A Preliminary Empirical Evaluation of Virtual Reality as a Training Tool for Visual-Spatial Tasks

1993 ◽  
Author(s):  
Jr. Regian ◽  
Shebilske J. W. ◽  
Monk Wayne L. ◽  
John M.
1992 ◽  
Vol 42 (4) ◽  
pp. 136-149 ◽  
Author(s):  
J. Wesley Regian ◽  
Wayne L. Shebilske ◽  
John M. Monk

Author(s):  
Anna Chuneyeva ◽  
Mercedes Fernandez ◽  
Nicholas K. Lim ◽  
Lisa A. Long
Keyword(s):  

Author(s):  
Ken Pfeuffer ◽  
Lukas Mecke ◽  
Sarah Delgado Rodriguez ◽  
Mariam Hassib ◽  
Hannah Maier ◽  
...  

Author(s):  
Sean A. McGlynn ◽  
Ranjani M. Sundaresan ◽  
Wendy A. Rogers

Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evaluation of a conceptual model of spatial presence, which emphasizes users’ characteristics and abilities. Age will serve as a proxy for changes in a variety of presence-relevant cognitive and perceptual abilities. The results will have implications for the design of VR systems and applications and for selecting individuals best-suited for these applications.


Open Physics ◽  
2017 ◽  
Vol 15 (1) ◽  
pp. 936-941 ◽  
Author(s):  
Dorota Kamińska ◽  
Tomasz Sapiński ◽  
Nicola Aitken ◽  
Andreas Della Rocca ◽  
Maja Barańska ◽  
...  

AbstractIn their daily practice, academics frequently face lack of access to modern equipment and devices, which are currently in use on the market. Moreover, many students have problems with understanding issues connected to mechanical and electrical engineering due to the complexity, necessity of abstract thinking and the fact that those concepts are not fully tangible. Many studies indicate that virtual reality can be successfully used as a training tool in various domains, such as development, health-care, the military or school education. In this paper, an interactive training strategy for mechanical and electrical engineering education shall be proposed. The prototype of the software consists of a simple interface, meaning it is easy for comprehension and use. Additionally, the main part of the prototype allows the user to virtually manipulate a 3D object that should be analyzed and studied. Initial studies indicate that the use of virtual reality can contribute to improving the quality and efficiency of higher education, as well as qualifications, competencies and the skills of graduates, and increase their competitiveness in the labour market.


Author(s):  
Geoffrey S. Hubona ◽  
Gregory W. Shirah

Most computer applications feature visual user interfaces that assume that all users have equivalent propensities to perceive, interpret, and understand the multidimensional spatial properties and relationships of the objects presented. However, the hunter-gatherer theory (Silverman & Eals, 1992) suggests that there are modern-day differences between the genders in spatial and cognitive abilities that stem from differentiated prehistoric sex roles. If true, there may be discrepancies in how males and females differentially utilize particular spatial visual cues and interface features. We report three experiments in which participants engage in visual spatial tasks using 2D and 3D virtual worlds: (1) matching object shapes; (2) positioning objects; and (3) resizing objects. Female subjects under-perform male subjects in the matching and positioning experiments, but they outperform male subjects in the resizing experiment. Moreover, male subjects make more use of motion cues. Implications for the design of gender-effective user interfaces and virtual environments are considered.


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