Metaverse, Virtual Environments and Game Design

Metaverse, Virtual Environments and Game Design cover
Editors: Tareq Z. Ahram, Matteo Zallio, Christianne Falcão
Topics: Virtual Environments and Game Design
ISBN: 978-1-964867-93-9
DOI: 10.54941/ahfe1007236

Table of Contents

Assessment of Competency and Safety Behaviour of Crane Operator Trainees: A Case Study on Conventional and Immersive (VR) Crane Operation Training

Crane operation is a crucial profession, which requires extensive technical knowledge along with situational awareness. Specifically, overhead crane operation requires knowledge of hazard identification, special attention to safety, and spatial awareness due to the nature of safety-critical lifting inside a facility. This case study involves the crane operator trainees who have undergone three kinds of training: attending a theory class related to overhead crane operation, followed by operating a real crane, and finally, participating in a virtual reality-based immersive training inside a simulated environment that resembles the real scenario. A “Hermippe Crane Training Questionnaire” consisting of 62 questions was developed and filled out by the 13 training participants. This questionnaire serves as an assessment tool and judges participants' competency and safety knowledge based on the following seven criteria: Regulations and Technical Knowledge, Maintenance and Inspection Competence, Safety Behaviour and Compliance, Operational Skills and Load Handling, Hazard Awareness and Situational Awareness, Communication and Team Coordination, and Confidence and Learning Orientation. Item- and subscale-level descriptive statistical analyses were conducted to analyze the participants' responses in order to identify the participants' competence level after the training. This study offers practical advice regarding the future curriculum development for crane operation training by identifying strengths and gaps in the operators’ competence development. It also provides evidence of the importance of a mixed training method that combines theory, immersive- and hands-on training rather than just stand-alone traditional approaches.

Pawel Krolas, Stefan Trzcielinski, Jowita Trzcielinska, Ishtyak Hossain, Rida Kamal, Jussi Kantola
Open Access
Article
Conference Proceedings

A Comparative Case Study of Crane Operation Training Methods: Immersive Training, Theory-Based Training, and Real Crane Operation

Overhead crane operation is typically performed indoors to lift heavy loads. During operation, the operator must be fully aware of all hazards and potential dangers, as these directly affect the safety of other shopfloor workers in the same facility. The traditional approach to training these operators involves theory-based lessons and supervised real crane operation for a set period, whereas virtual reality (VR)-based simulation environments provide an engaging training experience with repeatability and scenarios that resemble real-life hazards and difficulties. In this case study, 13 trainees participated in overhead crane training, conducted in three modalities: first, theory-based training, then real crane operation, and finally, training in a VR simulation environment. After that, participants’ responses were recorded using a Likert scale-based self-evaluation questionnaire, in which they rated the training methods according to their perceptions across five competency domains. The goal of this work is to compare the effectiveness of the three training methods for overhead crane training across the key competency domains. Given the small sample size and the ordinal nature of the data, non-parametric analyses were conducted. This paper investigates the effect of integrating immersive technologies with traditional training methods and provides empirical evidence for the establishment of a safe and cost-effective mixed-mode training method for overhead crane training.

A K M Ishtyak Hossain, Rida Kamal, Pawel Krolas, Jowita Trzcielinska, Jussi Kantola
Open Access
Article
Conference Proceedings

Bridging the Gap in Immersive Analytics: Visualizing Unstructured Data in the Era of Generative AI

The exponential growth of unstructured textual data poses a fundamental challenge for analysts relying on traditional displays. While Immersive Analytics (IA) offers an infinite canvas for high-dimensional data exploration, current approaches struggle to handle the scale and probabilistic nature of insights derived from Generative AI. This paper identifies the technological and ergonomic gaps in visualizing large-scale knowledge graphs extracted from document collections via Large Language Models (LLMs) in Extended Reality (XR). We highlight that transforming text into 3D spatial networks introduces a cognitive bottleneck characterized by severe visual clutter, temporal disorientation, and the epistemic uncertainty caused by AI hallucinations. We argue that simply rendering massive datasets in 3D exacerbates cognitive load rather than alleviating it. To address these barriers, we propose a framework for Intelligent Adaptive Visualization. This approach advocates for dynamic layout algorithms to reduce clutter, uncertainty-aware attention guidance to prioritize high-confidence insights, and deep provenance mechanisms for trust calibration. We conclude that bridging the gap between algorithmic extraction and human perception requires immersive systems to shift from passive data representation to active, intelligent cognitive assistance.

