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Measuring the effects of co-location on emotion perception in shared virtual environments: An ecological perspective 测量共享虚拟环境中共处一地对情绪感知的影响:生态学视角
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-13 DOI: 10.3389/frvir.2023.1032510
G. Bente, Ralf Schmälzle, Nolan T. Jahn, A. Schaaf
Inferring emotions from others’ non-verbal behavior is a pervasive and fundamental task in social interactions. Typically, real-life encounters imply the co-location of interactants, i.e., their embodiment within a shared spatial-temporal continuum in which the trajectories of the interaction partner’s Expressive Body Movement (EBM) create mutual social affordances. Shared Virtual Environments (SVEs) and Virtual Characters (VCs) are increasingly used to study social perception, allowing to reconcile experimental stimulus control with ecological validity. However, it remains unclear whether display modalities that enable co-presence have an impact on observers responses to VCs’ expressive behaviors. Drawing upon ecological approaches to social perception, we reasoned that sharing the space with a VC should amplify affordances as compared to a screen display, and consequently alter observers’ perceptions of EBM in terms of judgment certainty, hit rates, perceived expressive qualities (arousal and valence), and resulting approach and avoidance tendencies. In a between-subject design, we compared the perception of 54 10-s animations of VCs performing three daily activities (painting, mopping, sanding) in three emotional states (angry, happy, sad)—either displayed in 3D as a co-located VC moving in shared space, or as a 2D replay on a screen that was also placed in the SVEs. Results confirm the effective experimental control of the variable of interest, showing that perceived co-presence was significantly affected by the display modality, while perceived realism and immersion showed no difference. Spatial presence and social presence showed marginal effects. Results suggest that the display modality had a minimal effect on emotion perception. A weak effect was found for the expression “happy,” for which unbiased hit rates were higher in the 3D condition. Importantly, low hit rates were observed for all three emotion categories. However, observers judgments significantly correlated for category assignment and across all rating dimensions, indicating universal decoding principles. While category assignment was erroneous, though, ratings of valence and arousal were consistent with expectations derived from emotion theory. The study demonstrates the value of animated VCs in emotion perception studies and raises new questions regarding the validity of category-based emotion recognition measures.
从他人的非言语行为中推断情绪是社交互动中一项普遍而基本的任务。通常,现实生活中的相遇意味着互动者的共同位置,即他们在共享的时空连续体中的体现,在该连续体中,互动伙伴的表达身体运动(EBM)的轨迹创造了相互的社会可供性。共享虚拟环境(SVE)和虚拟角色(VC)越来越多地被用于研究社会感知,从而使实验刺激控制与生态有效性相协调。然而,目前尚不清楚能够共同存在的显示模式是否会影响观察者对VC表达行为的反应。根据社会感知的生态学方法,我们推断,与屏幕显示相比,与VC共享空间应该会扩大可供性,从而改变观察者对EBM的判断确定性、命中率、感知表达质量(唤醒和效价)以及由此产生的方法和回避倾向的感知。在一项主题间设计中,我们比较了54个10秒动画中VC在三种情绪状态(愤怒、快乐、悲伤)下进行三项日常活动(绘画、拖地、打磨)的感知——要么以3D形式显示为在共享空间中移动的同地VC,要么以2D形式在SVE中的屏幕上回放。结果证实了对感兴趣变量的有效实验控制,表明感知共同存在受到显示模式的显著影响,而感知真实感和沉浸感没有差异。空间存在和社会存在表现出边际效应。结果表明,显示方式对情绪感知的影响很小。发现“快乐”这一表达效果较弱,在3D条件下,其无偏命中率更高。重要的是,所有三种情绪类别的命中率都很低。然而,观察者的判断在类别分配和所有评级维度上显著相关,表明了普遍的解码原则。尽管类别分配是错误的,但效价和唤醒的评级与情绪理论得出的预期一致。该研究证明了动画VC在情绪感知研究中的价值,并对基于类别的情绪识别措施的有效性提出了新的问题。
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引用次数: 0
Cybercopters Swarm: Immersive analytics for alerts classification based on periodic data Cybercopters Swarm:基于周期性数据的沉浸式警报分类分析
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-13 DOI: 10.3389/frvir.2023.1156656
Nicolas Delcombel, Thierry Duval, Marc-Oliver Pahl
This paper assesses the usefulness of an interactive and navigable 3D environment to help decision-making in cybersecurity. Malware programs frequently emit periodic signals in network logs; however, normal periodical network activities, such as software updates and data collection activities, mask them. Thus, if automatic systems use periodicity to successfully detect malware, they also detect ordinary activities as suspicious ones and raise false positives. Hence, there is a need to provide tools to sort the alerts raised by such software. Data visualizations can make it easier to categorize these alerts, as proven by previous research. However, traditional visualization tools can struggle to display a large amount of data that needs to be treated in cybersecurity in a clear way. In response, this paper explores the use of Immersive Analytics to interact with complex dataset representations and collect cues for alert classification. We created a prototype that uses a helical representation to underline periodicity in the distribution of one variable of a dataset. We tested this prototype in an alert triage scenario and compared it with a state-of-the-art 2D visualization with regard to the visualization efficiency, usability, workload, and flow induced.
