Abstract
As commodity virtual reality and augmented reality hardware becomes more accessible, the opportunity to use these systems for learning and training will increase. This study provides an exploratory look at performance differences for a simple memory matching task across four different technologies that could easily be used for learning and training. We compare time and number of attempts to successfully complete a memory matching game across virtual reality, augmented reality, a large touchscreen table-Top display and a real environment. The results indicate that participants took more time to complete the task in both the augmented reality and real conditions. Augmented reality and real environments were statistically different than the fastest two conditions, which occurred in the virtual reality and table-Top touch display conditions.
Original language | English (US) |
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Title of host publication | 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 - Proceedings |
Editors | Frank Steinicke, Bruce Thomas, Kiyoshi Kiyokawa, Greg Welch |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 723-724 |
Number of pages | 2 |
ISBN (Print) | 9781538633656 |
DOIs | |
State | Published - Aug 24 2018 |
Event | 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 - Reutlingen, Germany Duration: Mar 18 2018 → Mar 22 2018 |
Publication series
Name | 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 - Proceedings |
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Other
Other | 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 |
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Country/Territory | Germany |
City | Reutlingen |
Period | 3/18/18 → 3/22/18 |
Bibliographical note
Publisher Copyright:© 2018 IEEE.
Keywords
- Human-centered computing [Human computer interaction (HCI)]: Empirical studies in HCI-[Applied computing]: Education-Interactive learning environments