2020
DOI: 10.1177/1071181320641505
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The Evaluation of User Experience and Functional Workload of a Physically Inter- active Virtual Reality System

Abstract: In this study, we evaluated the user experience of a physically interactive virtual reality (VR) system, which was developed to provide passive kinesthetic haptics in order to enhance motor learning functions during an occupational virtual training. We compared the user experience (e.g., perceived ease-of-use, ease-of-learning, and usefulness) and the functional workload between real and virtual environments by simulating a pick-and-place lifting task in both environments. Results showed an increase in user ex… Show more

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Cited by 4 publications
(4 citation statements)
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“…Instead of matching virtual objects with their real-world equivalents, it employed a robotic arm to proactively align physical items with their virtual analogs. Utilizing various combinations of physical props, These methods have proven successful in VR training systems by offering users direct experience with real-world tasks and aiding them in maintaining pertinent motor skills, safety consciousness, and operational work ability [32], [38], [39], [40].…”
Section: B Physics-based Hapticsmentioning
confidence: 99%
See 1 more Smart Citation
“…Instead of matching virtual objects with their real-world equivalents, it employed a robotic arm to proactively align physical items with their virtual analogs. Utilizing various combinations of physical props, These methods have proven successful in VR training systems by offering users direct experience with real-world tasks and aiding them in maintaining pertinent motor skills, safety consciousness, and operational work ability [32], [38], [39], [40].…”
Section: B Physics-based Hapticsmentioning
confidence: 99%
“…In recent years, the development of VR trackers and the integration of VR and motion capture systems have aided researchers in developing high-fidelity virtual replications of real-world objects (i.e., physics-based modeling), in which users are provided with real cutaneous (object geometries) and kinesthetic (force/vibration) feedback of the virtual objects (i.e., physics-based haptics) [32], [33], [34], [35], [36], [37]. Using different hardware (such as VR trackers or motion capture markers) or software to track objects in the real world and simulate them in the VE, these methods have proven to be effective in simulating high-fidelity VR training systems [32], [38], [39], [40].…”
Section: Introductionmentioning
confidence: 99%
“…The NASA-TLX [27] based on a weighted average of ratings on six subscales: 'mental demand,' 'physical demand,' 'temporal demand,' 'performance,' 'effort,' and 'frustration' was used to measure the overall workload (a score from 0 to 100) of the subjects for the successful completion of each task. Based on previous literature [28], [29], [30] and our previous work [31], we developed a novel subjective questionnaire to evaluate the perceived ease-of-use, usefulness, and ease-of-learning of our PhyVirtual system along with the comparison between VET and RET (Table I). We asked these structured questionnaires after each VET.…”
Section: Data Collectionmentioning
confidence: 99%
“…In terms of mode of learning, researchers suggest that virtual reality (VR) enhances learning by increasing engagement and immersion [4,8,[18][19][20]30]. VR's spatial navigation reduces the cognitive load in programming learning, surpassing traditional text-based methods [10].…”
Section: Introductionmentioning
confidence: 99%