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Effectiveness of Virtual Versus Physical Training: The Case of Assembly Tasks, Trainer's Verbal Assistance, and Task Complexity

机译:虚拟与体育训练的有效性:装配任务,培训师的口头援助以及任务复杂性的情况

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Virtual immersive training (VIT) systems based on gamification of tasks are increasingly employed to train assembly workers. In this article, we present a study that compares the effectiveness of virtual and physical training for teaching a bimanual assembly task and in a novel approach, we introduce task complexity (T-CXB) as an indicator of assembly errors during final assembly. In a between-subjects experiment, 100 participants were trained to assemble a 3-D cube in one of the four conditions (physical, virtual and with trainer's verbal assistance or not). The results demonstrate that the best-performing conditions, both in terms of successful assemblies and time performance, are the ones that the physical objects are included in the training, whereas no significant difference is found when the trainer's verbal assistance is present or absent during training. Additionally, we address the validity of a practical T-CXB list as a tool for supporting the design of VIT systems.
机译:基于任务赌博的虚拟沉浸式培训(VIV)系统越来越多地用于培养大会工人。在本文中,我们展示了一项研究,该研究比较了教学虚拟装配任务的虚拟和物理培训的有效性,并以新的方法将任务复杂性(T-CXB)引入最终组装期间装配错误的指标。在受试者之间的实验中,100名参与者培训,在四个条件之一(物理,虚拟和培训师的口头援助中)组装三维立方体。结果表明,在成功的组装和时间性能方面,最佳性能的条件是物理对象包括在培训中的那些,而当培训师的口头援助存在或不存在训练期间没有显着差异。此外,我们将实用T-CXB列表的有效性作为支持Vit系统设计的工具。

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