that, both the 17 students categorized as with Holist Cognitive Style, and the 35 with Serialist Cognitive Style have high, positive usability and interaction satisfaction with our system. In terms of behavior, the serialist testees operate and familiarize themselves with the system first before another problem comes. In the state where written words are used as a means of communication, many learners answer correspondingly as they observe the way this system has given them feedback. The holist cognitive testees ask and operate simultaneously. Most testees, however, deliberately give wrong answers to observe how the system gives feedback.
机译:该研究旨在设计一种增强现实交互游戏,以实现其可用性,用户交互满意度以及具有不同认知风格的用户之间的行为差​​异。这里使用的研究工具是研究偏好调查表(SPQ),用户交互满意度调查表(QUIS),系统可用性量表(SUS)和序列分析。研究对象是52位初中七年级学生。研究发现,被归类为整体认知风格的17名学生和被序列化认知风格归类的35名学生都对我们的系统具有较高的积极使用感和交互满意度。在行为方面,序列化测试者首先要操作并熟悉系统,然后再出现另一个问题。在使用书面文字作为交流手段的状态下,许多学习者在观察该系统给他们反馈的方式时也会做出相应的回答。全面的认知测试者要求同时进行操作。但是,大多数测试人员故意给出错误的答案,以观察系统如何提供反馈。

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