Affine transformations which are used in many engineering areas often escape an intuitive approach due to their high level of complexity and abstractness. Learners not only need to understand the basic rules of matrix algebra but are also challenged to understand how the theoretically grounded aspects result in object transformations. Therefore, we developed the Gamified Training Environment for Affine Transformation that directly encodes this abstract learning content in its game mechanics. By intuitively presenting and demanding the application of affine transformations in a virtual gamified training environment, learners train the application of the knowledge due to repetition while receiving immediate and highly immersive visual feedback about the outcomes of their inputs. Also, by providing a flow-inducing gameplay, users are highly motivated to practice their knowledge thus experiencing a higher learning quality. As the immersion, presence and spatial knowledge presentation can have a positive effect on the training outcome, GEtiT explores the effectivity of different visual immersion levels by providing a desktop and a VR version. This article presents our approach of directly encoding the abstract learning content in game mechanics, describes the conceptual design as well as technical implementation and discusses the design differences between the two GEtiT versions.
%0 Conference Paper
%1 oberdorfer2017interactive
%A Oberdörfer, Sebastian
%A Heidrich, David
%A Latoschik, Marc Erich
%B Proceedings of DeLFI and GMW Workshops 2017
%D 2017
%E Ullrich, Carsten
%E Wessner, Martin
%K getit myown oberdoerfer
%T Interactive Gamified Virtual Reality Training of Affine Transformation
%U https://downloads.hci.informatik.uni-wuerzburg.de/2017-vrar-learning-getit-vr.pdf
%X Affine transformations which are used in many engineering areas often escape an intuitive approach due to their high level of complexity and abstractness. Learners not only need to understand the basic rules of matrix algebra but are also challenged to understand how the theoretically grounded aspects result in object transformations. Therefore, we developed the Gamified Training Environment for Affine Transformation that directly encodes this abstract learning content in its game mechanics. By intuitively presenting and demanding the application of affine transformations in a virtual gamified training environment, learners train the application of the knowledge due to repetition while receiving immediate and highly immersive visual feedback about the outcomes of their inputs. Also, by providing a flow-inducing gameplay, users are highly motivated to practice their knowledge thus experiencing a higher learning quality. As the immersion, presence and spatial knowledge presentation can have a positive effect on the training outcome, GEtiT explores the effectivity of different visual immersion levels by providing a desktop and a VR version. This article presents our approach of directly encoding the abstract learning content in game mechanics, describes the conceptual design as well as technical implementation and discusses the design differences between the two GEtiT versions.
@inproceedings{oberdorfer2017interactive,
abstract = {Affine transformations which are used in many engineering areas often escape an intuitive approach due to their high level of complexity and abstractness. Learners not only need to understand the basic rules of matrix algebra but are also challenged to understand how the theoretically grounded aspects result in object transformations. Therefore, we developed the Gamified Training Environment for Affine Transformation that directly encodes this abstract learning content in its game mechanics. By intuitively presenting and demanding the application of affine transformations in a virtual gamified training environment, learners train the application of the knowledge due to repetition while receiving immediate and highly immersive visual feedback about the outcomes of their inputs. Also, by providing a flow-inducing gameplay, users are highly motivated to practice their knowledge thus experiencing a higher learning quality. As the immersion, presence and spatial knowledge presentation can have a positive effect on the training outcome, GEtiT explores the effectivity of different visual immersion levels by providing a desktop and a VR version. This article presents our approach of directly encoding the abstract learning content in game mechanics, describes the conceptual design as well as technical implementation and discusses the design differences between the two GEtiT versions.},
added-at = {2018-01-26T12:48:56.000+0100},
author = {Oberdörfer, Sebastian and Heidrich, David and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/2a1efa944a0e87cc4e494350dae0551c9/hci-uwb},
booktitle = {Proceedings of DeLFI and GMW Workshops 2017},
editor = {Ullrich, Carsten and Wessner, Martin},
interhash = {d7bb850aadb1c43c548f5eb3677b92f6},
intrahash = {a1efa944a0e87cc4e494350dae0551c9},
keywords = {getit myown oberdoerfer},
timestamp = {2023-02-21T14:13:03.000+0100},
title = {Interactive Gamified Virtual Reality Training of Affine Transformation},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2017-vrar-learning-getit-vr.pdf},
year = 2017
}