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Influence of hand visualization on tool-based motor skills training in an immersive VR simulator

机译:手持式VR模拟器刀具的影响对基于刀具的机动技能训练

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Immersive VR technologies offer versatile training tools by recreating real-world situations in a virtual and safe environment and allowing users to have a first-person experience. The design of such training systems requires defining the most critical components to simulate, and to what extent they can be simulated successfully. One open research question for designing such systems is how to represent the user in the virtual environment, and which is the added value of this representation for training purposes. In this work, we focus on how the user’s hand representation in an immersive virtual environment can impact the training of tool-based motor skills.To investigate this question, we have designed a VR trainer for a simple tool-based pick and place task. A user experiment was conducted to evaluate how the movements of the users’ real hand representation influence their performance and subjective experience in the virtual environment. For that purpose, the participants performed the task on the VR simulator with two conditions: the presence or absence of their animated virtual hands representation. The results of this study show that, although users prefer to have a visual representation of their hands, they achieved similar and correlated performance in the VR system regardless of the hand representation condition. These results suggest that the presence of the user’s hand representation is not necessary when performing a tool-based motor skill task in a VR trainer. These findings have practical implications for the design of VR simulators for training motor skills tasks since adding users’ hand representation may require cumbersome and expensive additional devices.
机译:沉浸式VR技术通过在虚拟和安全环境中重建现实世界的情况并允许用户拥有第一人称体验,提供多功能培训工具。这种训练系统的设计需要定义最关键的组件来模拟,以及它们可以成功模拟它们的程度。用于设计此类系统的一个开放研究问题是如何代表虚拟环境中的用户,并且这是用于培训目的的此表示的附加值。在这项工作中,我们专注于用户在沉浸式虚拟环境中的手代表性如何影响刀具的运动技能的培训。要调查这个问题,我们为一个简单的工具挑选而设计了一名VR培训师下班任务。进行了用户实验以评估用户真正的手表的运动如何影响虚拟环境中的性能和主观体验。为此目的,参与者在VR模拟器上执行了两个条件的任务:他们的动画虚拟手表示的存在或缺失。本研究的结果表明,尽管用户更喜欢他们的手视觉表示,但是,无论手表表示条件如何,它们在VR系统中实现了类似和相关性能。这些结果表明,在VR训练器中执行基于工具的电机技能任务时,不需要使用用户的手表示。这些发现对VR模拟器的设计具有实际意义,用于培训机动技能任务,因为添加用户的手代表可能需要繁琐且昂贵的额外设备。

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