Keep the ball rolling: Designing game-based tangible VR for spatial penetrative thinking ability

Jack Shen Kuen Chang, Alison Doucette, Georgina Yeboah, Timothy Welsh, Michael Nitsche, Ali Mazalek

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Citations (Scopus)

Abstract

Spatial abilities are grounded in the way we interact with and understand the world through our physical body. However, existing spatial ability training materials are largely paper-or screen-based; they rarely engage or encourage the use of the body. Tangible and Virtual Reality (VR) technologies provide opportunities to re-imagine designing for spatial ability. We present a game-based system that combines embodiment in VR with tangible interfaces, and is designed around a specific spatial ability known as penetrative thinking. This spatial ability is the capacity to imagine the internal structure of objects based on external cues. This ability is important in areas like design, geosciences, medicine, and engineering. We describe the iterative design, implementation, and testing of our system, including the user study of the final design. The user evaluation results showed that participants had positive experiences when they solved the penetrative thinking puzzles in the tangible VR system.

Original languageEnglish
Title of host publicationDIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference
PublisherAssociation for Computing Machinery, Inc
Pages215-226
Number of pages12
ISBN (Electronic)9781450358507
DOIs
Publication statusPublished - 2019 Jun 18
Event2019 ACM Conference on Designing Interactive Systems, DIS 2019 - San Diego, United States
Duration: 2019 Jun 232019 Jun 28

Publication series

NameDIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference

Conference

Conference2019 ACM Conference on Designing Interactive Systems, DIS 2019
Country/TerritoryUnited States
CitySan Diego
Period19-06-2319-06-28

All Science Journal Classification (ASJC) codes

  • Computer Networks and Communications
  • Human-Computer Interaction

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