“…In contrast, present study, task performance time was shorter when either the high‐fidelity or low‐fidelity controller was utilized. A task that takes less time and fewer errors is rated as more efficient (Daling et al., 2023). Collectively, regarding physical fidelity, the results of this study demonstrate that VR controllers are more effective in task performance when they provide weight‐dependent haptic feedback rather than solely tactile feedback.…”
Section: Discussionmentioning
confidence: 99%
“…However, subjective experience can also be used to measure task performance. One example is the perceived task load during training (Daling et al., 2023). We measured subjective evaluations and objective performance to assess task performance.…”
This study aimed to examine how the levels of physical fidelity of controllers (high, mid and low) and task repetitions (four trials) influence undergraduate students' perceived task load and performance in an immersive virtual reality (VR)‐based simulation. The simulation was developed using the Unity 3D engine. VR controllers were developed to reflect a real power tool in three fidelity levels: high (most realistic: weight and tactile engagement), mid (tactile engagement without weight) and low (control group: only controller). The tasks were designed to reflect complexities with four working postures: no walking & standing up, no walking & bending over, walking & standing up and walking & bending over. Thirty‐six healthy undergraduate male students participated in the study. Participants were instructed to complete motor tasks accurately. Audio feedback (drill sound) and haptic feedback (vibration) were activated for three groups when the controller and a screw made contact. Each participant used all three fidelity controllers and repeated the four tasks in a counterbalanced order to account for order effects. The results of a one‐way repeated measures MANOVA indicated that two dimensions of task load were significantly different among the three physical fidelity conditions. Also, task completion time, inaccurate operation time and inaccurate counts were significantly shorter when four tasks were repeated. The study findings provide design implications for VR‐based training experiences for future workforce development.
Practitioner notesWhat is already known about this topic
VR training simulations offer immersive opportunities for skills development, creating interactive and visually appealing learning environments.
VR training simulations employ VR controllers as interactive interfaces to enhance task performance in virtual environments.
Consideration of physical fidelity is crucial to improve simulation realism and support realistic sensory input for user interaction and tool manipulation. High physical fidelity in VR training simulations enhances immersion, realism and task performance.
What this paper adds
We developed a VR controller that emulates the physical characteristics of a power tool, including weight and tactile feedback. We investigated the impact of different levels of physical fidelity on VR training simulation.
This research demonstrates that the level of physical fidelity in VR training simulations influences learners' task load.
Through multimodal data analysis, we examined learners' task load and performance during repeated power tool tasks, illustrating the relationship between physical fidelity and task load.
Implications for practice and/or policy
Our findings suggest that adjusting the physical fidelity of the VR controller effectively modulates the learner's task load in task complexity and perceptual strain.
We emphasize the importance of repeated training supplemented with precise instructional guidance, such as the integration of visual cues, to enhance performance and promote skill development.
“…In contrast, present study, task performance time was shorter when either the high‐fidelity or low‐fidelity controller was utilized. A task that takes less time and fewer errors is rated as more efficient (Daling et al., 2023). Collectively, regarding physical fidelity, the results of this study demonstrate that VR controllers are more effective in task performance when they provide weight‐dependent haptic feedback rather than solely tactile feedback.…”
Section: Discussionmentioning
confidence: 99%
“…However, subjective experience can also be used to measure task performance. One example is the perceived task load during training (Daling et al., 2023). We measured subjective evaluations and objective performance to assess task performance.…”
This study aimed to examine how the levels of physical fidelity of controllers (high, mid and low) and task repetitions (four trials) influence undergraduate students' perceived task load and performance in an immersive virtual reality (VR)‐based simulation. The simulation was developed using the Unity 3D engine. VR controllers were developed to reflect a real power tool in three fidelity levels: high (most realistic: weight and tactile engagement), mid (tactile engagement without weight) and low (control group: only controller). The tasks were designed to reflect complexities with four working postures: no walking & standing up, no walking & bending over, walking & standing up and walking & bending over. Thirty‐six healthy undergraduate male students participated in the study. Participants were instructed to complete motor tasks accurately. Audio feedback (drill sound) and haptic feedback (vibration) were activated for three groups when the controller and a screw made contact. Each participant used all three fidelity controllers and repeated the four tasks in a counterbalanced order to account for order effects. The results of a one‐way repeated measures MANOVA indicated that two dimensions of task load were significantly different among the three physical fidelity conditions. Also, task completion time, inaccurate operation time and inaccurate counts were significantly shorter when four tasks were repeated. The study findings provide design implications for VR‐based training experiences for future workforce development.
Practitioner notesWhat is already known about this topic
VR training simulations offer immersive opportunities for skills development, creating interactive and visually appealing learning environments.
VR training simulations employ VR controllers as interactive interfaces to enhance task performance in virtual environments.
Consideration of physical fidelity is crucial to improve simulation realism and support realistic sensory input for user interaction and tool manipulation. High physical fidelity in VR training simulations enhances immersion, realism and task performance.
What this paper adds
We developed a VR controller that emulates the physical characteristics of a power tool, including weight and tactile feedback. We investigated the impact of different levels of physical fidelity on VR training simulation.
This research demonstrates that the level of physical fidelity in VR training simulations influences learners' task load.
Through multimodal data analysis, we examined learners' task load and performance during repeated power tool tasks, illustrating the relationship between physical fidelity and task load.
Implications for practice and/or policy
Our findings suggest that adjusting the physical fidelity of the VR controller effectively modulates the learner's task load in task complexity and perceptual strain.
We emphasize the importance of repeated training supplemented with precise instructional guidance, such as the integration of visual cues, to enhance performance and promote skill development.
“…The automotive industry has since long been heavily exposed to tough competition that has created a demand for shorter production life cycles, higher product variant mix and increasing product complexity [1] [2]. This raises the complexity for its assembly operators that is required to handling an increasingly fluctuating product and variant mix in a shorter time frame [3] [4]. Combined with a shift in the industry towards electrification and the introduction of new technologies on the shop floor creates a huge new demand for appropriate training and upskilling applications [4].…”
Section: Introductionmentioning
confidence: 99%
“…This raises the complexity for its assembly operators that is required to handling an increasingly fluctuating product and variant mix in a shorter time frame [3] [4]. Combined with a shift in the industry towards electrification and the introduction of new technologies on the shop floor creates a huge new demand for appropriate training and upskilling applications [4].…”
Many industries are today heavily exposed to competition which increases the demand for continuous innovations, faster product changes and continued improvements, this is especially true for the automotive industry. Such demands raise the complexity and set a need for continuous training and development of our operators and assembly personnel to keep up with new designs and product changes. This, in combination with an aging population and a growing shortage of experienced assembly workers, increases the need for efficient training capabilities.Today most of the operator training is supervisor driven and takes place in the live production environment working with real products. This approach might introduce uncertainties and a risk to the production system as less experienced workers, still in training, might jeopardize quality, ramp ups and takt time. With the rise of virtual reality there are growing possibilities to carry out these training sessions in a more secure, non-disruptive, virtual environment without jeopardizing ramp ups, takt time or quality. This paper evaluates the possibility to introduce virtual multi-user operator training as an alternative to traditional supervised “on-site” training for assembly workers. Recreation of different assembly task from an automotive case company was created in virtual reality while introducing multi-user functionality to allow multiple operators and supervisors to observe, instruct and evaluate the performance of the operator in training. The developed demonstrator is used as the discussion basis throughout a focus group interview study with selected participants from an OEM case company and the potential of a multi-user virtual reality application as a complement for traditional operator training in operator training is discussed and future research directions for multi-user virtual reality trainings at OEMs is presented.
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