2016
DOI: 10.1007/s10055-016-0286-8
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When simulated environments make the difference: the effectiveness of different types of training of car service procedures

Abstract: An empirical analysis was performed to compare the effectiveness of different approaches to training a set of procedural skills to a sample of novice trainees. Sixty-five participants were randomly assigned to one of the following three training groups: i) learning-by-doing in a 3D desktop virtual environment, ii) learning-by-observing a video (show-and-tell) explanation of the procedures, and iii) trial-and-error. In each group participants were trained on two car service procedures. Participants were recalle… Show more

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Cited by 15 publications
(3 citation statements)
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References 49 publications
(56 reference statements)
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“…The reasons for choosing two computational systems with different characteristics (entertainment and training) were because: a) This type of media has complex emotional stimuli (Järvelä et al 2015); b) the importance of investigations into emotion and affectivity in the use of computational systems and VR has been increasing (Hassenzahl and Tractinsky 2006;Kaza et al 2016;Kumar and Kumar 2016); c) there are potential advantages to using psychophysiology techniques to investigate the emotional responses of users while they play computer games (Calvo and D'Mello 2010;Yannakakis et al 2016); and d) they have been used in professional training experiments (Borsci et al 2016;Calandra et al 2023).…”
Section: Methodsmentioning
confidence: 99%
“…The reasons for choosing two computational systems with different characteristics (entertainment and training) were because: a) This type of media has complex emotional stimuli (Järvelä et al 2015); b) the importance of investigations into emotion and affectivity in the use of computational systems and VR has been increasing (Hassenzahl and Tractinsky 2006;Kaza et al 2016;Kumar and Kumar 2016); c) there are potential advantages to using psychophysiology techniques to investigate the emotional responses of users while they play computer games (Calvo and D'Mello 2010;Yannakakis et al 2016); and d) they have been used in professional training experiments (Borsci et al 2016;Calandra et al 2023).…”
Section: Methodsmentioning
confidence: 99%
“…Study [14] is another interesting study. Participants were divided into three groups, and they were trained in a car service task.…”
Section: State Of the Artmentioning
confidence: 99%
“…Many articles have been written on the topic of cyber sickness and virtual reality. For example, AR can cause cyber sickness symptoms if users move their head faster than the model registration can be made: study [14] suggests a minimum 1 kHz frame rate for an object that is revolving at 1 revolution per second. This latency has been found to be a problem with AR devices in other studies, such as [15].…”
Section: State Of the Artmentioning
confidence: 99%