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1.
Hum Factors ; : 187208221105135, 2022 May 28.
Artículo en Inglés | MEDLINE | ID: mdl-35635107

RESUMEN

OBJECTIVE: The present scoping review aims to transform the diverse field of research on the effects of mixed reality-based training on performance in manual assembly tasks into comprehensive statements about industrial needs for and effects of mixed reality-based training. BACKGROUND: Technologies such as augmented and virtual reality, referred to as mixed reality, are seen as promising media for training manual assembly tasks. Nevertheless, current literature shows partly contradictory results, which is due to the diversity of the hardware used, manual assembly tasks as well as methodological approaches to investigate the effects of mixed reality-based training. METHOD: Following the methodological approach of a scoping review, we selected 24 articles according to predefined criteria and analyzed them concerning five key aspects: (1) the needs in the industry for mixed reality-based training, (2) the actual use and classification of mixed reality technologies, (3) defined measures for evaluating the outcomes of mixed reality-based training, (4) findings on objectively measured performance and subjective evaluations, as well as (5) identified research gaps. RESULTS: Regarding the improvement of performance and effectiveness through mixed reality-based training, promising results were found particularly for augmented reality-based training, while virtual reality-based training is mostly-but not consistently-as good as traditional training. APPLICATION: Mixed reality-based training is still not consistently better, but mostly at least as good as traditional training. However, depending on the use case and technology used, the training outcomes in terms of assembly performance and subjective evaluations show promising results of mixed reality-based training.

2.
Hum Factors ; 63(4): 706-726, 2021 06.
Artículo en Inglés | MEDLINE | ID: mdl-32091937

RESUMEN

OBJECTIVE: The objective of this meta-analysis is to explore the presently available, empirical findings on transfer of training from virtual (VR), augmented (AR), and mixed reality (MR) and determine whether such extended reality (XR)-based training is as effective as traditional training methods. BACKGROUND: MR, VR, and AR have already been used as training tools in a variety of domains. However, the question of whether or not these manipulations are effective for training has not been quantitatively and conclusively answered. Evidence shows that, while extended realities can often be time-saving and cost-saving training mechanisms, their efficacy as training tools has been debated. METHOD: The current body of literature was examined and all qualifying articles pertaining to transfer of training from MR, VR, and AR were included in the meta-analysis. Effect sizes were calculated to determine the effects that XR-based factors, trainee-based factors, and task-based factors had on performance measures after XR-based training. RESULTS: Results showed that training in XR does not express a different outcome than training in a nonsimulated, control environment. It is equally effective at enhancing performance. CONCLUSION: Across numerous studies in multiple fields, extended realities are as effective of a training mechanism as the commonly accepted methods. The value of XR then lies in providing training in circumstances, which exclude traditional methods, such as situations when danger or cost may make traditional training impossible.


Asunto(s)
Realidad Aumentada , Realidad Virtual , Humanos
3.
Hum Factors ; 63(2): 296-311, 2021 03.
Artículo en Inglés | MEDLINE | ID: mdl-31651196

RESUMEN

OBJECTIVE: To examine the hypothesis that constant speed is more comfortable than variable speed profiles and may minimize cybersickness. BACKGROUND: Current best practices for virtual reality (VR) content creation suggest keeping any form of acceleration as short and infrequent as possible to mitigate cybersickness. METHODS: In Experiment 1, participants experienced repetitions of simulated linear motion, and in Experiment 2, they experienced repetitions of a circular motion. Three speed profiles were tested in each experiment. Each trial lasted 2 min while standing. Cybersickness was measured using the Simulator Sickness Questionnaire (SSQ) and operationally defined in terms of total severity scores. Postural stability was measured using a Wii Balance Board and operationally defined in terms of center of pressure (COP) path length. Postural measures were decomposed into anterior-posterior and medial-lateral axes and subjected to detrended fluctuation analysis. RESULTS: For both experiments, no significant differences were observed between the three speed profiles in terms of cybersickness or postural stability, and none of the baseline postural measures could predict SSQ scores for the speed profile conditions. An axis effect was observed in both experiments such that normalized COP movement was significantly greater along the anterior-posterior axis than the medial-lateral axis. CONCLUSION: Results showed no convincing evidence to support the common belief that constant speed is more comfortable than variable speed profiles for scenarios typical of VR applications. APPLICATION: The present findings offer guidelines for the design of locomotion techniques involving traversal in VR environments.


