首页> 美国卫生研究院文献>Frontiers in Public Health >Training or Battling a Monster of a Location-Based Augmented-Reality Game While Descending Stairs: An Observational Study of Inattentional Blindness and Deafness and Risk-Taking Inclinations
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Training or Battling a Monster of a Location-Based Augmented-Reality Game While Descending Stairs: An Observational Study of Inattentional Blindness and Deafness and Risk-Taking Inclinations

机译:在下楼梯时训练或对抗基于位置的增强现实游戏的怪物:注意力不集中的失聪和耳聋以及冒险倾向的观察性研究

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摘要

Several emerging smartphone location-based augmented-reality (AR) games require three primary tasks: training or battling a monster, capturing a monster, and searching for a monster, which involve different levels of perceptual load. Using the AR game originated from Japan as a single case study, this study examined inattentional blindness and deafness and risk-taking inclinations among participants concurrently descending stairs and engaging in these three tasks. Participants descending stairs in Taipei Medical University were observed through recordings obtained from Wi-Fi cameras to determine whether they engaged in risk-taking behaviors such as hopping, not using the handrail, and stopping suddenly. After the participants descended the stairs, they were interviewed to obtain additional information regarding demographics, game tasks (training or battling a monster, capturing a monster, or searching for a monster), data plan, and screen size. Inattentional blindness and deafness were investigated by determining whether participants saw something unusual, a police ascending the stairs, and heard the national anthem played by the police, respectively. In total, 1036 participants descended the stairs and underwent the interview between August 2016 and July 2018. Logistic regression models revealed that training or battling a monster was most associated with inattentional blindness, deafness, not using the handrail, and stopping suddenly, whereas hopping behavior was the commonest among those capturing a monster. Other contributory factors include a large smartphone screen (≥5 in), unlimited mobile data, being an undergraduate student, and an increase in the daily gaming hours. Development of smartphone apps toward detection of stair locomotion may be beneficial for curbing phone use in general and AR game playing in particular.
机译:几种新兴的基于智能手机位置增强现实(AR)的游戏需要执行三个主要任务:训练或与怪物作战,捕获怪物以及搜索怪物,这涉及不同程度的感知负载。本研究使用源自日本的AR游戏作为单例研究,研究了同时下楼梯并参与这三项任务的参与者的疏忽盲目和耳聋以及冒险倾向。通过从Wi-Fi摄像机获得的记录,观察了台北医科大学下楼梯的参与者,以确定他们是否从事冒险行为,例如跳跃,不使用扶手和突然停车。参与者从楼梯上下来后,他们接受了采访,以获得有关人口统计信息,游戏任务(训练或与怪物战斗,捕获怪物或搜索怪物),数据计划和屏幕尺寸的其他信息。通过确定参与者是否看到了异常的东西,警察登上楼梯,听了警察奏的国歌,对注意力不集中和失聪进行了调查。在2016年8月至2018年7月之间,总共有1036名参与者从楼梯上走下来并接受了采访。逻辑回归模型显示,训练或与怪物搏斗与注意力不集中,失聪,不使用扶手,突然停止,跳动行为最相关。是那些捕捉怪物的人中最常见的。其他促成因素包括智能手机大屏幕(≥5英寸),无限的移动数据,是一名本科生以及每天的游戏时间增加。开发智能手机应用程序以检测楼梯运动可能对于抑制一般情况下的电话使用(尤其是AR游戏)可能是有益的。

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