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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)
  • 투고 : 2022.03.16
  • 심사 : 2022.05.17
  • 발행 : 2022.05.31

초록

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.

키워드

1. INTRODUCTION

1.1 Research background

With the development of science and technology, virtual reality technology has rapidly entered the field of education, providing favorable teaching methods of education in the aspects of image recognition, speech recognition and natural language understanding[1]. Researchers from the University of Mary land have done a number of researches into whether immersive VR environments will be better than more traditional platforms, and the data sug-gest that immersive environments can provide new directions for improving education and promoting high-level training. Legge. E L proposed a concept based on "Memory Palace"[2], users who use virtual memory palace perform better than those who use mental memory palace, and users who use memory strategies without guidance perform better than those who use memory strategies without guidance. Virtual palace memory is transmitted to the brain through visual, auditory, tactile and other sensory information to form electrical signals, and then the brain will repeatedly transmit electrical signals in the same neuron; when it reaches a certain level, a virtual memory bank can be constructed in people's potential visual thinking. Virtual reality technology is used to simulate the memory environment and generate electrical signals in a special way to stimulate part of the gene fragments in the nucleus of neuron in the brain to improve the accuracy and memory time of users[3].The way to im- prove memory has also changed from a single picture, text and video to a multi-sensory and inter-active game memory form, and users can better improve productivity by organizing information in virtual games.

1.2 Research purposes

The purpose of this research is to use virtual reality technology's brand-new visual thinking modes to directly activate human memory, by-passing the physical world[4]. Which means to use a game of memory flip, with different levels to detect the player to turn over two random cards to judge, and the final goal of the game is to let the player find all the cards with the same pattern. The form of virtual ramification changes the time and accuracy of players' memory of information, so these players can form a virtual memory database during the game and ensure the persistence of memory in formation. The game uses the concept of a "memory palace" in its design to provide users with an immersive sensory experience and learning effect to achieve the goal of improving memory[5].

1.3 Research method

This paper mainly adopts literature analysis method and case study method. Firstly, we theoretically study the relationship between visual thinking, spatial memory and virtual game design, and propose the influence factors of virtual game on memory and the functional factors of game. Secondly, we adopt the concept of "Memory Palace" in the design of the game combined with the vestibular perception of the human body, so that the game users can maintain the balance of the body of the virtual environment of movement, see the game content clearly, and improve the memory ability of the brain space. Finally, through case analysis and Likert scale data analysis, it is verified that virtual game meets the three influential factors of feasibility, effectiveness and innovation in memory improvement, and it is concluded that using virtual game based on visual Thinking can help users identify and remember key points of information.

2. THEORETICAL RESEARCH

2.1 Theory of visual thinking

Visual thinking is a thinking movement towards the help of vision and visual image as the operating unit[6], under the interaction of viewing, constructing and imagining abilities. R.H.Mckim uses three circles(similar to Venn diagram)to represent the essence of the interaction between viewing, imagination and construction, and the overlapping circles are used to represent different interaction relations. At the overlap between seeing and construction, seeing promotes construction, which in turn encourages seeing. At the overlap between structure and imagination, structure inspires and expresses imagination, and imagination provides power and content for structure.At the overlap between imagination and seeing, imagination directs and filters what is seen, and seeing in turn supplies imagination with material. When there is a strong interaction between viewing, imagination and construction, the overlap of the three circles indicates that visual thinking has been carried out extremely well. (Fig. 1).

Fig. 1. Visual activity diagram.

The content of this study includes "visual memory perception" and "deep learning memory" two key elements[7]. Visual memory perception uses the operating units and thinking tools of Visual thinking of forming visual images and stimulate neural memory cells in the cerebral cortex to selectively memorize relevant knowledge and information through visual senses and keep it in the memory bank[8]. Deep learning and memory refers to the orderly reorganization and arrangement of knowledge and skills by computer simulation, and the improvement on users' learning depth and memory effect through the overall perception of their own position, motion and acceleration in three-dimensional space[9].The three-layer model of deep learning and memory is shown in Fig2. In addition to input layer and output layer, deep learning also has a powerful hidden layer, which can analyze data layer by layer by combining the characteristics of hidden layer. At the same time, it is also the integration of deep memory information on "Memory Palace" immersion.

Fig. 2. Deep learning model.

2.2 Characteristics of the memory game

Based on memory image concept of visual thinking. The information that users need to remember in memory game simulation should be determined by combining to attribute, complexity of structure, similarity and size of objects, and the contents of real information and virtual information are integrated[10]. The complexity of structure and similarity are represented by the number of stars (Table1). The more stars there are, the higher the complexity of structure, or the higher the similarity. Otherwise, the lower it is. According to the game characteristics of virtual game with three-dimen-sional sense, hierarchical sense and dynamic sense [11], virtual technology is used to visually present knowledge information, so that players can receive information intuitively, to deeply memorize important information knowledge and improve memory.

