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首页> 外文期刊>Journal of Virtual Worlds Research >Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings Via Interactive Sounds
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Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings Via Interactive Sounds

机译:在虚拟环境中通过交互式声音对基于音频的导航进行播放评估时的其他体现认知

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The current study addresses the concept of mediated embodied cognition (EC) by focusing on audio inputs/outputs rather than sight and visual cues. N=10 subjects were involved with the navigation of five virtual mazes with different design and sensorial affordances. A virtual audiocane was developed (within a middleware - NEED - aimed to improve learning environments’ accessibility) for supporting spatial exploration and scanning. Data collected span spatial thinking, previous knowledge of digital settings, completion time, ability to visualize virtual spaces, and usability and perception of the different design/sensorial situations provided. Results points to effective design choices and factors to consider when staging mediate EC instances. With these findings, the article addresses three current gaps in EC related literature: 1) lack of attention to special needs and diverse embodiments, 2) insufficient focus on audio inputs/outputs as interactive affordances; and 3) poor efforts in evaluating design and assistive elements in EC integrations.
机译:当前的研究通过专注于音频输入/输出而不是视觉和视觉提示来解决中介体现认知(EC)的概念。 N = 10名受试者参与了五个具有不同设计和感官承受能力的虚拟迷宫的导航。开发了一种虚拟音频棒(在中间件NEED中-旨在改善学习环境的可访问性),以支持空间探索和扫描。收集的数据涉及空间思维,数字设置的先前知识,完成时间,虚拟空间可视化的能力以及所提供的不同设计/感测情况的可用性和感知性。结果指出了有效的设计选择和在进行中间EC实例时要考虑的因素。有了这些发现,本文解决了EC相关文献中的三个当前差距:1)缺乏对特殊需求和多样化实施方式的关注; 2)对音频输入/输出作为交互能力的关注不足; 3)在评估EC集成中的设计和辅助元素方面投入的精力不足。

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