本文评估了交互式和可导航的3D环境对帮助网络安全决策的有用性。恶意程序在网络日志中频繁发出周期性信号;但是,正常的周期性网络活动(如软件更新和数据收集活动)会掩盖它们。因此,如果自动系统使用周期性来成功检测恶意软件,它们也会将普通活动检测为可疑活动并产生误报。因此,有必要提供工具来对此类软件发出的警报进行分类。正如之前的研究所证明的那样,数据可视化可以更容易地对这些警报进行分类。然而,传统的可视化工具很难以清晰的方式显示需要在网络安全中处理的大量数据。作为回应,本文探讨了使用沉浸式分析与复杂数据集表示进行交互,并收集警报分类的线索。我们创建了一个原型,它使用螺旋表示来强调数据集的一个变量分布的周期性。我们在警报分类场景中测试了这个原型,并将其与最先进的2D可视化进行了比较,包括可视化效率、可用性、工作量和流程。
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引用次数: 0
The design, experiment, analyse, and reproduce principle for experimentation in virtual reality 虚拟现实实验的设计、实验、分析和再现原理
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-12 DOI: 10.3389/frvir.2023.1069423
Jascha Grübel
Conducting experiments in virtual reality (VR) requires a complex setup of hardware, software, experiment design and implementation, and data collection which is supported by frameworks that provide pre-determined features for scientists to implement their experiment in VR. These VR frameworks have proliferated exponentially since the start of the millennia, and unfortunately, they both only differ slightly from one another and often miss one or more of the key features required by the researcher. Therefore, it has become less clear to researchers which framework to choose for what task and to what benefit. I introduce the design, experiment, analyse, and reproduce (DEAR) principle to develop a new perspective on VR frameworks through a holistic approach to experimentation (i.e., the process of conducting an experiment). The DEAR principle lays out the core components that future frameworks should entail. Most previous VR frameworks have focussed on the design phase and sometimes on the experiment phase to help researchers create and conduct experiments. However, being able to create an experiment with a framework is not sufficient for wide adoption. Ultimately, I argue that it is important to take reproducibility seriously to overcome the limitations of current frameworks. Once experiments are fully reproducible through automation, the adaptation of new experiments becomes easier. Hopefully, researchers can find ways to converge in the use of frameworks or else frameworks may become a hindrance instead of a help.
