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Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study

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Title: Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study
Authors: Zhang, Bo Browse this author
Robb, Nigel Browse this author →KAKEN DB
Keywords: augmented reality
markerless augmented reality
immersion experience
cognitive training games
working memory
markerless augmented reality n-back game
Issue Date: Oct-2021
Publisher: Journal of Medical Internet Research(JMIR)
Journal Title: Jmir Serious Games
Volume: 9
Issue: 4
Start Page: E27036
Publisher DOI: 10.2196/27036
PMID: 34636738
Abstract: Background: In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has been driven by studies claiming that MAR provides users with more immersive experiences that are situated in the real world. Currently, no studies have scientifically investigated the immersion experience of users in a MAR cognitive training game. Moreover, there is an observed lack of instruments on measuring immersion in MAR cognitive training games. Objective: This study, using two existing immersion questionnaires, investigates students' immersion experiences in a novel MAR n-back game. Methods: The n-back task is a continuous performance task that taps working memory (WM) capacity. We compared two versions of n-back training. One was presented in a traditional 2D format, while the second version used MAR. There were 2 experiments conducted in this study that coordinated with 2 types of immersion questionnaires. the modified Immersive Experiences Questionnaire (IEQ) and the Augmented Reality Immersion (ARI) questionnaire Two groups of students from two universities in China joined the study, with 60 participants for the first experiment (a randomized controlled experiment) and 51 participants for the second. Results: Both groups of students experienced immersion in the MAR n-back game. However, the MAR n-back training group did not experience stronger immersion than the traditional (2D) n-back control group in the first experiment. The results of the second experiment showed that males felt deeply involved with the AR environment, which resulted in obtaining higher levels of immersion than females in the MAR n-back game. Conclusions: Both groups of students experienced immersion in the MAR n-back game. Moreover, both the modified IEQ and ARI have the potential to be used as instruments to measure immersion in MAR game settings.
Type: article
URI: http://hdl.handle.net/2115/84563
Appears in Collections:国際広報メディア・観光学院,メディア・コミュニケーション研究院 (Graduate School of International Media, Communication and Tourism Studies / Research Faculty of Media and Communication) > 雑誌発表論文等 (Peer-reviewed Journal Articles, etc)

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