Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society 2020
DOI: 10.1145/3419249.3420182
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Learning Success in Immersive Virtual Reality Training Environments: Practical Evidence from Automotive Assembly

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Cited by 24 publications
(11 citation statements)
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“…For the evaluation and acceptance with the students as an immersive teaching-learning virtual didactic strategy, the Oculus Rift S is the platform that presents the best evaluation ("High") in terms of the graphic quality of the 3D elements, manipulability, immersion, and understanding about the assembly of the four-stroke engine and learning of the main elements thereof, as well as disorientation afterwards its use. These results coincide with earlier similar studies in which virtually trained participants improved their abilities for assembly of the vehicle center console [48]. In the case of the Leap Motion Controller™, it presents "High" qualifications more frequently in the areas of the graphic quality of the 3D elements, manipulability, immersion, and understanding about the assembly of the four-stroke engine and learning of its main elements, as well as ratings of "Low" for disorientation after use; this is attributed to the fact that the Leap Motion Controller™ device is semi-immersive, with the user being able to retain visualization of the real environment at all times.…”
Section: Discussionsupporting
confidence: 92%
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“…For the evaluation and acceptance with the students as an immersive teaching-learning virtual didactic strategy, the Oculus Rift S is the platform that presents the best evaluation ("High") in terms of the graphic quality of the 3D elements, manipulability, immersion, and understanding about the assembly of the four-stroke engine and learning of the main elements thereof, as well as disorientation afterwards its use. These results coincide with earlier similar studies in which virtually trained participants improved their abilities for assembly of the vehicle center console [48]. In the case of the Leap Motion Controller™, it presents "High" qualifications more frequently in the areas of the graphic quality of the 3D elements, manipulability, immersion, and understanding about the assembly of the four-stroke engine and learning of its main elements, as well as ratings of "Low" for disorientation after use; this is attributed to the fact that the Leap Motion Controller™ device is semi-immersive, with the user being able to retain visualization of the real environment at all times.…”
Section: Discussionsupporting
confidence: 92%
“…Another aspect that is relevant when implementing Virtual Reality applications is the continuous monitoring and feedback of the use of the application through Big Data Analysis [53], which would allow us to establish use objectives with users and have internal goals and indicators for the expansion of this project, through the design, development, and implementation of new modules, such as the powertrain, suspension, and brake modules, also considering that in this first stage of the project, it was considered to use the factory configuration of the Oculus h Rift S, and have the natural scale of both the engine and the elements of the stage to try to avoid dimensionality problems in terms of virtual objects that are manipulated using the controllers in this engineering application. It is important to consider that in the case of users who had their first experience using the Oculus Rift S, there was disorientation and a longer training time was necessary before use of the application, alternating with breaks [48], and it was during this training that the virtual interaction through the avatar of the hands that manipulate the elements of the four-stroke engine, via the controllers, worked more naturally.…”
Section: Discussionmentioning
confidence: 99%
“…The results showed that, while after one day, traditionally trained operators report lower error rates than AR-trained operators, opposite data are recorded after one week. The impact on learning is also assessed in (Schwarz, Regal, Kempf & Schatz, 2020) which highlighted the potential of virtual reality as positive training transfer into practice and positive skill retention over time compared to conventional training outcomes could be achieved.…”
Section: Rq3: What Are the Impacts Of Ar/vr/mr Technologies On The Wo...mentioning
confidence: 99%
“…The application of VR to industrial needs has been investigated for several decades, showing the potential to aid, enhance and transform many of industrial tasks and processes [7,8]. With a given flexibility to simulate dangerous contexts and enable natural interactions with virtual objects in immersive virtual environments [7,[9][10][11], VR has been successfully applied in industry to facilitate training [12,13], AR-prototyping [14,15] as well as different phases of product development cycle [7,[16][17][18][19].…”
Section: Collaborative Vrmentioning
confidence: 99%