在虚拟现实(VR)中进行实验需要硬件、软件、实验设计和实施以及数据收集的复杂设置,这些设置由为科学家在虚拟现实中实施实验提供预先确定的功能的框架支持。自上世纪初以来,这些VR框架呈指数级增长,不幸的是,它们彼此之间只有细微的差异,并且经常错过研究人员所需的一个或多个关键功能。因此,对于研究人员来说,选择哪种框架来完成什么任务以及有什么好处已经变得不那么清楚了。我介绍了设计、实验、分析和再现(DEAR)原理,通过整体实验方法(即进行实验的过程),对VR框架进行了新的研究。DEAR原则列出了未来框架应该包含的核心组成部分。以前的大多数VR框架都集中在设计阶段,有时也集中在实验阶段,以帮助研究人员创建和进行实验。然而,能够用一个框架创建一个实验是不足以被广泛采用的。最后,我认为,重要的是要认真对待再现性,以克服当前框架的局限性。一旦实验通过自动化完全可复制,新实验的适应就变得更容易了。希望研究人员能够找到在使用框架方面趋同的方法,否则框架可能会成为阻碍而不是帮助。
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引用次数: 1
Corrigendum: The impact of virtual agents’ multimodal communication on brain activity and cognitive load in Virtual Reality 更正:虚拟代理的多模态通信对虚拟现实中大脑活动和认知负荷的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-12 DOI: 10.3389/frvir.2023.1194313
Zhu Chang, Huidong Bai, Li Zhang, Kunal Gupta, Weiping He, M. Billinghurst
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引用次数: 1
Is mixed reality technology an effective tool for retail? A vividness and interaction perspective 混合现实技术是零售业的有效工具吗?生动互动的视角
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-11 DOI: 10.3389/frvir.2023.1067932
Cristina Gil-López, J. Guixeres, J. Marín-Morales, Carmen Torrecilla, Edu Williams, M. Alcañiz
There is increasing interest in studies analyzing the influence of technologies that integrate virtual and real-world components on consumer behavior. These technologies include augmented reality, virtual reality and mixed reality. Mixed reality is a user environment in which physical reality and digital content are combined in a way that enables interaction with and among real-world and virtual objects. In spite of previous works related with MR and retails spaces, little is known about how consumers respond to MR features and which elements of the MR-based experience, such as vividness and novelty, impact behavior. In this study, we have explored the relative advantage of mixed reality in retail shopping practices over a traditional-based purchase. Implicit reactions of shoppers when interacting with products with and without MR glasses were compared. The results reveal that participants wearing MR glasses exhibited different patterns of interaction (i.e., frequency and interaction with product duration) that differed from those indicated by participants who did not wear the MR technology. At the level of purchase decision, our results show that the use of MR smart glasses has an impact on decision times that relates to a utilitarian purchase type. Based on participants’ explicit answers to questionnaires, the reported findings further show that the perceived hedonic and utilitarian values of the purchase experience were higher when MR was used, which also affected future purchase intentions and perceived emotional state as reported by consumers’ experience and satisfaction in the context of retail.
人们对分析整合虚拟和现实组件的技术对消费者行为的影响的研究越来越感兴趣。这些技术包括增强现实、虚拟现实和混合现实。混合现实是一种用户环境,在这种环境中,物理现实和数字内容以一种能够与现实世界和虚拟对象进行交互的方式相结合。尽管之前的研究与磁共振和零售空间有关,但人们对消费者对磁共振特征的反应以及基于磁共振的体验的哪些元素(如生动性和新颖性)影响行为知之甚少。在这项研究中,我们探讨了混合现实在零售购物实践中相对于传统购物的优势。购物者在与产品互动时的内隐反应与不戴MR眼镜的进行了比较。结果显示,戴MR眼镜的参与者表现出不同的互动模式(即频率和与产品持续时间的互动),与不戴MR技术的参与者表现出不同。在购买决策层面,我们的研究结果表明,MR智能眼镜的使用对与功利主义购买类型相关的决策时间有影响。根据参与者对问卷的明确回答,研究结果进一步表明,使用MR时,消费者对购买体验的享乐价值和功利价值的感知更高,这也影响了消费者在零售情境下的体验和满意度所反映的未来购买意愿和感知的情绪状态。
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引用次数: 0
Public participation in urban design with augmented reality technology based on indicator evaluation 基于指标评价的增强现实技术在城市设计中的公众参与
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-06 DOI: 10.3389/frvir.2023.1071355
Yuchen Wang, Yin Lin
Decision-making processes in traditional urban design approaches are mainly top-down. Such processes have defects including not only taking a long time to examine design results but also leading to irreversible impacts after design implementation. Policymakers and researchers stress the importance of collaborating with different stakeholders in the process of urban design policy and guideline making in order to minimize these negative impacts. However, introducing public participation into urban design from the bottom up is challenging, especially when the process involves abstract urban design concepts such as indicators. This paper explores a new workflow aimed at enhancing public participation to cooperate in urban design work with the help of a newly designed platform tool powered by mobile augmented-reality technologies. The platform is intuitive to use and displays scenes of potential urban design results by superimposing the virtual models onto real-world environments on mobile devices. The public stakeholders are provided with this platform on-site to evaluate the initial values of urban design indicators by interacting with the prototype design along with an immersive experience. They can also grow familiar with the concepts of the given indicators during this process, which helps them better understand the implications of guidelines in future published urban design drafts and estimate the potential results. Their feedback is collected, which can help urban designers further optimize the indicators in urban design guideline making in order to improve their rationality. This process of urban design involving public participation is repeatable, which makes it possible to continuously adjust the design results. A user study was conducted to examine the platform’s usability and its ability to enhance public familiarity with the concepts of given indicators and their willingness to participate in urban design evaluation. The study also attests to the possibility of a workflow that integrates public feedback with the urban design process.