Asunto(s)
Mareo por Movimiento , Realidad Virtual , Humanos , Movimiento , Posición de Pie , Encuestas y Cuestionarios
4.
Virtual Real ; : 1-14, 2021 Oct 07.
Artículo en Inglés | MEDLINE | ID: mdl-34642567

RESUMEN

Virtual reality (VR) and augmented reality (AR) applications are very diffuse nowadays. Moreover, recent technology innovations led to the diffusion of commercial head-mounted displays for immersive VR: users can enjoy entertainment activities that fill their visual fields, experiencing the sensation of physical presence in these virtual immersive environments. Even if AR and VR are mostly used separately, they can be effectively combined to provide a multi-user shared environment (SE), where two or more users perform some specific tasks in a cooperative or competitive way, providing a wider set of interactions and use cases compared to immersive VR alone. However, due to the differences between the two technologies, it is difficult to develop SEs offering a similar experience for both AR and VR users. This paper presents Harmonize, a novel framework to deploy applications based on SEs with a comparable experience for both AR and VR users. Moreover, the framework is hardware-independent, and it has been designed to be as much extendable to novel hardware as possible. An immersive game has been designed to test and to evaluate the validity of the proposed framework. The assessment of the system through the System Usability Scale questionnaire and the Game Experience Questionnaire shows a positive evaluation.

5.
Hum Factors ; 59(3): 442-456, 2017 05.
Artículo en Inglés | MEDLINE | ID: mdl-28005453

RESUMEN

OBJECTIVE: To lay the basis of studying autonomous driving comfort using driving simulators, we assessed the behavioral validity of two moving-base simulator configurations by contrasting them with a test-track setting. BACKGROUND: With increasing level of automation, driving comfort becomes increasingly important. Simulators provide a safe environment to study perceived comfort in autonomous driving. To date, however, no studies were conducted in relation to comfort in autonomous driving to determine the extent to which results from simulator studies can be transferred to on-road driving conditions. METHOD: Participants ( N = 72) experienced six differently parameterized lane-change and deceleration maneuvers and subsequently rated the comfort of each scenario. One group of participants experienced the maneuvers on a test-track setting, whereas two other groups experienced them in one of two moving-base simulator configurations. RESULTS: We could demonstrate relative and absolute validity for one of the two simulator configurations. Subsequent analyses revealed that the validity of the simulator highly depends on the parameterization of the motion system. CONCLUSION: Moving-base simulation can be a useful research tool to study driving comfort in autonomous vehicles. However, our results point at a preference for subunity scaling factors for both lateral and longitudinal motion cues, which might be explained by an underestimation of speed in virtual environments. APPLICATION: In line with previous studies, we recommend lateral- and longitudinal-motion scaling factors of approximately 50% to 60% in order to obtain valid results for both active and passive driving tasks.


Asunto(s)
Automatización/instrumentación , Conducción de Automóvil , Simulación por Computador , Aceleración , Adulto , Diseño de Equipo , Femenino , Humanos , Masculino , Persona de Mediana Edad , Reproducibilidad de los Resultados , Proyectos de Investigación , Adulto Joven
6.
Healthcare (Basel) ; 12(15)2024 Aug 05.
Artículo en Inglés | MEDLINE | ID: mdl-39120253

