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1.
In this study, virtual reality was the tool used to construct an experimental space. Three scenarios - one without emergency signs, another with an old-version emergency sign, and the third with a new-version emergency sign - were created, after which 107 subjects, divided into three groups, engaged in an emergency escape game to determine if and how various emergency signs aid in way-finding in the event of an emergency. Under the presupposition that the minimum time needed for an emergency escape without any mistake occurring was 40 s, we found that the average way-finding time in the scenario without any emergency signs was 123.8 s, for the scenario with the new-version signs 84.8 s, and for the scenario with the old-version signs 75.6 s; statistically, this demonstrated that the absence of signs results in slower escape than either old signs ( p = 0.001) or new signs ( p = 0.005). These findings indicate that signs do help way-finding greatly. Males were found to exhibit better way-finding skills than females ( p < 0.001). Construction workers and fire safety personnel, as a combined group, did not fare better than others with less presumed prior experience with building plans or emergency exit procedures. In addition, when faced with both an emergency direction sign and an exit door, almost half of the subjects (42% of the participants) were chosen to take the door instead of following the direction posted on the sign. Finally, we found that, at T-intersections, the majority of participants (60%) chose to turn left versus right. 相似文献
2.
Framework is presented for measuring human experience in virtual environment (VE). Human experience is defined as the content of direct observation or participation in an event. Both psychological and emotional properties are integrated into this ongoing person–environment interaction to give an experience meaning and value and to enhance its quality and intensity. The sense of presence, i.e., being in the VE is in the center of psychological study of a human experience in VEs. The ‘Big three’ structure of physical presence consists of perceptual, attentional and cognitive components. However, it is considered to ignore, e.g., emotional and ecological aspects in developing a holistic human experience. In this study, components of physical presence are integrated with three different measures of interaction and a set of motivational and cognitive-affective components. These components are integral in the theory of optimal experience, i.e., flow, which has been studied in various human activities. The results show, how these different experiential components relate each other in VE. It is also shown how common patterns can be found from various experiences and profiled to better understand human–computer interaction. 相似文献
3.
Virtual reality (VR) has been used both to simulate situations that are too dangerous to practice in real life and as a tool
to help children learn. This study was conducted as part of a larger more comprehensive long-term research project which aims
to combine the two techniques and demonstrate a novel application of the result, using immersive VR to help children learn
about fire hazards and practice escape techniques. In the current study, a CAVE was used to immerse participants in a fire
scene. To improve the children’s motivation for learning over prior VR fire-safety training methods, game-like interface interaction
techniques were used and students were encouraged to explore the virtual world. Rather than being passive viewers, as in prior
related studies, the children were given full control to navigate through the virtual environment and to interact with virtual
objects using a game pad and a 6DOF wand. Students identified home fire hazards with a partner and then practiced escaping
from a simulated fire in the virtual environment. To test for improved motivation, a user study was completed. Results indicate
that students were more engaged by the new game-like learning environment and that they reported that they found the experience
fun and intriguing. Their enhanced enthusiasm for what is relatively standard fire-safety information demonstrates the promise
of using game-based virtual environments for vital but otherwise tedious fire-safety skills training for children. 相似文献
4.
The paper highlights the relationship between each of four bi-polar dimensions of personality cognitive style, such as extraversion–introversion, sensing–intuition, thinking–feeling and judging–perceiving, and the level of sense of presence experienced. Findings indicate that individuals who are more sensitive, more feeling or more introverted experience a higher level of presence. While not reaching statistical significance, differing cognitive styles appear to impact on task performance. The apparent negative relationship discovered between sense of presence and task performance should be considered in the light of task characteristics. We discuss the implications of these findings and how they contribute to an understanding of the complex relationship that exists between presence and task performance and how this subsequently ought to influence the design of virtual environments. 相似文献
5.