Sezer Dumen, Denis Gracanin, Dina El Mahdy
Open Access
Article
Conference Proceedings

Exploring Design-Relevant Insights from Existing Heuristic Studies for Virtual Object Design in Virtual Reality

This study presents a systematic review of heuristic evaluation methods applied in virtual reality (VR) environments, with a specific focus on their potential contributions to the design of three-dimensional virtual objects. While heuristic evaluation is widely used in interface and interaction design, its relevance to object-level design decisions in immersive environments remains limited. Existing heuristic sets do not sufficiently address the spatial, embodied, and manipulation-oriented characteristics of virtual objects. The review examines 3o studies published over the past decade, with particular attention to those that propose, adapt, or employ heuristic-related approaches in VR contexts. Rather than treating existing heuristic sets as fixed evaluation frameworks, the analysis focuses on interpreting the reported findings and design considerations of these studies to derive design-relevant heuristic principles for virtual object design. Through a strengthened and design-oriented literature review, recurring patterns, assumptions, and limitations related to object-centered interaction and evaluation are identified.The findings reveal that although many studies implicitly address aspects relevant to virtual object design—such as spatial positioning, interaction naturalness, feedback, and affordances—these elements are often fragmented and not articulated explicitly at the object level. By synthesizing these dispersed insights, the study highlights opportunities and gaps in leveraging heuristic-based research as a source of design guidance for three-dimensional virtual objects in immersive environments.This work contributes to advancing usability and interaction design practices in immersive technologies by clarifying how existing heuristic-focused studies can inform virtual object design and by establishing a conceptual foundation for future object-centered, human-centered heuristic frameworks.

Begüm Türeyengi̇l, Cigdem Kaya, Ahmet Hamurcu
Open Access
Article
Conference Proceedings

Design of Serious Games for Historical Culture via Contextualized Experience and Gamified Design Strategies: A Case Study of “Captain Beard”

With the rapid advancement of digital technologies, disseminating historical ethos through interactive media has become crucial. Conventional history instruction often lacks interactivity, limiting affective resonance among Generation Z. To address this, we propose a contextualized, game-based design framework integrating implicit learning and embodied cognition. Anchored in the narrative of Dong Biwu ("Captain Beard"), we developed a 2D serious game: "Captain Beard: Vanguard of the Long March"using Unity. We formulated a four-dimensional design model-Educational Objectives, Contextual Construction, Gamification Mechanics, and Cultural-Creative Convergence. Leveraging AIGC tools, we generated pixel-style assets to align with youth aesthetics. Three core levels simulate historical hardships through embodied interaction mechanics, translating civic virtues into gameplay. Formative evaluation indicates the framework alleviates narrative discontinuity and enhances historical recall and affective identification. The findings demonstrate the effectiveness of this "game + cultural-creative" paradigm, providing empirical support for human-factors-informed serious game design.

Yumeng Wu, RongRong Fu, Huayi Zhou, Shuyi Tang
Open Access
Article
Conference Proceedings

A transformation model on how to start a Metaverse Use Case

This paper presents a transformation model designed to assist organizations in initiating their journey into Metaverse Use Cases. In order to have a human centric approach, the model articulates a structured path along a multitude of questions which shall guide organizations to start a successful Use Case in the Metaverse. The questions are categorized in five different areas. Organization goals, organization prerequisites, requirements to the Metaverse and the technology around it, implementation of the Use Case itself and a learning phase. It encourages the organisations to emphasize on getting started right away and integrate feedback loops for learning from the current development at every step of the journey. To help organizations to find those collaboration opportunities, a survey was derived based on the transformation model. It aims to validate the structured approach of the model and guide organizations through four of the five different transformation areas. At the end organizations receive recommendations for support for their Use Case through companies, academia, public of non-profit projects and other means. Building on these insights, the transformation model helps to democratize access to Metaverse initiatives by providing a practical roadmap that can be adopted across diverse organizations and industry sectors. By foregrounding cross-sector partnerships, the approach reduces barriers to entry and accelerates capability development. The accompanying survey further strengthens this framework by translating qualitative guidance into actionable recommendations for industry, academia, and public or nonprofit partners.

