Browse > Article
http://dx.doi.org/10.9717/kmms.2022.25.5.730

Research on Improving Memory of VR Game based on Visual Thinking  

Lu, Kai (Dept. of Design & Manufacturing Engineering, Jeonbuk National University)
Cho, Dong Min (Dept. of Industrial Design, Jeonbuk National University)
Zou, Jia Xing (Dept. of Information Engineering, Yantai Vocational College)
Publication Information
Abstract
Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.
Keywords
Visual thinking; Virtual reality; Game; Spatial memory; Memory palace;
Citations & Related Records
연도 인용수 순위
  • Reference
1 E. Krokos, C. Plaisant, and A. Varshney, "Spatial Mnemonics Using Virtual Reality," Proceedings of the 2018 10th International Conference on Computer and Automation Engineering, pp. 27-30, 2018.
2 E. Krokos, C. Plaisant, and A. Varshney, "Virtual Memory Palaces: Immersion Aids Recall," Virtual reality, Vol. 23, No. 15, pp. 1-15, 2019.   DOI
3 H. Teng, The Influence of the Level of Scientific Image Processing on the Creative Solution of High School Students' Physics Problems, PhD's Thesis of Southwest University, 2009.
4 W. Li and D. Cho, "Research on Design of Mixed Reality Interface Based on Spatial Perception," Journal of Korea Multimedia Society, Vol. 24, No. 10, pp. 815-824, 2021.   DOI
5 S. Wang, Design and Implementation of Xin Tang System Based on Android Platform, Master's Thesis of Lanzhou University, 2017.
6 J. Harman, R. Brown and D. Johnson, "Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights," IFIP Conference on Human-Computer Interaction, pp. 128-146, 2017.
7 C. Ye, Application Research of Computational Intelligence in Multi-Objective Optimization of Power System, PhD's Thesis of Zhejiang University, 2015.
8 E. Redlinger, B. Glas, and Y. Rong, "Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment," JMIR Serious Games, Vol. 10, No. 14, pp. 22-35, 2022.
9 L. Sun and Y. Ma, "Summary of Research on the Application of Deep Learning in Education," China Information Technology Education, Vol. 17, No. 4, pp. 98-101, 2019.
10 Q. Sui and D. Cho, "Research on the Short-term Memory Effects on VR Tour Games," Journal of Korea Multimedia Society, Vol. 24, No. 11, pp. 922-932, 2021.   DOI
11 Z. Xu, Research on Cultivation Strategies of Visual Thinking in High School Mathematics Teaching, Master's Thesis of Zhejiang Normal University, 2007.
12 L. Lin and L. Gu, 'The Application of Visual Thinking in Home Textile Product Design," Production Technology, Vol. 32, No. 3, pp. 37-38, 2006.
13 S.A. Smith, "Virtual Reality in Episodic Memory Research: A Review," Psychonomic Bulletin and Review, Vol. 26, No. 25, pp. 1213-1237, 2019.   DOI
14 B. Balakrishnan, D. Oprean and B. Martin, "Virtual Reality: Factors Determining Spatial Presence, Comprehension, and Memory," Proceedings of the 12th International Conference on Construction Applications of Virtual Reality, pp. 451-459, 2012.
15 G. Plancher, J. Barra, and E. Orriols, "The Influence of Action on Episodic Memory: A Virtual Reality Study," Quarterly Journal of Experimental Psychology, Vol. 66, No. 15, pp. 895-909, 2013.   DOI
16 H. Jiao, Interface Design and Implementation of Smart Wearable Display Devices, Master's Thesis of Southeast University, 2018.
17 J. Weber, "Brain Rules: 12 Principles for Surviving and Thriving at Work, Home, and School," Journal of Business Ethics Education, Vol. 7, No. 3, pp. 279-281, 2010.
18 K. Lu and F. Han, "The Application and Research of Virtual Reality Game Design in Children with Autism," Science Education Wenhui, Vol. 33, No. 2, pp. 165-166, 2018.