The aircraft maintenance industry is a complex system consisting of several interrelated human and machine components. Recognizing this, the Federal Aviation Administration (FAA) has pursued human factors related research. In the maintenance arena the research has focused on the aircraft inspection process and the aircraft inspector. Training has been identified as the primary intervention strategy to improve the quality and reliability of aircraft inspection. If training is to be successful, it is critical that we provide aircraft inspectors with appropriate training tools and environment. In response to this need, the paper outlines the development of a virtual reality (VR) system for aircraft inspection training. VR has generated much excitement but little formal proof that it is useful. However, since VR interfaces are difficult and expensive to build, the computer graphics community needs to be able to predict which applications will benefit from VR. To address this important issue, this research measured the degree of immersion and presence felt by subjects in a virtual environment simulator. Specifically, it conducted two controlled studies using the VR system developed for visual inspection task of an aft-cargo bay at the VR Lab of Clemson University. Beyond assembling the visual inspection virtual environment, a significant goal of this project was to explore subjective presence as it affects task performance. The results of this study indicated that the system scored high on the issues related to the degree of presence felt by the subjects. As a next logical step, this study, then, compared VR to an existing PC-based aircraft inspection simulator. The results showed that the VR system was better and preferred over the PC-based training tool. 相似文献
6.
The present study aimed to explore the relationship between a number of psychological variables and a reported sense of presence in immersive virtual reality (IVR). It was hypothesised that participants’ scores on measures of absorption, dissociation, and external locus of control would be positively and significantly correlated with a measure of their sense of presence in IVR. A total of 64 people took part. Significant correlations were found between presence and dissociation ( r = 0.403, p < 0.01), and presence and locus of control ( r = 0.268, p < 0.05). However, the correlation between presence and absorption was not significant ( r = −0.037, p = 0.386). The findings reported here suggest a complex interrelationship of psychological variables in relation to presence in IVR that warrants further research. 相似文献
7.
Abstract In this study Virtual Reality technology was used to simulate a toddler's first few days' experiences in daycare and improve the caregiver's understanding of their state of mind. The virtual worlds were developed in accordance with toddlers' way of thinking and from their cognitive and visual viewpoint. The aim of the research was to investigate whether the caregiver's awareness to the cognitive experiences that toddlers undergo in their first days in kindergarten improves through a VR simulation of toddlers' worlds. Six cognitive elements of toddlers were simulated: object constancy; trial and error; perspective of height; perspective of things; egocentricity and imagination. The participants in this study were 40 (female) caregivers who work with infants aged 6 months to 4 years in private daycare. The findings indicate that experiencing a virtual world that reflects the real world of children improves the caregiver's awareness to the cognitive experiences that toddlers undergo in their first days in a kindergarten or daycare. 相似文献
8.
Background and objectiveDizziness is a major consequence of imbalance and vestibular dysfunction. Compared to surgery and drug treatments, balance training is non-invasive and more desired. However, training exercises are usually tedious and the assessment tool is insufficient to diagnose patient's severity rapidly. MethodsAn interactive virtual reality (VR) game-based rehabilitation program that adopted Cawthorne–Cooksey exercises, and a sensor-based measuring system were introduced. To verify the therapeutic effect, a clinical experiment with 48 patients and 36 normal subjects was conducted. Quantified balance indices were measured and analyzed by statistical tools and a Support Vector Machine (SVM) classifier. ResultsIn terms of balance indices, patients who completed the training process are progressed and the difference between normal subjects and patients is obvious. ConclusionsFurther analysis by SVM classifier show that the accuracy of recognizing the differences between patients and normal subject is feasible, and these results can be used to evaluate patients’ severity and make rapid assessment. 相似文献
9.
At the different stages of the PLM, companies develop numerous checklist-based procedures involving prototype inspection and testing. Besides, techniques from CAD, 3D imaging, animation and virtual reality now form a mature set of tools for industrial applications. The work presented in this article develops a unique framework for immersive checklist-based project reviews that applies to all steps of the PLM. It combines immersive navigation in the checklist, virtual experiments when needed and multimedia update of the checklist. It provides a generic tool, independent of the considered checklist, relies on the integration of various VR tools and concepts, in a modular way, and uses an original gesture recognition. Feasibility experiments are presented, validating the benefits of the approach. 相似文献
10.