Franz Falkenau, Peter Schrader, Benjamin Wingert, Benjamin Schneider, Mehmet Kürümlüoglu
Open Access
Article
Conference Proceedings

Immersive Mindfulness: The Effectiveness of VR-Based Techniques Compared to Traditional Mindfulness Practices

This study compared the effectiveness of Virtual Reality (VR) based mindfulness practices with traditional audio-guided mindfulness practices. A 2 × 2 between-subjects experiment was designed to examine the effects of Method (VR vs. Traditional) and Duration (8 vs. 16 minutes). Physiological data (heart rate, heart rate variability, breathing rate, galvanic skin response, stress index) and self-report measures (Perceived Stress Scale, Mindful Attention Awareness Scale) before and after interventions were recorded. Overall, trends emerged and indicated that the traditional audio-guided method was associated with greater reductions in breathing rate, heart rate variability, stress index, and z-normalized galvanic skin response (z-GSR). Specifically, traditional methods produced greater reductions in breathing rate (M = –5.84 vs. –2.90), heart rate variability, stress index, and galvanic skin response, while VR showed slightly more substantial decreases in heart rate. VR demonstrated high usability (SUS = 77.88). Both modalities achieved comparable physiological effects in brief sessions, with VR offering advantages in engagement and usability. Overall, these findings suggest that while VR provides an immersive and engaging mindfulness experience, its physiological effects in the present study were comparable to, or marginally weaker than, those observed with conventional audio-guided approaches. Future research should explore longer-term interventions and larger samples.

Manasa Hegde, ANIL KUMAR
Open Access
Article
Conference Proceedings

Evaluation of Participant Impressions in a Reflection Workshop Using VR Scenarios Replicating Toddler Tantrums

Parental responses to toddler tantrums are critical to child development, yet reflecting on these high-stress moments is often hindered by self-reporting biases and the unique nature of each child's behavior. This study proposes a novel reflection system that uses Virtual Reality (VR) and the metaverse to facilitate objective, collaborative review. We developed a VR scenario simulating a three-year-old’s tantrum in a public space, capturing participants' physical movements and gaze data. These logs were then reconstructed in a metaverse environment for a collaborative reflection workshop. Twelve parents of preschool-aged children participated in this study. During the reflection sessions, participants experienced from multiple perspectives, observing the tantrum scenario from their own perspective, a peer’s viewpoint, a bystander’s position, and the child’s perspective. Qualitative analysis of the sessions and post-interviews indicated that the system effectively prompted participants to articulate insights, including differences in parenting styles and the physical presence of adults from a child’s perspective. While participants noted that the simulation lacked certain real-world stressors like daily fatigue, the high immersion and the ability to compare reactions to standardized stimuli provided insights difficult to achieve through traditional discussion. These results suggest that VR-mediated, multi-perspective reflection is a promising tool for parenting support and behavioral training.

Yuki Taoka, Anna Saito, Miyuki Katsuyama, Shigeru Owada, Shigeki Saito, Momoko Nakatani
Open Access
Article
Conference Proceedings

When Seeing Isn't Believing: How Prior Immersion History Dissociates Perceptual from Evaluative Responses to Immersive Displays

As virtual exhibitions increasingly incorporate costly, large-scale immersive technologies, understanding the complex human factors that influence user experience becomes critical to justify such investments. While hardware specifications, such as spatial enclosure, are recognized determinants of immersion, their interaction with users' prior experience remains underexplored. This study employed a between-subjects factorial design (N = 60), combining quasi-experimental user stratification based on self-reported prior experience levels (Low, Medium, High) with randomized assignment to two contrasting display modalities: a custom-built, high-fidelity immersive LED booth versus a standard 4K television display. Results from 2 × 3 factorial ANOVAs revealed a critical divergence. Although the LED interface consistently demonstrated an absolute advantage in perceptual metrics like Spatial Presence across all user groups (an ordinal interaction), evaluative metrics such as Satisfaction exhibited a disordinal (crossover) interaction. Specifically, the significant evaluative advantage of the LED interface disappeared entirely among medium-experience users. We interpret this perceptual-evaluative dissociation through an expectancy-based framework, positing a psychological evolution wherein the initial "novelty effect" that drives novices has diminished, yet the critical "connoisseurship" characteristic of experts has not fully developed in medium-experience users, rendering them less evaluatively sensitive to hardware fidelity. This study proposes a dual-layer framework distinguishing between perceptual constancy and evaluative contingency, advocating for audience-segmented design strategies for experiential virtual exhibitions that align hardware investment with target audience expectation thresholds rather than relying on universal technological determinism.

