Countering the novelty effect: a tutorial for immersive virtual reality learning environments

I Miguel-Alonso, B Rodriguez-Garcia, D Checa… - Applied Sciences, 2023 - mdpi.com
Immersive Virtual Reality (iVR) is a new technology, the novelty effect of which can reduce
the enjoyment of iVR experiences and, especially, learning achievements when presented …

[图书][B] Bit by bit: Social research in the digital age

MJ Salganik - 2019 - books.google.com
An innovative and accessible guide to doing social research in the digital age. In just the
past several years, we have witnessed the birth and rapid spread of social media, mobile …

[HTML][HTML] Quality criteria for serious games: serious part, game part, and balance

P Caserman, K Hoffmann, P Müller, M Schaub… - JMIR serious …, 2020 - games.jmir.org
Serious games are digital games that have an additional goal beyond entertainment.
Recently, many studies have explored different quality criteria for serious games, including …

Teaching language and culture with a virtual reality game

A Cheng, L Yang, E Andersen - … of the 2017 CHI conference on human …, 2017 - dl.acm.org
Many people want to learn a language but find it difficult to stay engaged. Ideally, we would
have language learning tools that can make language learning more enjoyable by …

What. hack: engaging anti-phishing training through a role-playing phishing simulation game

ZA Wen, Z Lin, R Chen, E Andersen - … of the 2019 CHI Conference on …, 2019 - dl.acm.org
Phishing attacks are a major problem, as evidenced by the DNC hackings during the 2016
US presidential election, in which staff were tricked into sharing passwords by fake Google …

Motivation to participate in an online citizen science game: A study of Foldit

V Curtis - Science Communication, 2015 - journals.sagepub.com
Online citizen science projects have the potential to engage thousands of participants with
scientific research. A small number of projects such as Foldit use an online computer game …

[PDF][PDF] Literature review on web application gamification and analytics

Y Xu - CSDL Technical, 2012 - Citeseer
As “Gamification” quickly becomes a hot topic across a wide range of industries and
academia, it deserves more thorough study through qualitative and quantitative research …

User onboarding in virtual reality: An investigation of current practices

E Chauvergne, M Hachet, A Prouzeau - … of the 2023 CHI Conference on …, 2023 - dl.acm.org
Explaining to novice users how to interact in immersive VR applications may be challenging.
This is in particular due to the fact that the learners are isolated from the real world, and they …

Evaluating tutorial-based instructions for controllers in virtual reality games

D Kao, AJ Magana, C Mousas - Proceedings of the ACM on human …, 2021 - dl.acm.org
Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet
differences between VR and traditional mediums, such as controllers that are visible in the …

Evaluation of the novelty effect in immersive Virtual Reality learning experiences

I Miguel-Alonso, D Checa, H Guillen-Sanz, A Bustillo - Virtual Reality, 2024 - Springer
In this study, the novelty effect or initial fascination with new technology is addressed in the
context of an immersive Virtual Reality (iVR) experience. The novelty effect is a significant …