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Gamification and hazard communication in virtual reality: A qualitative study

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Gamification and hazard communication in virtual reality: A qualitative study

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dc.contributor.author Cavalcanti, Janaina es_ES
dc.contributor.author Valls, Victor es_ES
dc.contributor.author Contero, Manuel es_ES
dc.contributor.author Fonseca, David es_ES
dc.date.accessioned 2022-01-30T19:06:29Z
dc.date.available 2022-01-30T19:06:29Z
dc.date.issued 2021-07 es_ES
dc.identifier.uri http://hdl.handle.net/10251/180367
dc.description.abstract [EN] An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings. es_ES
dc.description.sponsorship This research was funded by La Salle Ramon Llull University and La Salle Catalunya through the project EduEnginy. This research paper was also supported by the GRETEL research group and the Secretaria d'Universitats i Recerca del Departament d'Empresa i Coneixement de la Generalitat de Catalunya (grant 2017 SGR 934), and the National Program of Research, Development and Innovation aimed at the Society Challenges with the reference BIA2016-77464-C2-2-R of the National Plan for Scientific Research, Development and Technological Innovation 2013-2016, Government of Spain, titled "Diseno Gamificado de visualizacion 3D con sistemas de realidad virtual para el estudio de la mejora de competencias motivacionales, sociales y espaciales del usuario (EduGAME4CITY)". (AEI/FEDER, UE). es_ES
dc.language Inglés es_ES
dc.publisher MDPI AG es_ES
dc.relation.ispartof Sensors es_ES
dc.rights Reconocimiento (by) es_ES
dc.subject Immersive player experiences es_ES
dc.subject Serious games es_ES
dc.subject Human-computer interaction es_ES
dc.subject Usability es_ES
dc.subject User experience es_ES
dc.subject Warnings es_ES
dc.subject Learning engagement es_ES
dc.subject Head-mounted display es_ES
dc.subject Gamification methodologies es_ES
dc.subject Educational games es_ES
dc.subject.classification EXPRESION GRAFICA EN LA INGENIERIA es_ES
dc.title Gamification and hazard communication in virtual reality: A qualitative study es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.3390/s21144663 es_ES
dc.relation.projectID info:eu-repo/grantAgreement/MINECO//BIA2016-77464-C2-2-R/ es_ES
dc.relation.projectID info:eu-repo/grantAgreement/GC//2017 SGR 934/ es_ES
dc.rights.accessRights Abierto es_ES
dc.contributor.affiliation Universitat Politècnica de València. Departamento de Ingeniería Gráfica - Departament d'Enginyeria Gràfica es_ES
dc.description.bibliographicCitation Cavalcanti, J.; Valls, V.; Contero, M.; Fonseca, D. (2021). Gamification and hazard communication in virtual reality: A qualitative study. Sensors. 21(14):1-18. https://doi.org/10.3390/s21144663 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion https://doi.org/10.3390/s21144663 es_ES
dc.description.upvformatpinicio 1 es_ES
dc.description.upvformatpfin 18 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 21 es_ES
dc.description.issue 14 es_ES
dc.identifier.eissn 1424-8220 es_ES
dc.identifier.pmid 34300401 es_ES
dc.identifier.pmcid PMC8309665 es_ES
dc.relation.pasarela S\453758 es_ES
dc.contributor.funder Generalitat de Catalunya es_ES
dc.contributor.funder European Regional Development Fund es_ES
dc.contributor.funder Ministerio de Economía y Competitividad es_ES


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