Abstract
Educational video games need to be fully accessible and inclusive. Fully immersive virtual reality (VR) must consider and address the needs of diverse user groups. In this paper, we propose to assess user performance, task completion and input modality preferences for a range of different gameplay modes, in either a standing or sitting position, in the educational game “Numbers and Letters”. We assess the performance and usability of three input modalities: 1) a hand laser pointer for pointing and a trigger for selection, 2) a head laser pointer for pointing and a trigger for selection, and 3) a head laser pointer and a dwell time for selection, then assess differences in user performance between the sitting and standing positions for these three input modalities. The analysis was carried out with 14 users. The most preferred input modality was the hand laser pointer in the sitting position. The results stress the need to develop multimodal VR games where users can determine the way they interact with the environment.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Aguado-Delgado, J., Gutierrez-Martinez, J.M., Hilera, J.R., de Marcos, L., Otón, S.: Accessibility in video games: a systematic review. Univ. Access Inf. Soc. 19, 169–193 (2020)
Amer, A., Peralez, P.: Affordable altered perspectives: making augmented and virtual reality technology accessible. In: IEEE Global Humanitarian Technology Conference (GHTC 2014), pp. 603–608. IEEE (2014)
Arnab, S., et al.: Mapping learning and game mechanics for games analysis. Br. J. Educ. Technol. 46, 391–411 (2015)
Bierre, K., Chetwynd, J., Ellis, B., Hinn, D.M., Ludi, S., Westin, T.: Game not over: accessibility issues in video games. In: Proceedings of the 3rd International Conference on Universal Access in Human-Computer Interaction, pp. 22–27 (2005)
Boletsis, C.: The new era of virtual reality locomotion: a systematic literature review of techniques and a proposed typology. Multimodal Technol. Interact. 1(4), 24 (2017)
Bravou, V., Oikonomidou, D., Drigas, A.S.: Applications of virtual reality for autism inclusion. a review. Retos: nuevas tendencias en educación física, deporte y recreación (45), 779–785 (2022)
Brooke, J.: SUS: a “quick and dirty’’ usability scale. In: Jordan, P.W., Thomas, B., Weerdmeester, B.A., McClelland, A.L. (eds.) Usability Evaluation in Industry. Taylor and Francis, London (1986)
Brown, M., Anderson, S.L.: Designing for disability: evaluating the state of accessibility design in video games. Games and Cult. 16(6), 702–718 (2021)
Cecotti, H., Callaghan, M.: Practical application of the learning mechanics-game mechanics framework for serious games design and analysis for the development of mental computation in virtual reality. In: 2021 IEEE International Conference on Engineering, Technology & Education (TALE), pp. 1067–1072 (2021). https://doi.org/10.1109/TALE52509.2021.9678639
Chattha, U.A., Janjua, U.I., Anwar, F., Madni, T.M., Cheema, M.F., Janjua, S.I.: Motion sickness in virtual reality: an empirical evaluation. IEEE Access 8, 130486–130499 (2020)
Hart, S.G., Staveland, L.E.: Development of NASA-TLX (task load index): Results of empirical and theoretical research. In: Advances in psychology. vol. 52, pp. 139–183 (1988)
Hart, S.G.: Nasa-task load index (NASA-TLX); 20 years later. In: Proceedings of the human factors and ergonomics society annual meeting. vol. 50, pp. 904–908. Sage publications Sage CA: Los Angeles, CA (2006)
Kim, H.K., Park, J., Choi, Y., Choe, M.: Virtual reality sickness questionnaire (VRSQ): motion sickness measurement index in a virtual reality environment. Appl. Ergon. 69, 66–73 (2018)
Lee, S., Kim, S., Kim, H.G., Ro, Y.M.: Assessing individual VR sickness through deep feature fusion of VR video and physiological response. IEEE Trans. Circuits Syst. Video Technol. 32(5), 2895–2907 (2022). https://doi.org/10.1109/TCSVT.2021.3103544
McMullen, J., Brezovszky, B., Rodríguez-Aflecht, G., Pongsakdi, N., Hannula-Sormunen, M., Lehtinen, E.: Adaptive number knowledge: exploring the foundations of adaptivity with whole-number arithmetic. Learn. Individ. Differ. 47, 172–181 (2016)
Strupp, M., Dlugaiczyk, J., Ertl-Wagner, B.B., Rujescu, D., Westhofen, M., Dieterich, M.: Vestibular disorders: diagnosis, new classification and treatment. Dtsch. Arztebl. Int. 117(17), 300 (2020)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Cecotti, H., van der Putten, L., Coste, R., Callaghan, M. (2024). Assessment of Input Modalities for Control and Accessibility in Fully Immersive Virtual Reality Educational Game. In: Dondio, P., et al. Games and Learning Alliance. GALA 2023. Lecture Notes in Computer Science, vol 14475. Springer, Cham. https://doi.org/10.1007/978-3-031-49065-1_28
Download citation
DOI: https://doi.org/10.1007/978-3-031-49065-1_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-49064-4
Online ISBN: 978-3-031-49065-1
eBook Packages: Computer ScienceComputer Science (R0)