Training and assessing perspective taking through A Hole New Perspective

Ruben Band, Maarten Lips, Julivius Prawira , Jurgen van Schagen, Simon Tulling, Ying Zhang, Aicha A. Benaiss, Ineke J.M. van der Ham, Mijael Bueno , Rafael Bidarra*

*Corresponding author for this work

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

1 Citation (Scopus)
28 Downloads (Pure)

Abstract

In recent years, the use of Augmented and Virtual Reality (ARNR) has taken a larger role within training and education of various fields, but not every individual experiences the benefits that AR and VR technology are thought to provide. The perspective taking skill of an individual may be a good indicator of the effectiveness that AR and VR training can achieve. However, we found that the tests in other research targeting small scale perspective taking are few and limited, as perspective taking is often hard to distinguish from mental rotation. Therefore, we designed and developed A Hole New Perspective, a serious game created specifically to test and train an individual’s perspective-taking ability. A Hole New Perspective focuses on the relationship between a 3D object floating in the air and a 2D hole on a moving wall. The core game mechanics consists of having the player rotate the object so that it fits in the hole, before the wall hits the object. Because players do not always have an aligned view with the hole, they have to call on their spatial perspective-taking abilities, in addition to mental rotation. We tested the game with a variety of test subjects, and compared these test results with the Perspective Taking/Spatial orientation Test. Early results have shown that performance in the game corresponds to mental rotation ability. Furthermore, there are indications that improvement in spatial ability through the game is selectively present for those with lower spatial abilities. This further substantiates the need for a more individualized approach when offering AR and VR in education. Additional training may be needed for some, but not all students.
Original languageEnglish
Title of host publicationProceedings of the 2022 IEEE Conference on Games (CoG)
PublisherIEEE
Pages268-275
Number of pages8
ISBN (Electronic)978-1-6654-5989-1
ISBN (Print)978-1-6654-5990-7
DOIs
Publication statusPublished - 2022
Event2022 IEEE Conference on Games (CoG) - Virtual at Beijing , China
Duration: 21 Aug 202224 Aug 2022

Conference

Conference2022 IEEE Conference on Games (CoG)
Country/TerritoryChina
CityVirtual at Beijing
Period21/08/2224/08/22

Bibliographical note

Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care

Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.

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