{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,8]],"date-time":"2026-01-08T20:15:25Z","timestamp":1767903325157,"version":"3.49.0"},"reference-count":34,"publisher":"MDPI AG","issue":"6","license":[{"start":{"date-parts":[[2022,6,9]],"date-time":"2022-06-09T00:00:00Z","timestamp":1654732800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"DOI":"10.13039\/501100004663","name":"National Science Council","doi-asserted-by":"publisher","award":["MOST 103-2420-H-152 -005 -MY2"],"award-info":[{"award-number":["MOST 103-2420-H-152 -005 -MY2"]}],"id":[{"id":"10.13039\/501100004663","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Symmetry"],"abstract":"<jats:p>In this study, interface designs of a VR 3D-simulated Rubik\u2019s Cube game were developed and evaluated. A 2 \u00d7 2 \u00d7 2 mixed-design ANOVA was executed, with age (younger adult\/older adult), interface (arrow\/intuitive), and task complexity (easy, a single symmetrical task\/difficult, a bio-symmetrical task) experimental design. The first three factors were between-subject designs while the latter was a within-subject design. The dependent variable was the percentage of the task performance and wayfinding questionnaire. The collected experimental data were analyzed by regression method to clarify the correlation among age, interface, task complexity, and wayfinding strategy. There were 96 subjects in the experiment, including 48 younger adults (aged from 18~22) and 48 older adults (aged from 60~85). The experimental results and statistical analysis showed that the task difficulty had a significant effect on task performance in the 3D VR Rubik\u2019s Cube game. For the smart pad, the arrow interface was significantly more effective than the intuitive interface. The theoretical model regression analysis of the task complexity, interface, and wayfinding strategy was shown to be significant. Results showed that users may be affected either positively or negatively by the wayfinding strategy, as a higher score on familiarity indicates better VR game task performance, whereas for the usual spatial behavior wayfinding strategy, the opposite result was found for memory. These results can be used to assess VR game interface designs, taking into consideration age difference, task complexity, experiential self-report on 3D VR games, and including VR rotation navigational<\/jats:p>","DOI":"10.3390\/sym14061193","type":"journal-article","created":{"date-parts":[[2022,6,13]],"date-time":"2022-06-13T02:01:44Z","timestamp":1655085704000},"page":"1193","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":2,"title":["On The 3D VR Simulated Rubik\u2019s Cube Game for Smart Pads"],"prefix":"10.3390","volume":"14","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-8616-1224","authenticated-orcid":false,"given":"Wen-Te","family":"Chang","sequence":"first","affiliation":[{"name":"Department of Arts and Design, National Taipei University of Education, Taipei City 10671, Taiwan"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2022,6,9]]},"reference":[{"key":"ref_1","unstructured":"(2021, June 01). 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