Table 1. Graphic attribute.

3. EMPIRICAL RESEARCH

3.1 Formation principle of memory game

According to the information processing mechanism of the visual system in the human brain vision mechanism, the Memory game implements visual cortex classification to stimulate users to further think about the nervous system[12]. The working process of the central brain is a process of continuous iteration and abstraction[13]. Using the transmission characteristics of memory neurons, suppose a system S, which has layers(S1, ... Sn), its input is I, output is O, figuratively expressed as: I=>S1=>S2=>……=>Sn=>O, if the output O is equal to the input I, that is, there is no information loss after the input I change from the system. This means that input I do not have any information loss after passing through Si at each layer, that is, Si at any layer is another expression of the original information[14]. ]. First, memory game increased the activation of cholepamine and neurotransmitter in the user's cholinergic system, and also enhanced the neurotransmitter transmission function of dopamine and cholinergic system. The user's cerebral cortex thickens, and a large number of axons and cell bodies are generated after the increase of dendritic branches. Data are analyzed layer by layer in the input layer, output layer and hidden layer of the process of information input to the brain, and form a formal storage body (memory model). Secondly, game information perception (auditory coding, visual coding, semantic coding) is used to encode the memory information. Finally, visual, auditory, olfactory and tactile experiences are brought to users to form a complete memory chain in the game process and realize hierarchical memory forms (Fig. 3). At the same time, by wearing the head-mounted display HDM, the spatial memory perception of the game is set by utilizing the vestibular sense and proprioception of the human body, which improves the memory efficiency and visual stability of users.

Fig. 3. Virtual processing mode of memory game.

3.2 Hierarchy of PRT(Pivotal Response Treatment) game

PRT(Pivotal Response Treatment) is a combination of development and comprehensive service delivery, it aims to provide learning opportunities for individuals in the natural environment. PRT ensures the individual's concentration on learning, the interpolation of maintenance and acquisition tasks, in short, the interpolation of simple and difficult tasks, or the interpolation of old and new learning tasks. Give simple tasks several times and then difficult tasks can create behavioral inertia, increase the self-confidence and motivation of individuals to try difficult tasks, and make learning goal behaviors faster and individuals more enjoyable in learning.

In the design of memory game, the situation construction in a single mode is changed to promote the generation of users' generalization skills, so as to improving the effect of deep memory. The penetration of PRT can realize the generalization skills in the natural environment, so these users can still realize the transfer of skills after the transformation of the environment. PRT has realized a user-centered game design framework, which provides users with virtual reality elements under multiple clues according to their living environment and promotes users' migration and generalization of learned skills. Therefore, PRT can be penetrated to improve memory accuracy and memory depth, so these users can obtain a stable construction of memory thinking in the body sense of virtual game[15]. In order to enhance the sense of hierarchy of memory game, the game level is divided into 15 modules in game design: 2×2、2×3、 2×4、2×5……2×16 square patterns (Fig. 4); in addition, the position of each group of the same pattern is different, which requires the player to identify with memory, so the number of blocks determines the difficulty of memorizing each module is different. At the same time, the PRT game level provides the accuracy of memorizing information on the player more effectively.

Fig. 4. PRT game hierarchy model diagram.

4. RESEARCH ON THE STRUCTURE OF GAME SETTINGS

4.1 Stereoscopic positioning of game construction

In the construction of memory game, the 3d method is adopted for the design of the displayed content to enter the game scene, and the player triggers the internal scene of the game through the handle operation, forming a three-dimensional sensory sense of simulation vision. The monocular perspective of human eyes is 150° horizontal and 120° vertical. When constructing the game stereoscopic display scene, it needs to fit the data results, so that the illusion of reality can be formed when observing the information on the game[16]. In addition, when observing things, the resolution of human naked eyes is the highest part of the central part of the field of view, which gradually decreases towards the edge. Using this feature, the core visual center of the study can be formed into the form of game design. There is a certain position difference in the distribution of the visual field between the left eye and the right eye, which also leads to poor vision when the left eye and the right eye watch the same thing. Visual difference exists in any case, and after the occurrence of visual difference, the human brain will conduct more in-depth scene information mining and imagine parting of the observed scene information.