Shao-nung Chang, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

Wayfinding Efficiency of Virtual versus Traditional Signage under Emergency Conditions: A Virtual Reality Experiment

Effective wayfinding is critical for ensuring safety and efficient evacuation in large public transportation environments, especially under emergency conditions. This study compares traditional static signage with dynamic virtual signage in supporting wayfinding during a simulated fire evacuation in a metro station using virtual reality. Forty participants were randomly assigned to either a traditional-signage condition or a virtual-signage condition. Results show that virtual signage significantly improved evacuation performance, leading to faster completion times, shorter travel distances, and more consistent navigation paths. Participants also reported higher perceived usefulness and lower stress when using virtual signage. These findings suggest that virtual signage can enhance navigation efficiency and user experience under emergency conditions, providing practical implications for the design of intelligent wayfinding systems in public infrastructure.

Yuanmeng Zhou, Yufeng Yang
Open Access
Article
Conference Proceedings

Fantasy, realism, and attention in virtual reality: An exploratory mixed-methods study of coherence factors and player judgments

Designers of virtual reality experiences routinely balance fantasy and realism to sustain the sense of being there while supporting performance and engagement. Yet we have limited factor-specific evidence about where fantasy attracts attention, when it taxes performance, and how users judge plausibility across different components of a virtual world. This paper integrates two exploratory studies from a dissertation project. Study 1 was a remote, between-groups experiment (n = 20) that introduced a single fantastical physics element during a dual-task activity and measured attentional performance and viewing behavior. Study 2 was a qualitative, video-cued recall study (n = 8) with semi-structured interviews examining how players judged realism along four coherence factors proposed in the presence literature: scenario, physics, virtual body, and virtual entities. Quantitatively, participants exposed to a localized physics fantasy showed reduced secondary-task accuracy in a directional test, and time spent looking at the fantastical object was positively associated with errors. Qualitatively, participants expressed two modes of judgment consistent with narrative psychology: external realism, comparing with the physical world and prior experience, and narrative realism, evaluating coherence within the story world. Physics was predominantly judged through external realism and invited testing behavior, virtual entities were judged through narrative realism and tolerated more fantasy when socially responsive, the virtual body elicited a dynamic blend that shifted over time, and scenario judgments prioritized internal style consistency over realism. We discuss how these converging findings inform the design of plausible fantasy in VR, emphasizing timing, justification, and factor allocation of non-real-world-like elements. We present these results as exploratory evidence intended to stimulate confirmatory research and to offer pragmatic heuristics for interaction designers.

Daniel Munoz, Jeffrey C F Ho
Open Access
Article
Conference Proceedings

Chu-Han Treasure Keepers: AR Board Game Design Based on Cultural Translation Theory - Case Study of Xuzhou Museum and Intangible Cultural Heritage

The Han Dynasty culture of Xuzhou, centered in the city of Xuzhou, encompasses the material and spiritual civilization of the Western and Eastern Han periods, including a wealth of cultural relics, intangible cultural heritage (ICH) skills, and a unique historical spirit. Its digital preservation and innovative revitalization are of great significance for the living inheritance of regional culture. In this context, board games, with their inherent interactivity and narrative qualities, have become an innovative vehicle for cultural dissemination. However, many current cultural-themed board games face challenges such as superficial cultural expression and didactic, knowledge-instilling experience design. Concurrently, common digital display technologies often remain at the level of static presentation, failing to support deep cultural immersion and interactive exploration. This study introduces cultural translation theory, constructs a three-tiered progressive cultural translation model of "Material—Behavioral—Spiritual," and deeply integrates augmented reality (AR) technology to design and develop the Chu-Han Treasure Keepers AR board game. Through AR, players can scan physical cards to trigger historical demonstrations and cultural knowledge displays, creating an immersive, interactive experience. Preliminary results indicate that AR technology effectively enhances the transmission of cultural connotations. This research provides a new design pathway and theoretical support for the digital preservation of cultural heritage and the design of cultural and creative products.

Su Qian Yu, Chen Chen
Open Access
Article
Conference Proceedings

Evaluating Aircraft Cabin Design in Virtual Reality: The Role of Environmental Context

As virtual reality (VR) becomes more integrated into collaborative design and development processes, it is essential to understand how visual context influences user experience and evaluation. Since visual perception is highly subjective and varies across stakeholder groups, the design of the visual environment must be carefully considered, as it directly shapes the sense of presence. However, the role of environmental context in VR-based design evaluations remains largely unexplored. This paper investigates the influence of virtual contexts on evaluations of aircraft cabins. The goal is to identify combinations of cabin visualisation and environmental design that promote positive and consistent user experiences. Our VR user study empirically compares multiple environmental contexts and aircraft visualisations and assesses perceived appropriateness, task effectiveness, and distraction. Specifically, the study examines hangar, airport, and open-sky contexts in combination with different levels of cabin visualisation. The results suggest that a closed cabin combined with a sky environment is the most conducive setting. Overall, the findings demonstrate that virtual context significantly impacts well-being, concentration, and evaluation consistency, highlighting its crucial role in VR-based cabin assessment.