RESUMEN

Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in carrying out their daily tasks and by the social stigma of their condition. The importance of training and sensitizing students in rehabilitation areas to this type of problem to improve the rehabilitation processes in which they will participate as future professionals involves empathy and the ability to communicate with these populations. It is possible through virtual reality to create immersive environments to simulate some psychotic symptoms characteristic of people with schizophrenia, such as visual hallucinations and hearing voices. The aim of this study was to test the effect of exposure to experiences characteristic of schizophrenia through two different types of immersive environments, graphical computational virtual reality and 360° video, on students from areas of social rehabilitation regarding empathy, social distance, and attitudes towards people with schizophrenia. Although the results were positive for the three parameters under study, no significant differences were found for each of them between the environments to which the participants were exposed. This study concluded that the choice between the two types of immersive environments should be based on the project's objectives, the target audience's needs, and available resources, rather than the type of environment itself, as their impact was similar.

7.
Front Psychol ; 14: 1080149, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36936012

RESUMEN

To understand the effects of specific elements that may enhance or detract residents' well-being, it is important to explore the relationships between auditory and visual factors, based on people's sensory experiences. Although residential environments provide natural experimental conditions to observe these relationships, the complexity of measuring sensory perceptions and their subsequent interpretation constitutes a challenge. This study aims to identify the influence of socio-demographics and residential location characteristics on three latent variables: noise-Sensitivity, sound-Pleasantness, and visual-Liveability in a Latin American city. The methodology is replicable and relies on a digital survey that displays environments in 360-format video and uses sound immersion techniques; it was applied to a sample of household heads in Quito, Ecuador. Based on an efficient experimental design, we selected different residential environments according to acoustic-visual attributes and the proximity to residential, commercial, and recreational land uses. Structural Equation Models (SEM) were estimated using mediating variables. Our results reveal the influence of noise-Sensitivity on sound-Pleasantness and, indirectly, on visual-Liveability. Further analysis shows that the impact of sound and visual perception changes with different socio-demographics and residential location characteristics.

8.
Foods ; 10(6)2021 May 21.
Artículo en Inglés | MEDLINE | ID: mdl-34063901

RESUMEN

Virtual reality (VR) technology is emerging as a tool for simulating different eating environments to better understand consumer sensory response to food. This research explored the impact of different environmental contexts on participants' hedonic ratings of two different food products: beef steaks, and milk chocolate, using VR as the context-enhancing technology. Two separate studies were conducted. For beef, two different contextual conditions were compared: traditional sensory booths and a VR restaurant. For chocolate, data were generated under three different contextual conditions: traditional sensory booths, VR Irish countryside; VR busy city (Dublin, Ireland). All VR experiences were 360-degree video based. Consumer level of engagement in the different contextual settings was also investigated. The results showed that VR had a significant effect on participants' hedonic responses to the food products. Beef was rated significantly higher in terms of liking for all sensory attributes when consumed in the VR restaurant. While for chocolate, the VR countryside context generated significantly higher hedonic scores for flavour and overall liking in comparison to the sensory booth. Taken together, both studies demonstrate how specific contextual settings can impact participants' sensory response to food products, when compared to a traditional sensory laboratory condition.

9.
Foods ; 9(4)2020 Apr 20.
Artículo en Inglés | MEDLINE | ID: mdl-32326000

RESUMEN

Traditional booths where sensory evaluation usually takes place are highly controlled and therefore have limited ecological validity. Since virtual reality (VR) is substantially interactive and engaging, it has the potential to be applied in sensory science. In this preliminary study, three chocolate types (milk, white, and dark) were evaluated under three contextual settings, including sensory booths (control) and two VR environments (360-degree videos using VR headsets: (i) a pleasant sightseeing tour, and (ii) a live music concert). Untrained participants (n = 67) were asked to rate their liking and the intensity of different chocolate attributes based on the 9-point hedonic scale and just-about-right-scale (JAR). Emotions were evaluated using the check-all-that-apply (CATA) method. Results showed that there were no significant effects of context type on the tasting experience; however, there were significant effects of chocolate type. Milk and white chocolates were preferred over dark chocolate irrespective of the context type. Additionally, more positive emotions were elicited for the dark chocolate in the "virtual live concert" environment. Dark chocolate under the other two environments was associated with negative emotional terms, such as "bored" and "worried." In terms of more reliable and ecologically valid sensory responses, further research is needed to match suitable VR environments to different chocolate types.