4.2 Seriousness of the game structure

Based on the difference of vision, the three-dimensional display construction of memory game focuses on simulating the visual characteristics of human visual changes and constructing the visual arrangement of scene information. The design in the game is modeled entirely in terms of human visual features and resolution. First, the user wears the head-mounted display HDM to select the level of memory game. Secondly, complete patterns in the virtual scene are memorized according to the specified time. After the memory time, all patterns will be restored to their original state. Finally, the user performs a memory test based on what they remember and selects the same pattern until the system produces a game result. Four hours after the end of the game, users were asked to observe the pattern again and have a memory test, which formed a cycle and made players develop strong visual memory ability (Fig. 5).

Fig. 5. VR memory method.

The seriousness of memory game transfers the testing effect from virtual reality to the real world through the testing effect of virtual immersion on memory[17]. Through memory simulation test, teachers and students can make use of the category relationship between a soft label and a hard label to train learning independently (Fig. 6). At the end of the game test, testers can accurately select the correct card information. This also allows players to pass the game's repeated tests on memory, as well as the identification of reference points, whichfurther improves the effective formation of memorized information.

Fig. 6. Structure diagram of game training.

5. DATA ANALYSIS

5.1 Design of questionnaire

In this paper, we research the influence factors of virtual game on users' spatial memory and the functional factors of game under visual thinking of carrying out case practice. The main problem of this study is to verify whether virtual game under visual thinking has three influential factors: feasibility, effectiveness and innovation for people's memory improvement. According to the characteristics of the three main factors, we determine corresponding questions on questionnaire (Table 2), and use 5-point Likert scale to fill in the questionnaire.

Table 2. Questionnaire.

5.2 Descriptive analysis

This questionnaire survey is conducted in the form of online survey, mainly through the electronic version of the questionnaire released by the professional questionnaire survey platform "Star of Questionnaire". According to research, in traditional learning, students' attention can only focus on the first 10 minutes, and from the 10th minute, their concentration drops sharply, and they cannot learn efficiently[18]. At the same time, concentration is the cornerstone of memory, and a good concentration can have a good memory. This paper designs a questionnaire survey according to the influence of virtual reality game on memory. As a result, 120 questionnaires are sent. After manual and machine investigation, a total of 111 valid questionnaires are returned excluding those with inaccurate information and incomplete information. Among them, 61 are male, accounting for 54.95%, and 50 are female, accounting for 45.05%. There are 45 primary students (40.54%), 26 middle school students (23.42%), 18 high school students (16.22 %), 12 college students (10.81%), 7 masters (6.3%) and 3 doctors (2.7%).

5.3 Factor analysis of feasibility, effectiveness and innovation

From the table above, we can see that the load obtained by the three latent variables of availability of factor 1, availability of coefficient 2 and attraction factor is greater than 0.5 for each subject, reliability of coefficient is greater than 0.5, and corresponding measurement error is also less than 0.5. It shows that each latent variable is highly repre sentative of deserved topics. In addition, the average variance (AVE) of each latent variable is greater than 0.5, and the combined reliability (CR) is greater than 0.8, indicating that the convergence validity is ideal. In addition, Cronbach's Alpha coefficient is used to judge the internal stability of the questionnaire. It can be seen that the α coefficient of each latent variable in the questionnaire is higher than 0.8, indicating good reliability of the questionnaire.

From the data analysis results, it can be seen that the coefficient indexes of the measured variables is better. Feasibility, effectiveness and innovation can fully explain the elements of VR memory game design in line with user experience, and verify that virtual game combined with visual thinking has an effective effect on people's memory improvement

Table 3. Factor analysis of reliability, validity and validation.

6. CONCLUSIONS AND FUTURE RESEARCHES

Based on the theoretical basis of visual thinking, this paper establishes the influential elements of game design and the construction elements of system functions, and carries on the hierarchical design of memory game. Based on the immersion, interaction and fidelity of Virtual reality technology, a memory model is established for the psychological data of memory. Combined with the layout and design of virtual environment, the visual salience and structure of 3D model, as well as the types and forms of display content, a visual virtual space is provided for users' memory. It fully demonstrates that the feasibility, effectiveness and innovation of game play an important role in improving the accuracy and stability of memory in users' game experience. Meanwhile, through the headmounted device HMD and the motion sensing device Leap motion, the basic concepts of memory, neural network model and probability graph model are better transmitted to users, thus improving the accuracy of users' memory. Future research: 1. Strengthen the combination of virtual space and data organization, further promote the design of information management and visualization tools based on visual thinking, and improve the coordination of game content and interface design; 2. Promote the research and development of game advanced recall methods, strengthen the applicability of game content, penetrate PRT, and promote the generation of generalization skills.

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