Zhang Bo, Robb Nigel
Department of Education Information Technology, Faculty of Education, East China Normal University, Shanghai, China.
Research Faculty of Media and Communication, Hokkaido University, Sapporo, Japan.
JMIR Serious Games. 2021 Oct 12;9(4):e27036. doi: 10.2196/27036.
In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has been driven by studies claiming that MAR provides users with more immersive experiences that are situated in the real world. Currently, no studies have scientifically investigated the immersion experience of users in a MAR cognitive training game. Moreover, there is an observed lack of instruments on measuring immersion in MAR cognitive training games.
This study, using two existing immersion questionnaires, investigates students' immersion experiences in a novel MAR n-back game.
The n-back task is a continuous performance task that taps working memory (WM) capacity. We compared two versions of n-back training. One was presented in a traditional 2D format, while the second version used MAR. There were 2 experiments conducted in this study that coordinated with 2 types of immersion questionnaires: the modified Immersive Experiences Questionnaire (IEQ) and the Augmented Reality Immersion (ARI) questionnaire. Two groups of students from two universities in China joined the study, with 60 participants for the first experiment (a randomized controlled experiment) and 51 participants for the second.
Both groups of students experienced immersion in the MAR n-back game. However, the MAR n-back training group did not experience stronger immersion than the traditional (2D) n-back control group in the first experiment. The results of the second experiment showed that males felt deeply involved with the AR environment, which resulted in obtaining higher levels of immersion than females in the MAR n-back game.
Both groups of students experienced immersion in the MAR n-back game. Moreover, both the modified IEQ and ARI have the potential to be used as instruments to measure immersion in MAR game settings.
UMIN Clinical Trials Registry UMIN000045314; https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000051725.
近年来,增强现实(AR),尤其是无标记增强现实(MAR),已被更广泛地用于创建训练游戏,以试图改善人类的认知功能。这是由一些研究推动的,这些研究声称MAR为用户提供了更多置身于现实世界中的沉浸式体验。目前,尚无研究对用户在MAR认知训练游戏中的沉浸体验进行科学调查。此外,观察到在测量MAR认知训练游戏中的沉浸感方面缺乏相关工具。
本研究使用两份现有的沉浸感问卷,调查学生在一款新颖的MAR n-back游戏中的沉浸体验。
n-back任务是一种用于测试工作记忆(WM)容量的连续执行任务。我们比较了n-back训练的两个版本。一个以传统的二维格式呈现,而第二个版本使用MAR。本研究进行了两项实验,分别与两种类型的沉浸感问卷相配合:修改后的沉浸体验问卷(IEQ)和增强现实沉浸感(ARI)问卷。来自中国两所大学的两组学生参与了该研究,第一项实验有60名参与者(随机对照实验),第二项实验有51名参与者。
两组学生在MAR n-back游戏中都体验到了沉浸感。然而,在第一项实验中,MAR n-back训练组的沉浸感并不比传统(二维)n-back对照组更强。第二项实验的结果表明,男性在AR环境中感觉深度参与,这导致他们在MAR n-back游戏中的沉浸感水平高于女性。
两组学生在MAR n-back游戏中都体验到了沉浸感。此外,修改后的IEQ和ARI都有潜力用作测量MAR游戏环境中沉浸感的工具。
UMIN临床试验注册中心UMIN000045314;https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000051725 。