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Assessment of the Effectiveness of an Adaptive Virtual Reality-Based Simulation for Motor Skill Training.

机译:评估基于自适应虚拟现实的运动技能训练的有效性。

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摘要

Adaptive training methods aim to accommodate individual differences in abilities while helping persons develop knowledge and skills required to perform a new task. Methods that adjust levels of training task difficulty as a function of how well a trainee performs, and that sustain trainee motivation, may be significant from a learning productivity perspective. In contemporary motor rehabilitation applications, therapists use robots or virtual reality (VR) systems to assist in delivery of various training conditions in real-time and to provide multimodal performance feedback to patients. Virtual reality can also allow for flexible and dynamic adaptation of task difficulty to facilitate specific learning algorithms. However, there is a lack of research on adaptive training techniques involving manipulation of task difficulty in VR for motor skill development. The integration of adaptive training methods in VR is expected to increase levels of patient learning and promote more efficient skill training.;The objective of this research was to implement and assess the effectiveness of an adaptive VR-based haptic simulation for motor skill training in a real-world psychomotor task, as compared with static and random training modes. The simulation was prototyped based on a block design (BD) pattern reconstruction test from a well-known commercial psychomotor test battery, the Wechsler Adult Intelligence Scale, and programmed to apply an adaptive training scheme. Twenty-four participants were recruited and received static, random or adaptive training in evaluation of the VR system. The adaptive training involved modifications in the level of task difficulty based on user performance. Otherwise, the level of difficulty held fixed across training trials or randomly changed.;Results revealed the adaptive condition to be superior to static training in terms of performance improvement between pre- and post-testing (considering both speed and accuracy). In addition, adaptive training was found to produce performance improvements comparable to a random condition but in significantly less training time. With respect to participant performance during training trials, the maximum level of difficulty achieved under the adaptive condition revealed a linear relationship with post-training retention test performance. In addition, results also indicated a linear association of the number of stimuli a trainee required to move to the first level of difficulty and pre-test performance. Results also revealed VR BD task performance to be significantly correlated with native BD performance in both pre- and post-testing.;The findings of this study support use of adaptive training schemes for improving motor skill learning and accelerating rate of skill development when using VR simulation, as compared with static and random training schemes. Findings also reveal adaptive training to yield diagnostic information on trainee motor ability extending beyond common task performance measures. The study also demonstrated VR simulations of standardized psychomotor tests can be designed and prototyped to support levels of user performance similar to observations on native tasks. VR systems also provide benefits over standardized clinical evaluation including automatic, real-time performance recording and task difficulty manipulation. The VR simulator developed for the present study could be extended to simulate other motor tasks, such as the Purdue Pegboard Test.
机译:适应性培训方法旨在适应个人能力差异,同时帮助人们发展执行新任务所需的知识和技能。从学习生产率的角度来看,根据学员的表现来调整培训任务难度的水平并维持学员动机的方法可能非常重要。在当代运动康复应用中,治疗师使用机器人或虚拟现实(VR)系统来协助实时交付各种训练条件,并向患者提供多模式性能反馈。虚拟现实还可以灵活灵活地适应任务难度,以促进特定的学习算法。然而,缺乏关于适应性训练技术的研究,该技术涉及在VR中为运动技能发展而处理任务难度。自适应训练方法在VR中的集成有望提高患者的学习水平并促进更有效的技能训练。;本研究的目的是实现并评估基于自适应VR的触觉仿真在运动技能训练中的有效性与静态和随机训练模式相比,真实世界中的精神运动任务。该模拟是基于来自著名的商业心理运动测试电池Wechsler Adult Intelligence Scale的块设计(BD)模式重构测试的原型,并进行编程以应用自适应训练方案。招募了24名参与者,并接受了静态,随机或自适应培训以评估VR系统。适应性培训包括根据用户表现来修改任务难度级别。否则,难度级别在整个训练试验中保持不变或随机变化。结果表明,在测试前和测试后的性能改进(考虑速度和准确性)方面,自适应条件优于静态训练。此外,发现自适应训练可产生与随机条件相当的性能提升,但训练时间却大大减少。关于训练试验中参与者的表现,在适应性条件下达到的最大难度水平显示出与训练后保留测试表现的线性关系。此外,结果还表明,学员要达到第一级难度和测试前表现所需的刺激次数呈线性关系。结果还显示,在测试前和测试后,VR BD任务表现与原生BD表现显着相关;该研究的结果支持使用自适应训练方案来改善使用VR时的运动技能学习并加快技能发展速度与静态和随机训练方案相比。研究结果还揭示了自适应训练,以产生关于学员运动能力的诊断信息,这些信息超出了常见任务绩效指标。这项研究还表明,可以设计和原型化标准心理运动测验的虚拟现实模拟,以支持用户性能水平,类似于对本地任务的观察。虚拟现实系统还具有优于标准化临床评估的优势,包括自动,实时性能记录和任务难度操纵。为本研究开发的VR模拟器可以扩展为模拟其他运动任务,例如Purdue Pegboard测试。

著录项

  • 作者

    Jeon, Woo Ram.;

  • 作者单位

    North Carolina State University.;

  • 授予单位 North Carolina State University.;
  • 学科 Engineering Industrial.;Engineering Computer.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 151 p.
  • 总页数 151
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:41:29

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