提出了利用虚拟现实技术开发的"模拟法庭教学软件",建设<模拟法庭>虚拟实验室,以解决"模拟法庭"数量不足的问题,使每一个学生都参与到实践教学中去,教学效果良好. 相似文献
11.
Virtual reality technology is providing earth scientists and cartographers with new, exciting and interactive ways to model the world and real-life phenomena. The Virtual Field Course (VFC) is developing software to enable students to experience fieldwork environments through multimedia, including virtual reality. The VFC aims to exploit the interactive nature of VR to enhance fieldwork teaching and learning.During preliminary development of a spatial interface for a Virtual Field Course geo-referenced multimedia database, a two-dimensional Java interface has been designed to provide information and interaction with three-dimensional VRML terrain models. During this process both the scope and the constraints of geo-referenced VRML have been examined. Recommendations about geo-referencing VRML models, terrain construction and Java interfacing are made and potentially useful areas for future development are identified. 相似文献
12.
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness. Indeed in this paper we report the meta-analysis of the efficacy of virtual reality simulators in (1) the transference of skills from the simulator training environment to the operating room and (2) their ability to discriminate between the experience levels of its users. The task completion time and the error score were the two study outcomes collated and analyzed in this meta-analysis. Sixteen studies were identified from a computer-based literature search (1996-2004). The meta-analysis of the random-effects model (because of the heterogeneity of the data) revealed that training on virtual reality simulators did lessen the time taken to complete a given surgical task as also clearly differentiate between the experienced and the novice trainees. Meta-analytic studies such as the one reported here would be very helpful in the planning and setting up of surgical training programs and for the establishment of reference ‘learning curves’ for a specific simulator and surgical task. If any such programs already exist they can then indicate the improvements to be made in the simulator used such as providing for more variety in their case scenarios based on the state and/or rate of learning of the trainee. 相似文献
13.
The present investigation evaluated the effects of virtual reality (VR) training on the performance, perceived workload and stress response to a live training exercise in a sample of Soldiers. We also examined the relationship between the perceptions of that same VR as measured by engagement, immersion, presence, flow, perceived utility and ease of use with the performance, workload and stress reported on the live training task. To a degree, these latter relationships were moderated by task performance, as measured by binary (Go/No-Go) ratings. Participants who reported positive VR experiences also tended to experience lower stress and lower workload when performing the live version of the task. Thus, VR training regimens may be efficacious for mitigating the stress and workload associated with criterion tasks, thereby reducing the ultimate likelihood of real-world performance failure. Practitioner Summary: VR provides opportunities for training in artificial worlds comprised of highly realistic features. Our virtual room clearing scenario facilitated the integration of Training and Readiness objectives and satisfied training doctrine obligations in a compelling engaging experience for both novice and experienced trainees. 相似文献
14.
In this paper, a novel AR interface is proposed that provides generic solutions to the tasks involved in augmenting simultaneously
different types of virtual information and processing of tracking data for natural interaction. Participants within the system
can experience a real-time mixture of 3D objects, static video, images, textual information and 3D sound with the real environment.
The user-friendly AR interface can achieve maximum interaction using simple but effective forms of collaboration based on
the combinations of human–computer interaction techniques. To prove the feasibility of the interface, the use of indoor AR
techniques are employed to construct innovative applications and demonstrate examples from heritage to learning systems. Finally,
an initial evaluation of the AR interface including some initial results is presented. 相似文献
15.
The Internet shopping mall has received wide attention from researchers and practitioners due to the fact that it is one of the most killing applications customers can find on the Internet. Though numerous studies have been performed on various issues of the Internet shopping mall, some research issues relating to the user interface of VR (virtual reality) shopping malls still await further empirical investigation. The objective of this study is to investigate whether the user interface of the VR shopping mall positively affects customer satisfaction in comparison with the ordinary shopping mall. For this purpose, we developed a prototype of the VR shopping mall for which the user interface consists of both 3D graphics and an avatar, using it as an experimental medium. 102 valid questionnaires were gathered from active student users of the ordinary shopping mall, and two research hypotheses were then tested to prove whether the three explanatory variables such as convenience, enjoyment, quality assurance improve in the VR shopping mall, and whether customer satisfaction is also significantly enhanced in the VR shopping mall in comparison with the ordinary shopping mall. Additionally, we conducted the PLS (partial least square) analysis to test whether the customer satisfaction is explained significantly by the three explanatory variables or not. 相似文献
17.
