An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective

被引:68
|
作者
Menin, Aline [1 ,2 ]
Torchelsen, Rafael [3 ]
Nedel, Luciana [2 ]
机构
[1] Grenoble Inst Technol, Grenoble, France
[2] Univ Fed Rio Grande do Sul, Rio Grande, RS, Brazil
[3] Univ Fed Pelotas, Pelotas, RS, Brazil
关键词
VIRTUAL-REALITY SYSTEM; THERAPY; DESIGN; FEASIBILITY; PERFORMANCE; SITUATIONS; TOOL;
D O I
10.1109/MCG.2018.021951633
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants profiles influence results. © 2012 IEEE.
引用
收藏
页码:57 / 73
页数:17
相关论文
共 50 条
  • [31] Immersive hand hygiene trainer for physicians – a story-based serious game
    HS Sax
    Y Longtin
    BMC Proceedings, 5 (Suppl 6)
  • [32] ORUN-VR2: a VR serious game on the projectile kinematics: design, evaluation, and learning outcomes
    Cruz, Jhasmani Tito
    Coluci, Vitor Rafael
    Moraes, Regina
    VIRTUAL REALITY, 2023, 27 (03) : 2583 - 2604
  • [33] ORUN-VR2: a VR serious game on the projectile kinematics: design, evaluation, and learning outcomes
    Jhasmani Tito Cruz
    Vitor Rafael Coluci
    Regina Moraes
    Virtual Reality, 2023, 27 : 2583 - 2604
  • [34] Towards a customizable immersive virtual reality serious game for earthquake emergency training
    Feng, Zhenan
    Gonzalez, Vicente A.
    Mutch, Carol
    Amor, Robert
    Rahouti, Anass
    Baghouz, Anouar
    Li, Nan
    Cabrera-Guerrero, Guillermo
    ADVANCED ENGINEERING INFORMATICS, 2020, 46 (46)
  • [35] A Proposal for an Immersive Scavenger Hunt-Based Serious Game in Higher Education
    Pisabarro-Marron, Alma
    Vivaracho-Pascual, Carlos
    Manso-Martinez, Esperanza
    Arias-Herguedas, Silvia
    IEEE TRANSACTIONS ON EDUCATION, 2024, 67 (01) : 131 - 142
  • [36] A Framework for Green Interior Design and Simulation Using Immersive VR Technology
    Yang, Haoran
    Xiao, Zhigao
    Deng, HanSong
    MOBILE INFORMATION SYSTEMS, 2022, 2022
  • [37] Immersive Display Design Based on Deep Learning Intelligent VR Technology
    Xu, Jing
    WIRELESS COMMUNICATIONS & MOBILE COMPUTING, 2022, 2022
  • [38] An Immersive Journey through Flawed Technology: Users' Perceptions of VR in Journalism
    Godulla, Alexander
    Planer, Rosanna
    Wolf, Cornelia
    Lueck, Annika
    Vaassen, Fiona
    JOURNALISM AND MEDIA, 2021, 2 (03): : 454 - 468
  • [39] Development of Escape Room Game using VR Technology
    David, David
    Edwin
    Arman, Edward
    Hikari
    Chandra, Natalia
    Nadia, Nadia
    4TH INTERNATIONAL CONFERENCE ON COMPUTER SCIENCE AND COMPUTATIONAL INTELLIGENCE (ICCSCI 2019) : ENABLING COLLABORATION TO ESCALATE IMPACT OF RESEARCH RESULTS FOR SOCIETY, 2019, 157 : 646 - 652
  • [40] Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger Tracking
    Zhang, Bianca
    Bo, Antonio Padilha Lanari
    McKittrick, Andrea
    Tornatore, Giovanna
    Laracy, Sue
    Townsend, Lexi
    Desselle, Mathilde
    2022 IEEE 10TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH(SEGAH' 22), 2022,