Assessment of Input Modalities for Control and Accessibility in Fully Immersive Virtual Reality Educational Game

Hubert Cecotti, Louis van der Putten, Robin Coste, M Callaghan

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Educational video games need to be fully accessible and inclusive. Fully immersive virtual reality (VR) must consider and address the needs of diverse user groups. In this paper, we propose to assess user performance, task completion and input modality preferences for a range of different gameplay modes, in either a standing or sitting position, in the educational game “Numbers and Letters”. We assess the performance and usability of three input modalities: 1) a hand laser pointer for pointing and a trigger for selection, 2) a head laser pointer for pointing and a trigger for selection, and 3) a head laser pointer and a dwell time for selection, then assess differences in user performance between the sitting and standing positions for these three input modalities. The analysis was carried out with 14 users. The most preferred input modality was the hand laser pointer in the sitting position. The results stress the need to develop multimodal VR games where users can determine the way they interact with the environment.
Original languageEnglish
Title of host publicationLecture Notes in Computer Science
EditorsPierpaolo Dondio, Mariana Rocha, Attracta Brennan
Place of PublicationDublin
PublisherSpringer
Pages289 - 298
Number of pages9
Volume14475
ISBN (Electronic)978-3-031-49065-1
ISBN (Print)978-3-031-49064-4
Publication statusPublished online - 29 Nov 2023
EventInternational Conference Games and Learning Alliance Conference - Technological University, Dublin, Ireland
Duration: 29 Nov 20231 Dec 2023
Conference number: 12th
https://conf.seriousgamessociety.org/

Conference

ConferenceInternational Conference Games and Learning Alliance Conference
Abbreviated titleGALA 2023
Country/TerritoryIreland
CityDublin
Period29/11/231/12/23
Internet address

Keywords

  • Virtual Reality
  • Educational Game
  • Input Modality
  • Multimodal interface

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