Background With the rising demand for the use and application of modern immersive technologies, recent studies have investigated the user experience of augmented reality (AR) and virtual reality (VR) for video game purposes. Despite AR's and VR's pervasiveness in the video game industry, research studies into the effects of mixed reality (MR) on video game experience are scarce. This study examined the impact of MR on video game satisfaction, enjoyment, and user performance of first-time users. Method Participants played the same strategy video game across two platforms, an MR headset and a mobile device. A short version of the Game User Experience Satisfaction Scale (GUESS-18) and the Enjoyment scale (ENJOY) were used to measure satisfaction and enjoyment. Results Results demonstrated that MR provided greater overall satisfaction, engrossment, creativity, and personal gratification. In addition, results revealed higher overall enjoyment, challenge/improvement, and engagement in the MR condition. Interestingly, participants performed better with the mobile version. No statistical differences were found between the conditions regarding the GUESS's usability, audio aesthetics, visual aesthetics, and the ENJOY's pleasure and competence. Conclusion The study provides insight into how MR influences satisfaction and enjoyment for video games. Playing a video game in mixed reality has the potential to enhance the user experience of game players despite the possibility of simulator sickness and worse performance than traditional mobile environments. Features of the gameplay that enhanced as well as diminished video game experience are discussed.
From education to manufacturing and medicine, the Microsoft HoloLens 2 mixed reality headset has been increasingly adopted. Text entry is a core functionality of the HoloLens 2, enabling communication and search features. The device tracks hand and finger movements interacting with a virtual keyboard but is slow and cumbersome. Speech-to-text dictation is a promising alternative requiring less physical effort and time. However, the HoloLens 2 dictation performance in environmental settings with varying noise levels is unclear. This study investigated the text input accuracy (WER), speed (WPM), and user perceptions of the HoloLens 2 dictation across three background noise levels (40 dB, 55 dB, and 70 dB). The 70 dB condition resulted in inferior outcomes for text input speed, perceived usability, mental demand, temporal demand, and effort. Users also reported lengthy processing delays in the 70 dB condition, while accuracy remained consistent (2–5% WER) across all noise conditions.
With the exponential increase of cyberattacks due to the ubiquitous adoption of remote work, strong and effective cybersecurity teams are indispensable. However, in-depth knowledge of team competencies in cybersecurity literature is scarce. This article reviews and suggests areas of improvement for cybersecurity teams through the lens of the existing attitudes, behaviors, and cognitions (ABCs) framework. Suggested areas for immediate improvement within cybersecurity teams include attitudinal variables such as cohesion, mutual trust, team reward attitude, and a cognitive variable known as shared mental models. Identifying relevant ABCs associated with the team competencies necessary for cybersecurity teams to be effective will be a critical step toward creating applicable measurement and training.
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