Ontology highlight
ABSTRACT: Background
In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has been driven by studies claiming that MAR provides users with more immersive experiences that are situated in the real world. Currently, no studies have scientifically investigated the immersion experience of users in a MAR cognitive training game. Moreover, there is an observed lack of instruments on measuring immersion in MAR cognitive training games.Objective
This study, using two existing immersion questionnaires, investigates students' immersion experiences in a novel MAR n-back game.Methods
The n-back task is a continuous performance task that tap
SUBMITTER: Zhang B
PROVIDER: S-EPMC8548974 | biostudies-literature | 2021 Oct
REPOSITORIES: biostudies-literature