Abstract:The latest technical and interaction advancements that took place in the Virtual Reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. Although the latest advancements in VR locomotion have raised the interest of both researchers and users in analyzing and experiencing current VR locomotion techniques, the field of research on VR locomotion, in its new era, is still uncharted. In this work, VR locomotion is explored through a systematic literature review investigating empirical studies of VR locomotion techniques from 2014-2017. The review analyzes the VR locomotion techniques that have been studied, their interaction-related characteristics and the research topics that were addressed in these studies. Thirty-six articles were identified as relevant to the literature review, and the analysis of the articles resulted in 73 instances of 11 VR locomotion techniques, such as real-walking, walking-in-place, point and teleport, joystick-based locomotion, and more. Results showed that since the VR revival, the focus of VR locomotion research has been on VR technology and various technological aspects, overshadowing the investigation of user experience. From an interaction perspective, the majority of the utilized and studied VR locomotion techniques were found to be based on physical interaction, exploiting physical motion cues for navigation in VR environments. A significant contribution of the literature review lies in the proposed typology for VR locomotion, introducing four distinct VR locomotion types: motion-based, room scale-based, controller-based and teleportation-based locomotion.
The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users’ familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual ‘jumps’ do break the users’ sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.
Serious games for dementia (SG4D) hold their own, unique and significant space within the Games for Health domain. However, the SG4D field still has not been fully mapped out and classified. In this work, we present a generic taxonomy of serious games for dementia, based on the health functions and the health purposes they serve. Firstly, we classify dementia games based on the health function they serve, in: cognitive, physical and social-emotional games. Each of these functions serves a variety of health purposes, leading us to a second, lower level of classification in: preventative, rehabilitative, assessing and educative games. Furthermore, we provide an ex-post evaluation of the proposed taxonomy by exploring whether the existing serious games for dementia can be validly classified, based on the proposed taxonomic characters. To this end, we collect and analyse a set of dementia-related serious games (e.g. WiiSports, Big Brain Academy, Cognifit, MinWii, et al.) by performing a literature review. The results show that the taxonomical system covers a sub-field of "games for health" and indicates areas which are under-explored by current games. KeywordsAlzheimer's disease; dementia; mild cognitive impairment; serious games; taxonomy; IntroductionVideo games can be developed for the purpose of changing player's attitudes and behaviours, being both an expressive and a persuasive medium [3,14]. With a persuasive strategy in consideration, for purposes other than pure entertainment, the long existing field of "serious games" has found broad application in the video games industry, attempting to educate, train, and inspire the players [28,32,36].One of the key areas of application of serious games is the health domain, targeting changes in health-related behaviours. Games for Health (G4H) provide opportu-
Existing consumer VR systems support text input using handheld controllers in combination with virtual keyboards and many designers have attempted to build on these widely used techniques. However, information on current and well-established VR text-input techniques is lacking. In this work, we conduct a comparative empirical evaluation of four controller-based VR text-input techniques, namely, raycasting, drum-like keyboard, head-directed input, and split keyboard. We focus on their text-entry rate and accuracy, usability, and user experience. Twenty-two participants evaluated the techniques by completing a typing session, answering usability and user-experience questionnaires, and participating in a semi-structured interview. The drum-like keyboard and the raycasting techniques stood out, achieving good usability scores, positive experiential feedback, satisfactory text-entry rates, and moderate error rates that can be reduced in future studies. The specific documented usability and experiential characteristics of the techniques are presented and discussed herein.
Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews. Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components.
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