On The 3D VR Simulated Rubik’s Cube Game for Smart Pads
Abstract
:1. Introduction
- (1)
- There will be an age effect.
- (2)
- There will be an interface effect.
- (3)
- There will be a task-type complexity effect.
- (4)
- There will be interactions among 3D VR game task performance of task complexity, age, interface, or wayfinding strategy.
2. Method
2.1. Participants
2.2. Stimulus and Materials
2.2.1. Interface Design
- (a)
- Arrow interface design: On the arrowed interface (Figure 2a), the user could touch the arrow or slide on the arrow using a finger to activate the intended rotating movements. There were 44 participants randomly assigned to this interface mode, with 21 younger adults and 23 older adults in the age-split participant group.
- (b)
- Institutive interface design: In the intuitive design (Figure 2b), no direction arrow was labeled, and the users could slide the model intuitively according to their spatial perception. There were 52 participants randomly assigned to this interface mode, with 27 younger adults and 25 older adults in the age-split participant group.
2.2.2. Task Complexity
- (a)
- Easy level, a single symmetrical Task 1 (Figure 3e): In the easy task, the white face was assigned; among the six colored planes (white, red, orange, yellow, green, blue), only the white plane was targeted as the required recovery task. The participants were requested to recover the white plane pattern within 3 min. The uncompleted plane was scored by percentage.
- (b)
- Difficult level, a bio-symmetrical Task 2: Among the six colored faces, two red and blue neighbor faces were targeted as the required recovery task. The participants were requested to recover the colored patterns within 5 min. The uncompleted planes were scored by percentage.
2.2.3. Wayfinding Strategy
2.3. Procedure
- Practice stage: After the experiment and task instructions were provided to participants, they could do the free practice task with no time limitation. At this stage, the user could rotate the layer to practice becoming familiar with the interface. Note that all the participants were situated with the same smart pad interactive condition, 55–65 cm face distance, and 65 tilted angle (Figure 4).
- Pre-test task stage: After users felt ready for the test, they were asked to go to the second stage, the pre-test task. The cube face with the same blue solid color stickers with a 3 min time limit was set as the VR game task (Figure 3c,d).
- Task 1 stage (easy level): After the pre-test, a 5 min break was given for rest. Once the user was confirmed to be ready for the next stage, a formal experiment stage, task 1, began (Figure 3e). The percentage of the task completion of the VR game task was processed and recorded as the experimental data for analysis.
- Task 2 stage (difficult level task): After the task 1 stage, an 8 min break was given for rest. Once the user was confirmed to be ready for the next stage, task 2 began (Figure 3f). The percentage of the task completion of the VR game task was processed and recorded as the experimental data for analysis.
- Questionnaire stage: After the experimental tasks, the participants were required to fill out the self-report questionnaire on their sense of wayfinding strategy. The full experiment lasted approximately 1 h for each participant.
2.4. Data Analysis
3. Results
3.1. Overall Results
3.2. Regression
4. Discussion
4.1. Main Effects
4.2. Age Difference and Task Complexity
4.3. Theoretical Model
5. Conclusions
- (1)
- The experimental results and statistical analysis indicate that task difficulty did significantly affect the 3D VR Rubik’s Cube game task performance.
- (2)
- Users had significantly better performance on the easy than on the difficult task type. The arrow interface was significantly more effective than the intuitive interface for the smart pad.
- (3)
- The interactions between age and task complexity indicate that the task effect only affected the older but not the younger adult participants.
- (4)
- The theoretical model regression analysis among task complexity, interface, and wayfinding strategy did affect the participants’ VR game task performance, and the effect was proved to be significant. It was revealed that the study results indicated that users may be positively or negatively affected by the wayfinding strategy.
