Abstract:Kinesthetic memory is an essential factor in human interaction with the outside world. It helps adept keyboard users to type rapidly and hit the keys without having to look at them. It enables musicians to play their instruments without consciously having to think about the necessary movements. And it can help people to find things again, based on the location where they put them. The benefits of kinesthetic memory in the physical world are well known and well used for training or in physical therapy. Yet litt… Show more
“…More recent research on spatial and content memory completely removed user input from the study and focused solely on the effect of visual grids [15]. Ebert et al explored the combination of spatial and kinesthetic memory in front of a wall-sized 3D vision display with real depth perception [6]. Users performed a memory task in a 3D scene with mouse vs. physical navigation, i.e., walking in front of the screen.…”
Recent findings from Embodied Cognition reveal strong effects of arm and hand movement on spatial memory. This suggests that input devices may have a far greater influence on users' cognition and users' ability to master a system than we typically believeespecially for spatial panning or zooming & panning user interfaces. We conducted two experiments to observe whether multi-touch instead of mouse input improves users' spatial memory and navigation performance for such UIs. We observed increased performances for panning UIs but not for zooming & panning UIs. We present our results, provide initial explanations and discuss opportunities and pitfalls for interaction designers.
“…More recent research on spatial and content memory completely removed user input from the study and focused solely on the effect of visual grids [15]. Ebert et al explored the combination of spatial and kinesthetic memory in front of a wall-sized 3D vision display with real depth perception [6]. Users performed a memory task in a 3D scene with mouse vs. physical navigation, i.e., walking in front of the screen.…”
Recent findings from Embodied Cognition reveal strong effects of arm and hand movement on spatial memory. This suggests that input devices may have a far greater influence on users' cognition and users' ability to master a system than we typically believeespecially for spatial panning or zooming & panning user interfaces. We conducted two experiments to observe whether multi-touch instead of mouse input improves users' spatial memory and navigation performance for such UIs. We observed increased performances for panning UIs but not for zooming & panning UIs. We present our results, provide initial explanations and discuss opportunities and pitfalls for interaction designers.
“…Kinesthetic memory refers to the extent that the human body can recall its movements and postures. Through the use of sensory-motor learning and development of kinesthetic memory, a person can accomplish specific physical movements without thinking about how his or her body's parts should move (Ebert, Deller, Steffen, & Heintz, 2009). Interviews with 16 professional welders and welding engineers revealed that they felt that sensory-motor learning was a very important component of successful welding.…”
“…Moreover, at least two other additional criteria for measuring the improved abilities of the trainees were proposed in literature of VR/MR studies for training. The first one is the measurement of trainees' ability to recall the acquired skills and actions for a correct performance, such as, the economy of movements, and the accuracy of posture and actions measured in terms of time and accuracy within the training sessions [33,43,62,63]. The second criterion is the skill-decay [64][65][66][67].…”
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AbstractThe debate on effectiveness of virtual and mixed reality (VR/MR) tools for training professionals and operators is long-running with prominent contributions arguing that there are several shortfalls of experimental approaches and assessment criteria reported within the literature. In the automotive context, although car-makers were pioneers in the use of VR/MR tools for supporting designers, researchers started only recently to explore the effectiveness of VR/MR systems as mean for driving external operators of service centres to acquire the procedural skills necessary for car maintenance processes. In fact, from 463 journal articles on VR/MR tools for training published in the last thirty years, we identified only eight articles in which researchers experimentally tested the effectiveness of VR/MR tools for training service operators' skills. To survey the current findings and the deficiencies of these eight studies, we use two main drivers: i) a well-known framework of organizational training programmes, and ii) a list of eleven evaluation criteria widely applied by researchers of different fields for assessing the effectiveness of training carried out with VR/MR systems. The analysis that we present allows us to: i) identify a trend among automotive researchers of focusing their analysis only on car service operators' performance in terms of time and errors, by leaving unexplored important pre-and post-training aspects that could affect the effectiveness of VR/MR tools to deliver training contents -e.g., people skills, previous experience, cibersickness, presence and engagement, usability and satisfaction and ii) outline the future challenges for designing and assessing VR/MR tools for training car service operators.
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