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Gender differences in usability and enjoyment of VR educational games: a study of SMILE

机译:VR教育游戏的可用性和享受的性别差异:微笑的研究

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This paper reports the results of a pilot study that investigated gender effects on usability and enjoyment of a virtual reality learning game played on three different interfaces. Two of the three interfaces are immersive (FLEX display system with PINCH glove interaction and FLEX display system with 6DOF wand interaction), and one is non-immersive (desktop computer with mouse+keyboard interaction). Findings indicate that girls and boys were equally adept at traveling through the virtual environment using all three interfaces. Girls took longer to complete object manipulation tasks than boys in all three conditions. Ratings of enjoyment, ease of use, and desire to play the game again differed by gender. With respect to fun, girls rated all three conditions highly, whereas boys rated the immersive conditions highly, and rated the non-immersive condition as less fun. With respect to ease of use, the boys and girls had opposite opinions about the FLEX+Wand and the Desktop. For the boys, the Wand was hardest to use and the Desktop easiest. In contrast, for the girls the Desktop was hardest and the Wand was easiest.
机译:本文报告了试点研究的结果,调查了对三种不同接口的虚拟现实学习游戏的可用性和享受的性别影响。三个接口中的两个是沉浸式(具有捏手套交互和柔性显示系统的Flex显示系统,带有6dof Wand Interaction的柔性显示系统),一个是非沉浸式(台式计算机,带鼠标+键盘交互)。调查结果表明,使用所有三个接口,女孩和男孩同样擅长穿过虚拟环境。女孩在所有三个条件下都需要更长时间完成对象操纵任务。享受享受,易用性以及愿望游戏的评级再次受到性别的不同。关于乐趣,女孩高度评价了所有三种条件,而男孩高度评价了沉浸式条件,并评定了非沉浸性条件,不太有趣。关于易用性,男孩和女孩对柔性+魔杖和桌面的意见相反。对于男孩们来说,魔杖最难使用,桌面最简单。相比之下,对于桌面来说,桌面最难,魔杖最容易。

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