Menin Aline, Torchelsen Rafael, Nedel Luciana
IEEE Comput Graph Appl. 2018 Mar;38(2):57-73. doi: 10.1109/MCG.2018.021951633.
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.
使用虚拟环境(VEs)是执行危险任务(如培训消防员和工业操作员)的一种更安全且具成本效益的替代方案。沉浸式虚拟现实(VR)与游戏元素相结合,有潜力通过增强真实感、参与度和动力来改善虚拟环境中的用户体验。本文研究了VR技术对46个具有严肃目的的沉浸式游戏化模拟的影响,并将其分类到一个分类体系中。我们的研究结果表明,沉浸式VR可改善模拟结果,如提高学习收获和知识保留率,并改善康复的临床结果。然而,它也有局限性,如晕动症和VR硬件的使用受限。我们的贡献在于更好地理解在具有严肃目的的沉浸式模拟中使用VR的益处和局限性,提出一个对其进行分类的分类体系,并讨论方法和参与者特征是否会影响结果。