In this paper, we present the findings from an extensive study of the use of virtual reality (VR) models in large construction projects. The study includes two parts: The first part presents a quantitative questionnaire designed to investigate how VR models are experienced and assessed by the workforce at a building site. The second part includes a qualitative field survey of how VR models can be applied and accepted by professionals in the design and planning process of a large pelletizing plant. Through mainly studying persons who had little or no experience with advanced information technology (IT), we hoped to reveal the attitudes of the average person working at a construction site rather than of an IT expert. In summary, the study shows that the VR models in both projects have been very useful and well accepted by the users. Today’s information flow is, from a general point of view, considered to be insufficient and the hypothesis is that using VR models in the construction process have the potential to minimize waste of resources and improve the final result. 相似文献
18.
Here we consider research on the kinds of sensory information most effective as feedback during remote control of machines, and the role of virtual reality and telepresence in that research. We argue that full automation is a distant goal and that remote control deserves continued attention and improvement. Visual feedback to controllers has developed in various ways but autostereoscopic displays have yet to be proven. Haptic force feedback, in both real and virtual settings, has been demonstrated to offer much to the remote control environment and has led to a greater understanding of the kinesthetic and cutaneous components of haptics, and their role in multimodal processes, such as sensory capture and integration. We suggest that many displays using primarily visual feedback would benefit from the addition of haptic information but that much is yet to be learned about optimizing such displays. 相似文献
19.
The main objective of this study was to investigate human perception of safe idle time of an industrial robot in a virtual reality environment. Studying operators' perception of robot operational characteristics such as safe robot idle time can help develop hazard prevention strategies, and ultimately improve robot safety. Results of data collected from 32 participants showed that robot size and speed had significant effects on the perception of safe robot idle time. This study also examined operators' perceived acceptability level for the robot speed, perceived level of hazard of robot motion, perceived chance of error, and self-reported mental workload. Results of this study were compared to the findings of Rahimi, M., Karwowski, W. [1990. Human perception of robot safe speed and idle time. Behaviour & Information Technology 9(5), 381–389], in which their experiment was conducted in a real industrial environment. This study demonstrated the feasibility of testing human perception of dynamic moving objects in a virtual reality environment. The virtual reality technology is believed to be capable of modeling a complex machinery system such as a robotic system. Relevance to industry: Human perception of the operational characteristics of industrial robots is an important concern for robot safety since misperception can cause robot operators to err, which in turn can cause injuries and fatalities. Through this study we (1) understand human perception, safety behavior, and decision making in a robotic system and (2) demonstrate the capability of modeling a complex machinery system using virtual reality technology. Our experiments designed to study human perception of safe robot idle time could lead to safety interventions and guidelines or hazard prevention strategy development. 相似文献
20.
With the expansion of nanotechnology, robots based on atomic force microscope (AFM) have been widely used as effective tools for displacing nanoparticles and constructing nanostructures. One of the most limiting factors in AFM-based manipulation procedures is the inability of simultaneously observing the controlled pushing and displacing of nanoparticles while performing the operation. To deal with this limitation, a virtual reality environment has been used in this paper for observing the manipulation operation. In the simulations performed in this paper, first, the images acquired by the atomic force microscope have been processed and the positions and dimensions of nanoparticles have been determined. Then, by dynamically modelling the transfer of nanoparticles and simulating the critical force-time diagrams, a controlled displacement of nanoparticles has been accomplished. The simulations have been further developed for the use of rectangular, V-shape and dagger-shape cantilevers. The established virtual reality environment has made it possible to simulate the manipulation of biological particles in a liquid medium. 相似文献
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