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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New Order | Original Order | Factor Definition and ITEMS | Component | Variance Explained of % | |
---|---|---|---|---|---|
New Factor 1: memory for usual spatial behavior/ Original Factor: memory for usual spatial behavior | |||||
1 | 16 | I become totally confused as to the correct sequence of the return way as a consequence of a number of left-right turns in the route. | 0.880 | 30.94% | |
2 | 15 | I often (or easily) forget which direction I turned. | 0.858 | ||
3 | 14 | I have a lot of difficulties reaching an unknown place even after looking at a map. | 0.820 | ||
4 | 17 | I can’t verify landmarks in a turn of the route. | 0.811 | ||
5 | 9 | I have a poor memory for landmarks. | 0.757 | ||
6 | 13 | I often can’t find the way even if given detailed verbal information on the route. | 0.746 | ||
7 | 12 | I can’t remember the different aspects of scenery. | 0.711 | ||
8 | 10 | I cannot remember landmarks found in the area where I have often been. | 0.711 | ||
9 | 18 | It is difficult for me to find the destination in the residential area of the same type of house. | 0.680 | ||
New Factor 2: cognitive map/ Original Factor: awareness of orientation | |||||
10 | 7 | I can visualize the route as a map-like image. | * | 0.854 | 13.38% |
11 | 6 | I can tell where I am on a map. | * | 0.748 | |
12 | 1 | I can make correct choices as to cardinal directions in an unfamiliar place. | * | 0.692 | |
13 | 19 | I can tell the difference between streets which are very similar to each other. | * | 0.634 | |
New Factor 3: familiarity/ Original Factor: memory for usual spatial behavior | |||||
14 | 2 | I have become confused as to cardinal directions when I was in an unfamiliar place. | 0.847 | 11.23% | |
15 | 8 | I feel anxious about my walking direction in an unfamiliar area. | 0.662 | ||
16 | 4 | When I get route information, I can make use of “left or right” information, but I can’t use cardinal directions. | 0.544 | ||
New Factor 4: awareness of orientation/ Original Factor: awareness of orientation | |||||
17 | 5 | I can’t make out which direction my room in a hotel faces. | 0.815 | ||
18 | 11 | I can’t use landmarks for wayfinding. | 0.632 | 10.90% | |
19 | 3 | I have difficulties identifying the moving direction of the train with regard to the cardinal direction. | 0.583 | ||
- | 20 | I am totally dependent on others whenever I move in a group. | - | - | |
Total Variance Explained | 66.44% |
Task Type | ||||||||
---|---|---|---|---|---|---|---|---|
Age | Interface Design | N = 96 | Easy; Mean (Sd.) | Difficult; Mean (Sd.) | Ave. | |||
Younger adults | Arrow | 21 | 62.5 | (19.1) | 60.1 | (13.9) | 61.3 | |
intuitive | 27 | 52.6 | (15.3) | 57.2 | (12.5) | 54.9 | ||
Ave. | 57.6 | 58.7 | 58.1 | |||||
Older adults | Arrow | 23 | 56.1 | (13.4) | 46.5 | (6.7) | 51.3 | |
intuitive | 25 | 52.5 | (14.8) | 43.2 | (8.1) | 47.9 | ||
Ave. | 54.3 | 44.9 | 49.6 | |||||
Unit:% |
Standardized Coefficients | |||
---|---|---|---|
Beta | t | ||
Task2 (difficult level/bio symmetrical) | 0.513 | 3.16 | ** |
Age | 0.063 | 1.56 | |
Interface | 0.070 | 2.01 | * |
Wayfinding strategy1/memory for usual spatial behavior | −0.089 | −4.06 | * |
Wayfinding strategy2/cognitive map | 0.033 | 1.60 | |
Wayfinding strategy3/familiarity | 0.046 | 2.32 | * |
WayfindingsStrategy4/awareness of orientation | 0.003 | 0.116 | |
R square | 0.915 | ||
F | 4.86 | ||
df | 7, 85 | ||
p | 0.0001 |
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Chang, W.-T. On The 3D VR Simulated Rubik’s Cube Game for Smart Pads. Symmetry 2022, 14, 1193. https://doi.org/10.3390/sym14061193
Chang W-T. On The 3D VR Simulated Rubik’s Cube Game for Smart Pads. Symmetry. 2022; 14(6):1193. https://doi.org/10.3390/sym14061193
Chicago/Turabian StyleChang, Wen-Te. 2022. "On The 3D VR Simulated Rubik’s Cube Game for Smart Pads" Symmetry 14, no. 6: 1193. https://doi.org/10.3390/sym14061193
APA StyleChang, W. -T. (2022). On The 3D VR Simulated Rubik’s Cube Game for Smart Pads. Symmetry, 14(6), 1193. https://doi.org/10.3390/sym14061193