Validity of Virtual Reality Training for Motor Skill Development in a Serious Game

Carlo Harvey, Elmedin Selmanovic, Jake O'Connor, Malek Chahin
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引用次数: 7

Abstract

Accurate simulation within virtual environments is a prerequisite of using these environments for training tasks. This accuracy has been shown to be a function of the fidelity in many senses. Virtual Reality (VR) has been used to aid in numerous training tasks through the implementation of pedagogical processes via the medium of serious games. This paper considers a complex motor task and whether VR is able to be used as a training environment for this task. Additionally we consider whether augmented virtuality improves task performance. The task being analysed is participant ability in a clay pigeon shooting simulator. Specifically, we evaluate if the type of training being presented influences the performance of participants in this task. VR affords the ability to provide supplementary information which is not typically available in a real-world equivalency. This paper presents a between-subjects repeated measures experiment to identify if the type of training being presented influences performance measures in the motor task. Clay pigeon shooting is considered to be a difficult sport as it requires depth-perception, lead calculation and accurate timing from the shooter. This paper shows that different types of training presented to a participant (N=31) can influence their performance in this task, and that this skill development propagates into future repeated measures. It is also shown that training for this type of task, which is frame-critical, can be deployed with success into the safer environment of VR.
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虚拟现实训练在严肃游戏中运动技能发展的有效性
在虚拟环境中进行精确的仿真是使用这些环境进行训练任务的先决条件。这种准确性已被证明是许多意义上的保真度的函数。虚拟现实(VR)已被用于通过通过严肃游戏媒介实施教学过程来帮助许多培训任务。本文考虑了一个复杂的运动任务,以及VR是否能够作为该任务的训练环境。此外,我们考虑增强虚拟是否提高任务性能。被分析的任务是参与者在黏土鸽子射击模拟器中的能力。具体而言,我们评估所呈现的培训类型是否会影响参与者在该任务中的表现。虚拟现实提供了补充信息的能力,这在现实世界中通常是不可用的。本文提出了一个受试者之间的重复测量实验,以确定所呈现的训练类型是否影响运动任务中的表现测量。泥鸽射击被认为是一项高难度的运动,因为它需要射手的深度感知、领先计算和准确的计时。本文表明,向参与者(N=31)提供的不同类型的培训可以影响他们在该任务中的表现,并且这种技能发展会传播到未来的重复测量中。研究还表明,针对这类关键帧任务的培训可以成功地部署到更安全的VR环境中。
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