2021
DOI: 10.3390/app11177822
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Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences

Abstract: Extended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for training users through serious games (SGs). VR SGs allow people to train in emergency scenarios and improve their likelihood of survival in high-risk situations. Studies have shown that incorporating design elements such as wayfinding cues enhances the spatial knowledge of users in VR. However, the impact of these wayfinding cues on users’ psychological and psychometric behaviors needs thorough investigation. An… Show more

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Cited by 14 publications
(10 citation statements)
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“…The following user study examines the wayfinding behavior and route choice preferences of participants within four train station building design alternatives. Wayfinding analysis is a popular application of IVE-based studies, with previous research focusing on evacuation behavior (Lin et al 2020, Zhang et al 2021, Irshad et al 2021. However, due to the difficulties of designing and administering IVE-based user studies, almost no research has been done on the integration of these studies into the design process.…”
Section: Study Conceptmentioning
confidence: 99%
“…The following user study examines the wayfinding behavior and route choice preferences of participants within four train station building design alternatives. Wayfinding analysis is a popular application of IVE-based studies, with previous research focusing on evacuation behavior (Lin et al 2020, Zhang et al 2021, Irshad et al 2021. However, due to the difficulties of designing and administering IVE-based user studies, almost no research has been done on the integration of these studies into the design process.…”
Section: Study Conceptmentioning
confidence: 99%
“…No recomendar ninguna acción para evacuar un edificio Li et al, (2017) Investigar cómo se comportan los ocupantes de un edificio en una situación de emergencia sísmica Lovreglio et al, (2018) Formar y concienciar a los novatos sobre los lanzamientos y peligros de los botes salvavidas Jiang et al, (2018) Desarrollar un IVRSG con registro y análisis de datos en el momento de su uso Golovina et al, (2019) Entrenar a los trabajadores de las minas en percepción de riesgos Liang et al,(2019) Capacitar a los participantes para mejorar la respuesta conductual ante los terremotos y la preparación para la evacuación tras el seísmo Feng et al, (2020) Evaluar el uso de la señalización de orientación para la experiencia del usuario en un entorno inmersivo. Irshad et al, (2021) Capítulo 2: Revisión de la literatura En cuanto a las narrativas, los estudios encontrados utilizaron los siguientes métodos basados en (Feng et al, 2018):…”
Section: Los Juegos Serios Virtuales Inmersivosunclassified
“…De esta manera, las historias se desarrollaban a través de una secuencia de acciones realizadas por los participantes (Irshad et al, 2021;Feng et al, 2020;Liang et al, 2019;Chittaro & Buttussi, 2015;Tate et al, 1997).…”
Section: Los Juegos Serios Virtuales Inmersivosunclassified
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