Jessica Herzig, Eike Langbehn, Tessa Taefi, Justin Mittelstädt, Jörn Biedermann
Open Access
Article
Conference Proceedings

A Conceptual Human Factors Mapping Model for VR Design Education: Examining Awareness of Ergonomic Criteria in Design Decision-Making

In VR systems designed for diverse users and purposes ergonomic prioritization necessarily varies. Systematic reviews highlight the need for human factors–based design models that can support contextual interpretation rather than fixed prescriptions. In the field some approaches group ergonomics under broad experiential constructs, while others propose extensive lists of specific variables. Both strategies challenge design education: broad categories can hide root causes, while detailed criteria increase cognitive load and hinder learning for novices. To address these challenges, this study proposes a conceptual VR Human Factors Mapping Model designed to function as a cognitive bridge between theoretical ergonomic knowledge and practical VR design reasoning. An exploratory and iterative study was conducted with undergraduate design students. Participants were given VR design problem scenarios linked to ergonomic criteria and asked to match each problem with relevant human factors criteria. The resulting dataset was analysed in terms of clustering density, cross-criterion overlap, and conceptual dispersion in order to evaluate the clarity with which each criterion was distinguished cognitively. Findings reveal that students more easily recognize physically grounded and technically observable criteria, while struggling to distinguish experiential and conceptual constructs. These findings suggest that the main challenge in VR human factors education is not recognizing criteria, but distinguishing overlapping concepts and linking them accurately to design problems. The study therefore emphasizes the importance of defining a balanced number of criteria and explicitly modelling their relationships through relational matrices, providing a scalable framework for improving root-cause reasoning in VR design.

Akgün Tokatlı
Open Access
Article
Conference Proceedings

Design and Evaluation of a Multimodal Feedback VR Exergame for Individuals with Low Vision

People with partial vision loss often face limitations in psychological healing and physical exercise due to insufficient visual ability and inadequate interaction design. Existing solutions largely focus on superficial accessibility improvements, while most VR systems remain visually dominant, limiting usability and experience for this group. To address this gap, we present Light of Sound Healing, a VR exergame designed for partially sighted users. Guided by multisensory substitution interaction, the system employs spatial audio as the primary medium for navigation and interaction, translating auditory cues into directional and distance signals. Players locate audio targets and perform physical actions within an immersive environment. The design integrates inclusive design, serious games, and art therapy, with progressive challenges introduced through variations in target size, quantity, and movement. Findings indicate that a multimodal feedback system combining spatial audio, visual cues, and haptic vibration enhances perception and immersion. This approach highlights the potential of auditory-centric interaction for accessible VR and digital rehabilitation. Overall, this study proposes an auditory-centered VR interaction framework that improves engagement and movement experience for visually impaired users, while offering design insights for inclusive immersive systems.

Minglei Chen
Open Access
Article
Conference Proceedings

Comparative User Experience of VR Locomotion: Cyberith Virtualizer ELITE 2, Virtuix Omni Pro, and Free Walking

Virtual reality (VR) locomotion platforms enhance immersion but introduce varied user experiences. This study comparatively evaluated the Cyberith Virtualizer ELITE 2, Virtuix Omni Pro, and controller-based Free Walking to assess their physical and emotional demands, operability, safety, and user preference. A user study with 31 participants involved performing standardized tasks across all three methods, utilizing questionnaires (including SSQ) and performance metrics. Free Walking emerged as the most preferred method, offering superior control and the fastest task completion, and was perceived as the least physically and emotionally demanding. However, omnidirectional treadmills presented notable trade-offs. The Virtuix Omni Pro, despite being perceived as the most physically and emotionally demanding, surprisingly induced the lowest levels of cybersickness (SSQ scores) and resulted in the fewest task errors. In contrast, the Cyberith Virtualizer ELITE 2, while offering a more natural walking feel and better perceived operability than the Omni, led to the highest cybersickness levels and slower task completion. These findings reveal a critical divergence between subjective user perception and objective physiological impact in VR locomotion, highlighting a complex interplay between perceived effort and physiological response.

