Affiliation:
1. Department of Applied Informatics, University of Macedonia, 54636 Thessaloniki, Greece
Abstract
The Haptic Puzzle was a 3D gesture-based puzzle game developed to be deployed in a museum of ethnology. The Haptic Puzzle was designed according to the conceptual model for puzzle games, which was based on the four-dimensional framework. In this study, we explored the development process of the Haptic Puzzle, providing insight on the manner in which the game was designed and explaining the design choices made. Aiming to measure the experience perceived by the Haptic Puzzle’s users, we evaluated the Haptic Puzzle based on the user experience questionnaire and direct observations, with the involvement of 92 participants who were separated into groups of 9 to 12 or small groups of 2 to 3 according to their ages, which ranged from 10 to 15 years old. We discuss the evaluation results indicating that the Haptic Puzzle accomplished its purpose by engaging users in a creative activity while they experienced pleasant feelings and enjoyment. Moreover, we describe the challenges we faced and the manner in which they were confronted. The presented study provides directions for future work regarding the development and evaluation of cultural heritage gesture-based games for deployment in museums.
Subject
Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science
Reference35 articles.
1. Desvallées, A., and Mairesse, F. (2023, March 27). Key Concepts of Museology, International Councils of Museums, Armand Colin. Available online: https://icofom.mini.icom.museum/wp-content/uploads/sites/18/2022/01/2010_key_concepts_of_museology_english.pdf.
2. Liarokapis, F., Voulodimos, A., Doulamis, N., and Doulamis, A. (2020). Visual Computing for Cultural Heritage, Springer International Publishing.
3. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects;Melero;J. Educ. Technol. Soc.,2014
4. Abdellatif, A.J., McCollum, B., and McMullan, P. (2018, January 10). Serious Games: Quality Characteristics Evaluation Framework and Case Study. Proceedings of the 2018 IEEE Integrated STEM Education Conference (ISEC), Princeton, NJ, USA.
5. Hornecker, E., and Buur, J. (2006, January 22–27). Getting a grip on tangible interaction: A framework on physical space and social interaction. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Montréal, QC, Canada.
Cited by
2 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献