ArkaeVision VR Game: User Experience Research between Real and Virtual Paestum

被引:22
|
作者
Pagano, Alfonsina [1 ]
Palombini, Augusto [1 ]
Bozzelli, Guido [2 ]
De Nino, Maurizio [2 ]
Cerato, Ivana [2 ]
Ricciardi, Stefano [3 ]
机构
[1] CNR ISPC, Via Salaria Km 29,300-CP-10, I-00015 Rome, Italy
[2] Digitalcomoedia, Piazza Capuana 15,Via Mille 16, I-80139 Naples, Italy
[3] Univ Molise, Dip Biosci & Terr, Via Francesco De Sanctis 1, I-86100 Campobasso, Italy
来源
APPLIED SCIENCES-BASEL | 2020年 / 10卷 / 09期
基金
欧盟地平线“2020”;
关键词
VR game; 3D reconstruction; storytelling; 3D models aesthetics accuracy; user experience design; user evaluation; CULTURAL-HERITAGE; ATTENTION; EMOTION; HISTORY;
D O I
10.3390/app10093182
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
The design of a virtual reality (VR) cultural application is aimed at supporting the steps of the learning process-like concrete experimentation, reflection and abstraction-which are generally difficult to induce when looking at ruins and artifacts that bring back to the past. With the use of virtual technologies (e.g., holographic surfaces, head-mounted displays, motion-cation sensors) those steps are surely supported thanks to the immersiveness and natural interaction granted by such devices. VR can indeed help to symbolically recreate the context of life of cultural objects, presenting them in their original place of belonging, while they were used for example, increasing awareness and understanding of history. The ArkaeVision VR application takes advantages of storytelling and user experience design to tell the story of artifacts and sites of an important cultural heritage site of Italy, Paestum, creating a dramaturgy around them and relying upon historical and artistic content revised by experts. Visitors will virtually travel into the temple dedicated to Hera II of Paestum, in the first half of the fifth century BC, wearing an immersive viewer-HTC Vive; here, they will interact with the priestess Ariadne, a digital actor, who will guide them on a virtual tour presenting the beliefs, the values and habits of an ancient population of the Magna Graecia city. In the immersive VR application, the memory is indeed influenced by the visitors' ability to proceed with the exploratory activity. Two evaluation sessions were planned and conducted to understand the effectiveness of the immersive experience, usability of the virtual device and the learnability of the digital storytelling. Results revealed that certainly the realism of the virtual reconstructions, the atmosphere and the "sense of the past" that pervades the whole VR cultural experience, characterize the positive feedback of visitors, their emotional engagement and their interest to proceed with the exploration.
引用
收藏
页数:38
相关论文
共 50 条
  • [1] Video Game User Experience: To VR, or Not to VR?
    Yildirim, Caglar
    Carroll, Michael
    Hufnal, Daniel
    Johnson, Theodore
    Pericles, Sylvia
    [J]. 2018 IEEE GAMES, ENTERTAINMENT, MEDIA CONFERENCE (GEM), 2018, : 125 - 131
  • [2] Investigating User Experience in Virtual Goods Shopping through a VR Diegetic In-Game Store
    Sun, Yiming
    Zhan, Yang
    Nakajima, Tatsuo
    [J]. PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON ADVANCED VISUAL INTERFACES, AVI 2024, 2024,
  • [3] User eXperience (UX) Evaluation in Virtual Reality (VR)
    Garcia, Matias
    Cano, Sandra
    Moreira, Fernando
    [J]. INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 1, WORLDCIST 2023, 2024, 799 : 207 - 215
  • [4] Are Game Design and User Research Guidelines Specific to Virtual Reality Effective in Creating a More Optimal Player Experience? Yes, VR PLAY
    Desurvire, Heather
    Kreminski, Max
    [J]. DESIGN, USER EXPERIENCE, AND USABILITY: THEORY AND PRACTICE, DUXU 2018, PT I, 2018, 10918 : 40 - 59
  • [5] Effects of user factors on user experience in virtual reality: age, gender, and VR experience as influencing factors for VR exergames
    Tanja Kojić
    Robert Spang
    Maurizio Vergari
    Luis Meier
    Sebastian Möller
    Jan-Niklas Voigt-Antons
    [J]. Quality and User Experience, 2023, 8 (1)
  • [6] UNICAP Virtual: User Experience for a VR Application in Brazilian University
    Falcao, Christianne Soares
    Carvalho, Breno
    [J]. HUMAN SYSTEMS ENGINEERING AND DESIGN, IHSED2018, 2019, 876 : 332 - 337
  • [7] Virtual reality as an empirical research tool - Exploring user experience in a real building and a corresponding virtual model
    Kuliga, S. F.
    Thrash, T.
    Dalton, R. C.
    Hoelscher, C.
    [J]. COMPUTERS ENVIRONMENT AND URBAN SYSTEMS, 2015, 54 : 363 - 375
  • [8] Using Game-Based Virtual Classroom Simulation in Teacher Training: User Experience Research
    Kelleci, Ozge
    Aksoy, Nuri Can
    [J]. SIMULATION & GAMING, 2021, 52 (02) : 204 - 225
  • [9] Emotional Experience in Real and Virtual Environments - Does Prior VR Experience Matter?
    Schmid, Ramona
    Wagner-Hartl, Verena
    [J]. HCI INTERNATIONAL 2023 LATE BREAKING PAPERS, HCII 2023, PT V, 2023, 14058 : 190 - 211
  • [10] Comparative Research of AR and VR Technology Based on User Experience
    Li Xiao
    Xu Bo
    Teng Yue
    Ren Yi-tian
    Hu Zhu-min
    [J]. 2014 INTERNATIONAL CONFERENCE ON MANAGEMENT SCIENCE & ENGINEERING (ICMSE), 2014, : 1820 - 1827