Martin Marsal, Harry Benedikt Allmendinger, Christian Diegmann, Gerrit Meixner
Open Access
Article
Conference Proceedings

Game On? Exploring Subgroup Differences in the Effects of Gamification on Task Motivation in Crowdsourcing

Crowdsourcing enables organizations to assign tasks to anonymous crowdworkers, whose output depends on task complexity, instructions, and worker proficiency and motivation. Gamification, i.e., the use of game elements in non-ludic context, has been proposed to boost motivation, but prior studies often modify the task when gamifying, rely on qualitative feedback or have mixed results, limiting clear conclusions. We examined gamification in a car image annotation microtask by adding game elements using a player-centered design based on HEXAD user types, while keeping the task unchanged. For this, we conducted two studies: an exploratory study to identify potential subgroup effects, and a confirmatory replication with a larger sample. Enjoyment, engagement, and performance were measured for two versions of the task: a baseline and a gamified. Across both studies, gamification did not yield consistent improvements. While the exploratory study indicated potential trends, these were not confirmed by the second study. These results suggest that for straightforward microtasks, task clarity and design outweigh additional gamified elements in supporting engagement and performance.

Edwin Ricardo Gamboa, Fatemeh Niayeshnia, Soroush Daneshi, Matthias Hirth
Open Access
Article
Conference Proceedings

AR Children's Game Design Based on Attention Restoration Theory: A Case Study of Dunhuang Feitian Park

With the acceleration of urbanization and the widespread use of electronic products, the phenomenon of children's natural deficiency has become increasingly prominent, negatively affecting their inability to concentrate, insufficient emotional regulation ability, and weakened environmental adaptability. Currently, children generally prefer indoor activities and spend long periods immersed in electronic products, which exacerbates the negative effects. To address the issues of emotional regulation and nature education for children with natural deficiency, this study proposes an innovative solution that integrates Chinese excellent traditional culture and AR technology. Based on the attention restoration theory and with the core of the Dunhuang IP image, this study selects the Dunhuang Flying Heaven Park as the natural practice location and mainly targets outdoor natural interaction games for children with natural deficiency aged 4-10. This game integrates the Dunhuang cultural IP and the real plants in the park through AR technology, creating an interactive game exploration that can guide children to observe nature and unlock the stories of the murals. This study provides innovative ideas for emotional regulation and exploration of nature for children with natural deficiency and offers practical references for the digitalization of traditional culture in the field of children's physical and mental health.

Qijia Yang
Open Access
Article
Conference Proceedings

Designing Immersive Reading: Augmented Reality, Printed Books, and the Future of Natural AR Interfaces

This article examines the evolving landscape of augmented reality (AR) applied to printed books, focusing on narrative fiction, technological evolution, human–computer interaction (HCI), and design strategies for immersive reading. It builds on previous work in immersive book design, where AR and dramaturgical techniques extend the sensory and cognitive dimensions of printed novels. While current AR books, typically mediated by smartphones or tablets, can enhance comprehension and engagement, they also impose cognitive and attentional costs by forcing readers to divide focus between page and screen. Studies on AR storybooks show that tightly aligned augmentations improve recall and understanding, yet often fail to support a fluid, embodied reading experience, underscoring the need for more natural, integrated interfaces. A key shift is toward lightweight AR glasses and interfaces based on gaze, gesture, and spatial computing, which reduce cognitive load and enable hands-free, context-aware augmentations within the reader’s perceptual field. In narrative fiction, subtle AR layers—spatial visualizations, ambient soundscapes, dramaturgical annotations—can deepen immersion while preserving the material qualities and cultural significance of printed books. Building on the author’s prior work on “immersive books,” this paper proposes a reader-centered, HCI-informed framework that uses AR glasses to transform printed novels into hybrid experiences, positioning AR as a sustainable, enriching complement rather than a replacement for print.

