2019
DOI: 10.1061/(asce)co.1943-7862.0001683
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Design Assessment in Virtual and Mixed Reality Environments: Comparison of Novices and Experts

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Cited by 49 publications
(31 citation statements)
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“…Therefore, analysing the effect of different cultural context when developing and evaluating serious games as a training method, would represent a key challenge. Finally, in a game usability test, novices and experts may have different interests in exploring the virtual environment [ 102 ]. The studies included in this review, which involved both novices and experts in game assessment, did not perform a separate analysis for each group.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, analysing the effect of different cultural context when developing and evaluating serious games as a training method, would represent a key challenge. Finally, in a game usability test, novices and experts may have different interests in exploring the virtual environment [ 102 ]. The studies included in this review, which involved both novices and experts in game assessment, did not perform a separate analysis for each group.…”
Section: Discussionmentioning
confidence: 99%
“…The studies included in this review, which involved both novices and experts in game assessment, did not perform a separate analysis for each group. However, [ 102 ] showed that novices tended to be keen on technology and spent some time playing with the devices before actually starting the design review and assessment tasks. In contrast, professional experts seemed to be more focused and jumped right into the activity.…”
Section: Discussionmentioning
confidence: 99%
“…El uso de la Realidad Virtual en el campo de la educación ha ganado un notable reconocimiento (Panerai, Catania, Rundo & Ferri, 2018) por ser una modalidad eficaz de formación y evaluación (Abi-Rafeh et al, 2019), la cual genera ventajas en los estudiantes (Klippel et al, 2019), entre las que se encuentra la comprensión de los contenidos planteados (Hanson, Andersen & Dunn, 2019), mejora de la creatividad (Yang et al, 2019) y rendimiento de los estudiantes (Cagiltay, Ozcelik, Berker & Menekse, 2019;Jacobsen et al, 2019), aumenta la participación (Lorenzo-Álvarez, Rudolphi-Soler, Ruiz-Gómez & Sendra-Portero, 2019) y el compromiso de los estudiantes hacia los contenidos y el aprendizaje (Makransky & Lilleholt, 2018), además de hacer más accesible la educación a todo el mundo (Sood & Singh, 2018) permitiendo con ello aumentar las competencias específicas de los discentes en su campo de conocimiento (Wu et al, 2019) Actualmente existen diversos estudios que analizan el uso de la Realidad Virtual y su influencia en la motivación, entre los que destacan los de Kim y Hall (2019), que determinaron que existe un efecto altamente significativo del disfrute percibido en aquellas personas que utilizan la Realidad Aumentada; Sattar et al (2019), que encontraron que la Realidad Virtual era lo mejor para los estudiantes de medicina, tanto en la motivación de aprendizaje como en la competencia de aprendizaje; Ho, Sun y Tsai (2019), que establecieron que los estudiantes del departamento de medios digitales mejora su motivación e interés por aprender animación 3D; Rockstroh, Blum y Goritz (2019), que determinaron que a la hora de implementar la Realidad Virtual a los procesos de enseñanza y aprendizaje, mejoraba la motivación y ayudaba a los usuarios a mantener la atención.…”
Section: Introductionunclassified
“…Creating a Virtual Reality simulator of heavy mobile crane operations that can be employed for user training by doing the lifting process in the virtual world before the real project [12]; developing a framework to create training simulators of heavy construction machinery to improve productivity, safety, and quality perspective [9]; developing VR and MR learning and education program to evaluate the power of VR and MR to facilitate the knowledge acquisition [39]; developing a VR safety training program that is related to electrical hazards in the US construction environment [40]; and utilizing VR system to experiment the user's social behavior in the hazardous situation [41] Project planning Using a VR application in the construction job site for site layout planning, evaluation of construction site logistics planning, and collision detection [42], and utilizing VR and AR as a prototype tool to do the site planning, support construction layout, and rationalization of the logistics for increasing the productivity and decreasing the operating cost [43] Augmented VR Using a mobile AR to support monitoring and documentation of construction site improvement to visualize progress information [44]. Utilizing AR in the case of problem saving, design alternatives and decision-making through a design review activity [45].…”
Section: Section Applicationmentioning
confidence: 99%