Virtual Reality (VR) can be used as an assistive system to learn with immersive visualization and interactive control. Anatomy is a branch of biology that is difficult to learn using textbooks because of its limitations in displaying anatomical objects in two-dimensional media. VR can display anatomical objects in the form of a three-dimensional virtual world. Besides being assisted by its immersive appearance, the interactivity learning system can also be improved by using the appropriate VR control device. In this study, three controls were used with different features and functions, namely VIVE Controller, Leap Motion Controller, and Senso Glove, and a user experience study was conducted. The user was asked to use the anatomy learning system with three different control devices, and then the user was asked to fill out a survey form, which uses the Liker scale. The survey focuses on the level of acceptability and user satisfaction in the usability factor, ease of learning, the suitability of movement, suitability of display, and haptic feedback provided by each VR controllers. From this study, it was found that the VIVE Controller is superior compared to the Leap Motion Controller and Senso Glove in terms of usability, ease of learning, movement suitability, and display suitability. The senso glove is superior in terms of haptic feedback satisfaction.
The availability of control devices that use hand and finger movements in virtual reality systems has an essential role in increasing the level of interaction in the virtual reality system. Hand and finger movements in a virtual reality system can be displayed either in the form of a controller that resembles its original shape or in the form of a virtual hand. The translation motion and rotation of the virtual reality controller can be used as input to the system. In addition, the virtual reality controllers allow the use of buttons or gestures as triggers on the system. Input in the form of translational and rotational movements on the virtual reality controller and its triggers can be applied to anatomical learning systems in a virtual reality environment. Virtual reality controller has a role as a system control tools. Different virtual reality controllers have different levels of feasibility to the system, similarity when used, and ease of learning. Therefore a comparison was performed on three virtual reality controllers that have different usage methods and features. The three tools chosen in this study are the VIVE Controller, Leap Motion Controller, and Senso Glove. These three tools have different ways of using and feature, including differences in touching the user or not, triggers in the form of buttons or gestures, and whether or not haptic feedback is available. The analysis of the use and its comparison between these three virtual reality controllers are the outcome of this study.
In steel construction, some stages demand a learning process first to understand the functions and procedures that will occur. The erection process in steel construction is a process of assembling steel components so that it becomes a unity that will be carried out in the field. When carrying out steel as part of erection activities, there are huge potential risks to employees, subcontractors, or other personnel within the construction area, therefore it requires intensive training before real work done. Various methods can be done to facilitate the teaching of the erection process in steel construction; one of them is by using a simulator. A simulator system that uses hand gesture readings and haptic feedback is the best choices of learning methods to help the learning process of erection in steel construction. Virtual reality is an option to be applied the desired simulator system. With virtual reality, users can utilize cognitive and motor skills to interact with the system. The cognitive and motor skills are increasingly driven by control devices like senso gloves that can read and display the motion at the system interface in the same time. In addition, the addition of haptic feedback in the form of vibrations at each fingertip of the glove makes the simulation closer to reality. The purpose of this study is to design the use of motion control Senso Glove as a tool in developing simulator for the erection process learning in steel construction within a virtual reality environment.
Failure or mistakes in operating the crane can cause an accident while working on the project site, mainly when it deals with heavy and extensive material, for example, in the steel erection process. Proper crane operation for steel erection training using Virtual Reality (VR) technology can overcome this problem effectively and efficiently. The level of interactivity in a VR system can be increased by using a controller that can observe the user’s hand and finger movements. Senso Glove is a wireless glove that is able to read hand and finger movements and is able to provide vibrations. In the system developed in this study, Senso Glove is used as a system control tool to read hand movements and become the system input. In addition to input to the system, Senso Glove can also provide vibration to the user when the virtual hand is holding the lever on a crane in a virtual world or when the steel hit some part of construction during the process. Senso Glove’s ability as a crane operator simulator control tool can be tested using the Usability Test. Therefore, USE Questionnaire was used with a Likert Scale as a media survey for system users. From the survey results, it was found that the user was easy to remember how to operate a crane with a Senso Glove with an average value of 4.25 per 5 Likert scales. However, users also find Senso Glove challenging to learn by everyone with an average value of 2.95 per 5 Likert scales. This is due to the precision that is still difficult given by Senso Glove with the average value of virtual hand movements produced by Senso Glove is 3.15 per 5 Likert scale.
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