Mostra el registre parcial de l'element
Gamification and hazard communication in virtual reality: a qualitative study
dc.contributor | Universitat Ramon Llull. La Salle | |
dc.contributor.author | Cavalcanti, Janaina | |
dc.contributor.author | Valls, Victor | |
dc.contributor.author | Contero, Manuel | |
dc.contributor.author | Fonseca, David | |
dc.date.accessioned | 2023-12-19T20:51:16Z | |
dc.date.issued | 2021-07-07 | |
dc.identifier.issn | 1424-8220 | ca |
dc.identifier.uri | http://hdl.handle.net/20.500.14342/3686 | |
dc.description.abstract | 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. | ca |
dc.format.extent | 19 | ca |
dc.language.iso | eng | ca |
dc.publisher | Molecular Diversity Preservation International MDPI | ca |
dc.relation.ispartof | Sensors | ca |
dc.rights | Attribution 4.0 International | * |
dc.rights | © L'autor/a. | * |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
dc.subject.other | Ludificació | ca |
dc.subject.other | Usabilitat (Disseny de sistemes) | ca |
dc.subject.other | Realitat virtual | ca |
dc.title | Gamification and hazard communication in virtual reality: a qualitative study | ca |
dc.type | info:eu-repo/semantics/article | ca |
dc.rights.accessLevel | info:eu-repo/semantics/embargoedAccess | |
dc.date.embargoEnd | 9999-01-01 | |
dc.embargo.terms | forever | ca |
dc.subject.udc | 004 | ca |
dc.subject.udc | 62 | ca |
dc.identifier.doi | https://doi.org/10.3390/s21144663 | ca |
dc.description.version | info:eu-repo/semantics/publishedVersion | ca |
Fitxers en aquest element
Aquest document conté fitxers embargats indefinidament