scholarly journals VR-Based Job Training System Using Tangible Interactions

Sensors ◽  
2021 ◽  
Vol 21 (20) ◽  
pp. 6794
Author(s):  
Seongmin Baek ◽  
Youn-Hee Gil ◽  
Yejin Kim

Virtual training systems are in an increasing demand because of real-world training, which requires a high cost or accompanying risk, and can be conducted safely through virtual environments. For virtual training to be effective for users, it is important to provide realistic training situations; however, virtual reality (VR) content using VR controllers for experiential learning differ significantly from real content in terms of tangible interactions. In this paper, we propose a method for enhancing the presence and immersion during virtual training by applying various sensors to tangible virtual training as a way to track the movement of real tools used during training and virtualizing the entire body of the actual user for transfer to a virtual environment. The proposed training system connects virtual and real-world spaces through an actual object (e.g., an automobile) to provide the feeling of actual touch during virtual training. Furthermore, the system measures the posture of the tools (steam gun and mop) and the degree of touch and applies them during training (e.g., a steam car wash.) User-testing is conducted to validate the increase in the effectiveness of virtual job training.

2002 ◽  
Vol 11 (3) ◽  
pp. 304-323 ◽  
Author(s):  
Ungyeon Yang ◽  
Gerard Jounghyun Kim

Training is usually regarded as one of the most natural application areas of virtual reality (VR). To date, most VR-based training systems have been situation based, but this paper examines the utility of VR for a different class of training: learning to execute exact motions, which are often required in sports and the arts. In this paper, we propose an interaction method, called Just Follow Me (JFM), that uses an intuitive “ghost” metaphor and a first-person viewpoint for effective motion training. Using the ghost metaphor (GM), JFM visualizes the motion of the trainer in real time as a ghost (initially superimposed on the trainee) that emerges from one's own body. The trainee who observes the motion from the first-person viewpoint “follows” the ghostly master as closely as possible to learn the motion. Our basic hypothesis is that such a VR system can help a student learn motion effectively and quickly, comparably to the indirect real-world teaching methods. Our evaluation results show that JFM produces training and transfer effects as good as—and, in certain situations, better than—in the real world. We believe that this is due to the more direct and correct transfer of proprioceptive information from the trainer to the trainee.


Author(s):  
V. Nistor ◽  
B. Allen ◽  
P. Faloutsos ◽  
E. Dutson ◽  
G. P. Carman

This study aims to establish the construct validity of new Laparoscopic Training Simulator (LTS) developed at UCLA. The system was developed due to the increasing demand for Minimally Invasive Surgery (MIS) coupled with the difficulty associated in training surgeons in the use of MIS techniques with traditional apprenticeship models. In addition to training issues, there exists an immediate need for an objective assessment of Minimally Invasive Surgery (MIS) skills and techniques required to ensure safe and high quality treatment as previously established [1]. While currently available training systems have been used they are slow in educating new surgeons and they do not provide an objective assessment. The new system developed UCLA-LTS [2] addresses these very issues by combining the simplicity of the traditional training box with the advances in computer simulation technology to both train and to assess skill level.


2021 ◽  
Vol 11 (4) ◽  
pp. 1618
Author(s):  
Ping-Nan Chen ◽  
Yung-Te Chen ◽  
Hsin Hsiu ◽  
Ruei-Jia Chen

This paper proposes a passivity theorem on the basis of energy concepts to study the stability of force feedback in a virtual haptic system. An impedance-passivity controller (IPC) was designed from the two-port network perspective to improve the chief drawback of haptic systems, namely the considerable time required to reach stability if the equipment consumes energy slowly. The proposed IPC can be used to achieve stability through model parameter selection and to obtain control gain. In particular, haptic performance can be improved for extreme cases of high stiffness and negative damping. Furthermore, a virtual training system for one-degree-of-freedom sticking was developed to validate the experimental platform of our IPC. To ensure consistency in the experiment, we designed a specialized mechanical robot to replace human operation. Finally, compared with basic passivity control systems, our IPC could achieve stable control rapidly.


Technologies ◽  
2018 ◽  
Vol 6 (4) ◽  
pp. 119 ◽  
Author(s):  
Konstantinos Tsiakas ◽  
Maria Kyrarini ◽  
Vangelis Karkaletsis ◽  
Fillia Makedon ◽  
Oliver Korn

In this article, we present a taxonomy in Robot-Assisted Training; a growing body of research in Human–Robot Interaction which focuses on how robotic agents and devices can be used to enhance user’s performance during a cognitive or physical training task. Robot-Assisted Training systems have been successfully deployed to enhance the effects of a training session in various contexts, i.e., rehabilitation systems, educational environments, vocational settings, etc. The proposed taxonomy suggests a set of categories and parameters that can be used to characterize such systems, considering the current research trends and needs for the design, development and evaluation of Robot-Assisted Training systems. To this end, we review recent works and applications in Robot-Assisted Training systems, as well as related taxonomies in Human–Robot Interaction. The goal is to identify and discuss open challenges, highlighting the different aspects of a Robot-Assisted Training system, considering both robot perception and behavior control.


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