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An analysis of VR technology used in immersive simulations with a serious game perspective

IEEE computer graphics and applications, 2018-03 [Peer Reviewed Journal]

Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0272-1716 ;EISSN: 1558-1756 ;DOI: 10.1109/MCG.2018.021951633

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  • Title:
    An analysis of VR technology used in immersive simulations with a serious game perspective
  • Author: Menin, Aline ; Torchelsen, Rafael ; Nedel, Luciana
  • Subjects: Computer Science ; Computer Science and Game Theory ; Computers and Society
  • Is Part Of: IEEE computer graphics and applications, 2018-03
  • Description: The use of Virtual Environments (VEs) is a safer and cost-effective alternative for executing dangerous tasks, such as training firefighters and industrial operators. Immersive VR combined with game aspects have the potential to improve the user experience in VEs by increasing realism, engagement, and motivation. This work 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 simulations outcomes, increasing learning gain, knowledge retention, and improving clinical outcomes for rehabilitation. However, it also presents limitations such as motion sickness and restricted access to VR hardware by people. 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 their assessment investigating whether methods and participants profile influence on results.
  • Publisher: Institute of Electrical and Electronics Engineers
  • Language: English
  • Identifier: ISSN: 0272-1716
    EISSN: 1558-1756
    DOI: 10.1109/MCG.2018.021951633
  • Source: Hyper Article en Ligne (HAL) (Open Access)

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