Arnaldo Costeira
Open Access
Article
Conference Proceedings

The role of negative emotions in VR based cognitive testing: a pilot study

Virtual Reality functions as a modern and immersive tool that can be utilized to evaluate cognitive performance for both research and clinical purposes. A variety of VR-based cognitive tasks present increasingly intricate challenges, complicating the generalization of findings, especially when contrasting traditional paper-and-pencil assessments with VR-based evaluations. Furthermore, VR has the capacity to evoke emotions, potentially induce cybersickness, and alter anxiety levels in participants. To systematically enhance our comprehension of the benefits of VR-based testing, we have developed a 1:1 replica of the Corsi Block-Tapping Task within a virtual environment, integrating neutral and negative emotional induction settings. We performed tests with elderly participants across the two VR environments, in addition to the conventional 'physical' Corsi Task in both the forward and backward conditions, measuring their performance, emotional responses, levels of anxiety and depression, and symptoms of cybersickness. Initial findings suggest that emotional states hinder performance in the simpler forward condition but enhance performance in the more challenging backward condition. Our conclusion is that negative emotional states, whether intrinsic or extrinsic, influence performance in virtual environments, but the direction and magnitude of their effects vary depending on the task, resulting in an interactional phenomenon rather than a universal process.

Soma Zsebi, János András Zsuffa, Cecilia Sik-Lányi, Renáta Cserjési
Open Access
Article
Conference Proceedings

VR Aesthetic Contributions in Transformative Experience Design (TED)

Within the field of Virtual Reality (VR), Transformative Experience Design (TED) has emerged as a design-oriented research trajectory concerned with understanding how immersive technologies can be intentionally shaped to support transformative human experiences. This paper explores VR as a future-facing design medium for eliciting such experiences, foregrounding conceptual and experiential contributions rather than technical optimization. The study first articulates the theoretical underpinnings of the TED framework, drawing on design-relevant constructs including the sublime, self-transcendence, and awe as lenses for shaping interaction and experience. Building on this framing, the paper presents the initial design exploration of a prototype that investigates a range of experiential valences proposed by TED, with particular attention to aesthetic intensification and embodied engagement. The research adopts a somaesthetic design perspective, examining how bodily awareness and sensory coupling can be leveraged to support meaningful interaction within immersive environments. Empirical exploration is conducted through an experimental VR ecosystem that integrates somatic input as a design material, enabling reflective and affective modes of interaction rather than focusing on technical performance. The paper discusses how these design decisions contribute to the cultivation of transformative potential, particularly through their aesthetic, symbolic, and experiential implications. By positioning VR as a medium for speculative and experiential design inquiry, this work contributes design knowledge and future-oriented insights relevant to human–technology interaction in emerging immersive systems.

Bruno Giesteira, Tiago Alves
Open Access
Article
Conference Proceedings

An Adaptive Serious Game for Inclusive Engagement of ADHD Young Adults

Attention Deficit Hyperactivity Disorder (ADHD) significantly affects a vast demographic of young people, often resulting in concentration difficulties that hinder daily productivity and social integration. To address these challenges, adaptive digital solutions like inclusive online games serve as vital tools for promoting equitable social participation. Ancient Dynasties: Heroes and Deities is an innovative, serious multiplayer Online Collectible Card Game (OCCG) that seamlessly integrates historical civilizations, world religions, and mythical lore. The platform provides a highly dynamic and adaptable environment specifically engineered for young adults with ADHD. By utilizing a specialized color palette, immersive soundtracks, flexible rule sets, and environmental bonuses, the game minimizes cognitive overload while maintaining engagement. A core technical highlight is the integration of Augmented Reality (AR) via Oculus Quest, which fosters a multisensory experience to sustain focus. Rated 13+ by the ESRB, the project targets competitive players while upholding rigorous academic standards. The development process successfully balanced educational complexity with entertainment, fully addressing the Qualitative Evaluation Framework (QEF). Empirical testing via the System Usability Scale (SUS) yielded a robust score of 80%, culminating in a final quality evaluation of 99%. Supported by a sustainable design of community events and continuous feedback loops, this work establishes a new benchmark for inclusive gaming. Future iterations will refine gameplay depth and technical infrastructure, reinforcing the game’s dual value as a sophisticated educational resource and a high-tier entertainment tool.

Paula Escudeiro, Francisca Escudeiro, Sofia Resende
Open Access
Article
Conference Proceedings

Interactive 3D Digital Environments as Ergonomic Data Collection Platforms: A Cross-Immersion Analysis

