Immersive virtual reality for complex skills training: content analysis of experienced challenges

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-04 DOI:10.1007/s10055-024-00955-8
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Abstract

This study aimed to examine the challenges that adult participants experienced in immersive virtual reality (I-VR). Practitioners have indicated that some challenges persist from trainee to trainee and scholars have called for the design and development of virtual reality (VR) applications based on learning theories. Thus, we examined challenges immersed learners experienced during self-discovery of game mechanics and assembly task within an early-development I-VR program. We clarified the immersive learning phenomenon by studying the self-reported problem statements from 168 university students and staff. They used an HTC Vive Pro Eye device and a custom-built software. Through an iterative content analysis of post-survey and video-stimulated recall interviews, we retrieved 481 problem statements from the participants. As a result, we derived and detailed 89 challenges, 22 component features, 11 components, and 5 principal factors of immersive learning. The most cited components that the participants found challenging were the use of controllers and functions, reciprocal software interaction, spatial and navigational constraints, relevance realisation, and learner capabilities. Closer inspection of the quantified data revealed that the participants without digital gaming experience reported relatively more hardware-related problem statements. The findings regarding the constraints of immersive learning helped clarify the various actants involved in immersive learning. In this paper, we provide a design implication summary for VR application developers. Further research on theory-based development and design implications in various immersive training settings is needed.

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用于复杂技能培训的沉浸式虚拟现实:经验挑战内容分析
摘要 本研究旨在探讨成人学员在沉浸式虚拟现实(I-VR)中遇到的挑战。实践者指出,有些挑战在学员与学员之间持续存在,学者们也呼吁根据学习理论设计和开发虚拟现实(VR)应用。因此,我们在一个早期开发的 I-VR 项目中,研究了沉浸式学习者在自我探索游戏机制和装配任务过程中遇到的挑战。我们通过研究 168 名大学师生自我报告的问题陈述,澄清了沉浸式学习现象。他们使用了 HTC Vive Pro Eye 设备和定制软件。通过对事后调查和视频刺激回忆访谈进行迭代式内容分析,我们从参与者那里获得了 481 份问题陈述。因此,我们得出并详细说明了沉浸式学习的 89 个挑战、22 个组成特征、11 个组成部分和 5 个主要因素。参与者认为最具挑战性的要素是控制器和功能的使用、软件的交互、空间和导航限制、相关性的实现以及学习者的能力。仔细观察量化数据后发现,没有数字游戏经验的参与者报告的与硬件相关的问题相对较多。有关沉浸式学习限制因素的研究结果有助于澄清沉浸式学习中涉及的各种行为主体。在本文中,我们为 VR 应用开发人员提供了一份设计启示总结。在各种沉浸式培训环境中,还需要进一步研究基于理论的开发和设计影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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