Browse > Article
http://dx.doi.org/10.9717/kmms.2021.24.7.922

Research on the Short-term Memory Effects on VR Tour Games  

Sui, Qiao (Dept. of Design & Manufacturing Engineering, Jeonbuk National University)
Cho, Dong-Min (Dept. of Industrial Design, Jeonbuk National University)
Publication Information
Abstract
This thesis mainly studies the impact of short-term memory in VR tour games on users. The thesis is based on VR tour games and short-term memory, using the literature research method, the practical research method, and the investigation method. First, the author designs and makes VR tour games on the Beijing-Hangzhou Grand Canal, and then conducts a questionnaire survey and designs a control experiment. The experiment explores the differences of the short-term memory level of individuals between the normal environment and the VR tour game environment. It verifies whether the influential hypothesis proposed by the research is correct. Research conclusions show that: VR tour games have an impact on short-term memory. Compared with the normal environment, the subjects have better performance in the VR tour game mode and can maintain a high short-term memory level for a longer time. Its conclusions should promote the cultural propaganda of scenic spots and provide theoretical support for tourists' short-term memory of scenic spots culture.
Keywords
VR tour game; Short-term memory; Gamification; Memory encoding;
Citations & Related Records
연도 인용수 순위
  • Reference
1 W. Li and D.-M. Cho, "Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on" The Fragment" Case Study," Journal of Korea Multimedia Society, Vol. 24, No. 4, pp. 601-609, 2021.   DOI
2 A. Xing, L. Gang, X. Linwei, and S. Ying, "A Survey on Application of Virtual Reality Technology in U. S. Military Simulation Training," Missile Institute Air Force Engineering University Sanyuan, Vol. 18, Issue 10, pp. 36-43. 2011.
3 S. Okahashi, K. Seki, A. Nagano, Z. Luo, M. Kojima, and T. Futaki, "A Virtual Shopping Test for Realistic Assessment of Cognitive Function," Journal of NeuroEngineering and Rehabilitation, Vol. 10, Article No. 59, pp. 1-13. 2013.   DOI
4 W. Shujun, "Research on Virtual Reality Technology and Its Application Status," Heilongjiang Science and Technology Information, Issue 26, pp. 69, 2008.
5 Y. Zhi and L. Minhua, "Analysis on the Profitability Mode of Virtual Tourism and Network Economy from the Perspective of Mirror Experience," Journal of Nanning Vocational and Technical College, pp. 121-127, 2018.
6 A. Cheng, L. Yang, and E. Andersen, "Teaching Language and Culture with a Virtual Reality Game," CHI Conference on Human Factors in Computing Systems, ACM, pp. 541-549. 2017.
7 B. Rasch and J. Born, "About Sleep's Role in Memory," Physiol Rev. pp. 681-766. 2013.
8 D.A. Bowman and R.P. Cmahan, "Virtual Reality: How Much Immersion Is Enough," Computer, Vol. 40, Issue 7. pp. 36-43. 2017.   DOI
9 L. Velayudhan, S.-H. Ryu, M. Raczek, M. Philpot, J. Lindesay, M. Critchfield, et al "Review of Brief Cognitive Tests for Patients with Suspected Dementia," International Psychogeriatrics, Vol. 26, Issue 8, pp. 1247-1262, 2014.   DOI
10 E, Camina and F, Guell, "The Neuroanatomical, Neurophysiological and Psychological Basis of Memory: Current Models and Their Origins," Frontiers in Pharmacology, Vol, 8, No. 438, 2017.
11 C. Zhu and J. Shen, "The Application of Virtual Reality Technology in Promoting the Cultural Value of Tourism," Computer Products and Circulation, pp. 258, 2018.
12 H. Xiaoqiang, "The Effect and Evaluation Method of Virtual Reality Games on Working Memory," Beijing University of Posts and Telecommunications Press, pp. 10-11, 2005.
13 J.-L. Lugrin, F. Kern, and R. Schmidt, "A Location-Based VR Museum," International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), HCI Group, University of Wurzburg, Germany, IEEE, pp. 1-2, 2018.