Effects of three-dimensional virtual reality and traditional training methods on mental workload and training performance

2017 ◽  
Vol 27 (4) ◽  
pp. 187-196 ◽  
Author(s):  
Chin-Jung Chao ◽  
Sheng-Yu Wu ◽  
Yi-Jan Yau ◽  
Weng-Yan Feng ◽  
Feng-Yi Tseng
Author(s):  
Silvia Erika Kober ◽  
Johanna Louise Reichert ◽  
Daniela Schweiger ◽  
Christa Neuper ◽  
Guilherme Wood

Neurofeedback (NF) is a Brain-Computer Interface (BCI) application, in which the brain activity is fed back to the user in real-time enabling voluntary brain control. In this context, the significance of the feedback design is mainly unexplored. Highly immersive feedback scenarios using virtual reality (VR) technique are available. However, their effects on subjective user experience as well as on objective outcome measures remain open. In the present article, we discuss the general pros and cons of using VR as feedback modality in BCI applications. Furthermore, we report on the results of an empirical study, in which the effects of traditional two-dimensional and three-dimensional VR based feedback scenarios on NF training performance and user experience in healthy older individuals and neurologic patients were compared. In conclusion, we suggest indications and contraindications of immersive VR feedback designs in BCI applications. Our results show that findings in healthy individuals are not always transferable to patient populations having an impact on serious game and feedback design.


Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


2021 ◽  
Vol 16 (2) ◽  
pp. 777-788
Author(s):  
Zhao Jia ◽  
Borhannudin Bin Abdullah ◽  
Roxana Dev Omar Dev ◽  
Shamsulariffin Bin Samsudin

The aim of the study is to investigate the effect of fifteen-week basic soccer training and education by coaching youth soccer players who are under eight (U8) and under ten (U10) years old. This study has included 24 children (U8 and U10) who have participated in the physical fitness sessions of football at school. Twelve participants in the experimental group (EG) undertook intervention training in games. Twelve young players served as a control group (CG) undertook traditional training methods used in Dali Football Club. Experimental groups indicated greater improvements than control groups (P<0.05) at four tests of basic technical education of football. The results indicated that soccer education and training four times a week can improve the basic skills of football of U8 and U10 children.  Study concluded that the training in games methods considered in this study might be suitable to design an effective coaching methods and training sessions aimed at the development of the fundamental skills in youth soccer players.   Keywords: Soccer training; coaching, Games; effective coaching methods, Sports Education, Physical Education


2014 ◽  
Vol 2014 ◽  
pp. 1-11 ◽  
Author(s):  
Francesco Ricciardi ◽  
Lucio Tommaso De Paolis

Education of healthcare professionals is of primary importance for patient safety. In some health related professions, education and training have to be practiced during the entire working period and not only limited to school years. The use of new technology such as virtual reality and e-learning brings new possibilities with significant improvement in learning outcomes. Serious gaming describes a technology that can educate and train while entertaining users. This type of training can be very useful for health professions because it improves learning outcomes creating a learner oriented approach and providing a stealth mode of teaching. In some fields it represents an ideal instrument for continuous health professions education also in terms of costs because it is cheaper than traditional training methods that use cadavers or mannequins. In this paper we make a scoping review of serious games developed for health professions and health related fields in order to understand if they are useful tools for health related fields training. Many papers confirmed that serious gaming is a useful technology that improves learning and skills development for health professionals.


2013 ◽  
Vol 328 ◽  
pp. 43-47
Author(s):  
Zhi Hui Dong ◽  
Duan Feng Han ◽  
Lei Song

Virtual reality technology, via imitating natural environment, enables to display a vivid visual environment, which has already been applied in a great deal of domains, such as entertainment, education and training. And three-dimensional terrain plays a key role on the contribution of virtual environment, which directly effluents the reality of virtual environment. This paper firstly introduces the key technologies of creating three-dimensional visualization terrain based on ECT (Environment Creation Tool) and EPX, and then creates a terrain database for ship handing simulator to providing the feasibility of this method.


2022 ◽  
pp. 946-958
Author(s):  
Anacleto Correia ◽  
Pedro B. Água

Virtual reality (VR) is a technology that is becoming more common for applications in the field of education and training. VR can be used to create simulated two- and three-dimensional scenarios, promoting interactions between the user and the environment, which allows experiencing virtual training situations very close to real actions. The aim of this text is to describe the development of a teaching and training tool using VR technology for scuba divers' operations within the aquatic context for enhancing critical thinking. To this end, a survey of requirements based on real procedures was carried out in order to transpose them into a synthetic environment. After the construction of the artefact, it was tested and evaluated by qualified users, and the results are promising.


PLoS ONE ◽  
2020 ◽  
Vol 15 (12) ◽  
pp. e0243380
Author(s):  
David Bakhos ◽  
John Galvin ◽  
Jean-Marie Aoustin ◽  
Mathieu Robier ◽  
Sandrine Kerneis ◽  
...  

Due to limited space and resources, it can be difficult to train students on audiological procedures adequately. In the present study, we compared audiology training outcomes between a traditional approach and a recently developed immersive virtual reality (VR) approach in audiology students. Twenty-nine first-year audiology students participated in the study; 14 received traditional training (“TT group”), and 15 received the VR training (“VRT group”). Pre- and post-training evaluation included a 20-item test developed by an audiology educator. Post-training satisfaction and self-confidence were evaluated using Likert scales. Mean post-training test scores improved by 6.9±9.8 percentage points in the TT group and by 21.1±7.8 points in the VRT group; the improvement in scores was significant for both groups. After completing the traditional training, the TT group was subsequently trained with the VR system, after which mean scores further improved by 7.5 points; there was no significant difference in post-VR training scores between the TT and VRT groups. After training, the TT and VRT groups completed satisfaction and self-confidence questionnaires. Satisfaction and self-confidence ratings were significantly higher for the VR training group, compared to the traditional training group. Satisfaction ratings were “good” (4 on Likert scale) for 74% of the TT group and 100% of the VRT group. Self-confidence ratings were “good” for 71% of the TT group and 92% of the VRT group. These results suggest that a VR training approach may be an effective alternative or supplement to traditional training for audiology students.


2014 ◽  
Vol 5 (2) ◽  
pp. 662-671
Author(s):  
Dr. Mohan Babu. G. N. ◽  
Sushravya. G. M.

Most educational models that prescribe teaching and training methods to groom school children into innovators fail to take a deeper view of engineering design methodology. Yet others tend to ignore the importance of human values which must be an integral part of any innovative design process.  In this paper, We would first disaggregate design capabilities into its constituent capabilities, namely, exploring, creating and converging capabilities, which we need to master to produce better products and services, and then show how the cognitive and affective skills proposed by Benjamin Bloom, and Anderson and Krathwohl in their educational models can directly and significantly contribute to these constituent capabilities. With an improved understanding of the eco-system needed for better design solutions, we suggest that the present education systems, especially in developing countries, be critically reviewed and reoriented from the perspective of producing quality innovative designers, regardless of the problem area.  


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


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