Interactive 3D digital environments have evolved from mere representation media into multifunctional platforms for collecting granular ergonomic and behavioral data. While previous reviews established a foundation for behavior mapping in immersive virtual environments, the rapid emergence of diverse interaction modalities and the integration of multimodal sensing in recent years necessitate a systematic update. This study reviews 208 journal papers from the Web of Science Core Collection (2023–2026) and employs a large language model (DeepSeek V4-Pro) for structured metadata extraction. The analysis compares five data collection categories (physiological, spatiotemporal, foreground interaction, subjective feedback, and contextual data) and eight ergonomic issue classes across four immersion modalities: mobile apps, screen-based open worlds, augmented reality (AR), and immersive virtual reality (VR). The results indicate that immersive VR remains the dominant modality (75.1%) for high-fidelity physiological measurement and cognitive workload analysis, particularly through integrated eye tracking. Screen-based open worlds demonstrate relative efficiency in spatial behavior tracking, while AR presents a balanced profile between interaction usability and physical risk assessment. Mobile apps, by contrast, remain underexplored with only sporadic publications. The cross-modality comparison of ergonomic issues further reveals a clear alignment between immersion level and research focus: lower-immersion modalities concentrate on spatial behavior and HCI, whereas higher-immersion platforms enable comprehensive physiological and cognitive monitoring. Meanwhile, this study demonstrates the feasibility of LLM-assisted information extraction for longitudinal ergonomic research. The findings offer a decision-making guide for selecting appropriate interactive 3D platforms based on specific ergonomic research objectives.

Huishu Deng, Li Zhang, Xinyue Wang
Open Access
Article
Conference Proceedings

New Translation of Journey to the West: AR Tabletop Game System Design and Cultural Translation Based on Cultural Translation Theory

Journey to the West is a nationally recognized classic literary IP deeply rooted in the traditional Chinese cultural system, possessing outstanding literary, artistic, and communicative value with a profound and enduring cultural influence. However, under today's fast-paced lifestyle, young audiences' exposure to Journey to the West culture is mostly limited to passive viewing, lacking channels for immersive experiences and carriers for emotional resonance, leading to a disconnect in traditional cultural transmission. Tabletop games, as a popular form of entertainment among contemporary youth, can serve as an effective medium for revitalizing classical culture. However, existing culturally themed tabletop games often suffer from homogenized gameplay mechanics, fragmented narratives, and superficial cultural expression, with insufficient immersion and cultural engagement, making it difficult to achieve the in-depth dissemination of classical cultural connotations.This study takes tabletop games as the primary medium and focuses on the practical issue of insufficient awareness among young local audiences of their own traditional culture. Using Journey to the West as the cultural theme, the research systematically introduces Cultural Translation Theory as the design framework and constructs a three-dimensional cultural translation model consisting of the material, organizational, and spiritual levels. By integrating AR technology, the tabletop gameplay is deeply combined with cross-media social platforms. Players can trigger AR interactive scenarios by scanning game cards, thereby achieving an immersive cultural experience. Interactive tasks incorporating classic storylines, core values, and profound philosophical concepts are embedded into the game mechanics, enabling players to gradually perceive and internalize cultural values throughout the gameplay process, effectively reducing the risk of cultural concepts being understood only at a superficial level.In terms of design practice, the study clarifies the three-level analytical dimensions through theoretical analysis and field investigation, completing the full design process from symbolic extraction and mechanism design to AR interaction development. At the material level, through symbolic extraction, AR coordination, and cognitive guidance, the cultural symbols of Journey to the West are made perceptible and accessible at a low threshold. At the organizational level, team cohesion systems, task-driven mechanisms, random knowledge infusion, and AR story-based levels translate collectivism and spiritual cultivation concepts into actionable behavioral guidelines, facilitating a shift from passive observation to active participation. At the spiritual level, through the coordination of the previous two levels, values such as team spirit and self-cultivation are internalized into players' emotional identification, completing a closed-loop process of value transmission from cognition to internalization. This approach effectively promotes the transition of Journey to the West from superficial dissemination to deep cultural internalization, providing a valuable theoretical and practical reference for the innovative transformation of classical literature.To verify the effectiveness of the design, this study recruited 30 young participants aged 18 to 35 for user experience testing, comprehensively employing the System Usability Scale (SUS), a five-point Likert scale, and semi-structured interviews to assess three dimensions: cultural cognition, gameplay experience, and emotional identification. Preliminary results indicate that 86.7% of participants reported a significant improvement in their understanding of the cultural connotations of Journey to the West after gameplay, while the AR interaction segments substantially enhanced users' sense of immersion and emotional engagement. Further interview analysis confirmed that the integration of AR interactivity and cultural translation mechanisms significantly improved players' depth of understanding and emotional identification with the cultural essence of Journey to the West. This study provides a systematic design approach for the digital revitalization of classical literary IPs and offers practical references for the broader application of Cultural Translation Theory in the field of cultural and creative product design.

Meichen Lin, Pengcheng Guo, Qianyu Yao
Open Access
Article
Conference Proceedings