10.
Midwifery ; 87: 102717, 2020 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-32353663

RESUMEN

BACKGROUND: Simulated practice using high fidelity has been shown to have significant benefits in the medical and nursing field. However, the benefits amongst paramedical and midwifery students are not well known. AIM: The aim of this study was to explore and compare the impact of Immersive Simulation Training (IST) on midwifery and paramedic students' confidence to perform a skill (basic life support) in real-life stressful and life-threatening scenarios. DESIGN: A mixed-method approach with an explanatory sequential design was used. SETTING AND PARTICIPANTS: Seventeen first year student midwives and paramedics were recruited from one Higher Education Institution. MEASUREMENTS: A validated confidence questionnaire and focus groups were used to collect data. FINDINGS: Students' confidence following IST was significantly improved when compared to confidence following conventional simulation training (CST); a statistically significant increase of 6.71 (95% CI, 3.57 to 9.84), p < 0.001. Additionally, five themes were identified; 'Needing a solid foundation', 'The role of peer support' and 'It is just not real' following CST and 'A steep learning curve' and 'A whole new world' following IST. CONCLUSION: The study identified the important role of CST to establish a foundation but the need for escalation to IST to ensure deeper learning and preparedness for real life scenarios and should both be integrated in curricula.


Asunto(s)
Resucitación/normas , Autoeficacia , Entrenamiento Simulado/normas , Adulto , Técnicos Medios en Salud/educación , Técnicos Medios en Salud/psicología , Técnicos Medios en Salud/estadística & datos numéricos , Femenino , Grupos Focales/métodos , Humanos , Masculino , Enfermeras Obstetrices/educación , Enfermeras Obstetrices/psicología , Enfermeras Obstetrices/estadística & datos numéricos , Investigación Cualitativa , Resucitación/métodos , Resucitación/estadística & datos numéricos , Entrenamiento Simulado/métodos , Entrenamiento Simulado/estadística & datos numéricos , Encuestas y Cuestionarios
11.
J Res Natl Inst Stand Technol ; 105(6): 875-94, 2000.
Artículo en Inglés | MEDLINE | ID: mdl-27551642

RESUMEN

The rate of scientific discovery can be accelerated through computation and visualization. This acceleration results from the synergy of expertise, computing tools, and hardware for enabling high-performance computation, information science, and visualization that is provided by a team of computation and visualization scientists collaborating in a peer-to-peer effort with the research scientists. In the context of this discussion, high performance refers to capabilities beyond the current state of the art in desktop computing. To be effective in this arena, a team comprising a critical mass of talent, parallel computing techniques, visualization algorithms, advanced visualization hardware, and a recurring investment is required to stay beyond the desktop capabilities. This article describes, through examples, how the Scientific Applications and Visualization Group (SAVG) at NIST has utilized high performance parallel computing and visualization to accelerate condensate modeling, (2) fluid flow in porous materials and in other complex geometries, (3) flows in suspensions, (4) x-ray absorption, (5) dielectric breakdown modeling, and (6) dendritic growth in alloys.

12.
J Res Natl Inst Stand Technol ; 107(3): 223-45, 2002.
Artículo en Inglés | MEDLINE | ID: mdl-27446728

RESUMEN

This is the second in a series of articles describing a wide variety of projects at NIST that synergistically combine physical science and information science. It describes, through examples, how the Scientific Applications and Visualization Group (SAVG) at NIST has utilized high performance parallel computing, visualization, and machine learning to accelerate research. The examples include scientific collaborations in the following areas: (1) High Precision Energies for few electron atomic systems, (2) Flows of suspensions, (3) X-ray absorption, (4) Molecular dynamics of fluids, (5) Nanostructures, (6) Dendritic growth in alloys, (7) Screen saver science, (8) genetic programming.

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