传统城市设计方法中的决策过程主要是自上而下的。这种过程存在缺陷,不仅需要很长时间来检查设计结果,而且在设计实施后会导致不可逆转的影响。政策制定者和研究人员强调在城市设计政策和指南制定过程中与不同利益相关者合作的重要性,以最大限度地减少这些负面影响。然而,从下到上将公众参与引入城市设计是一项挑战,尤其是当这个过程涉及指标等抽象的城市设计概念时。本文探索了一种新的工作流程,旨在借助一种由移动增强现实技术支持的新设计平台工具,增强公众参与城市设计工作的合作。该平台通过将虚拟模型叠加到移动设备上的真实世界环境中,直观地使用和显示潜在城市设计结果的场景。现场为公众利益相关者提供了这个平台,通过与原型设计互动以及身临其境的体验来评估城市设计指标的初始值。在这个过程中,他们还可以熟悉给定指标的概念,这有助于他们更好地理解指导方针在未来公布的城市设计草案中的含义,并估计潜在结果。收集他们的反馈,可以帮助城市设计师在城市设计指南制定中进一步优化指标,提高他们的合理性。这种涉及公众参与的城市设计过程是可重复的,这使得不断调整设计结果成为可能。进行了一项用户研究,以检查该平台的可用性及其提高公众对给定指标概念的熟悉程度的能力,以及他们参与城市设计评估的意愿。该研究还证明了将公众反馈与城市设计过程相结合的工作流程的可能性。
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引用次数: 0
Design-thinking skill enhancement in virtual reality: A literature study 虚拟现实中设计思维技能的提升:文献研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-04-04 DOI: 10.3389/frvir.2023.1137293
Qiner Lyu, Kentaro Watanabe, Hiroyuki Umemura, Akihiko Murai
As a methodology, design thinking involves practicing “a way of thinking” that non-designers can use as a source of inspiration instead being limited to a group of professional designers. This methodology has gained research attention because of the growing demands for social innovation and sustainability. The general public is expected to gain design-thinking skills through training or by applying design-thinking tools. Virtual reality (VR) is considered a potential tool to help accelerate augmenting design-thinking skills because it allows users to have embodied and immersive experiences. This study reviews existing literature on how VR has been used to enhance design-thinking skills. The general features of the publications such as the year of publication, design-thinking stages, VR types, targeted participants, and publication fields are analyzed for determining the latest trends and scenarios under this research topic. Further, a thematic analysis that follows creative enhancement structures is conducted to understand the role of VR in enhancing design-thinking skills, and future research directions are discussed based on the results. The review concludes that VR has the potential to enhance creativity in many aspects. Moreover, it highlights the need of gaining deeper understanding about 1) art, humanities, and societal perspectives; 2) cognition processes in VR; 3) emphasizing and defining stages in the design-thinking process; 4) technological improvements combined with the Metaverse; and 5) hybrid of the virtual and real worlds.
作为一种方法论,设计思维包括实践“一种思维方式”,非设计师可以将其作为灵感来源,而不是局限于一群专业设计师。由于对社会创新和可持续性的需求不断增长,这种方法受到了研究的关注。公众期望通过培训或应用设计思维工具来获得设计思维技能。虚拟现实(VR)被认为是一种有助于加速增强设计思维技能的潜在工具,因为它可以让用户获得身临其境的体验。本研究回顾了关于虚拟现实如何被用来提高设计思维技能的现有文献。分析出版物的一般特征,如出版年份、设计思维阶段、VR类型、目标参与者和出版领域,以确定本研究主题下的最新趋势和场景。此外,还对创造性增强结构进行了主题分析,以了解虚拟现实在增强设计思维技能方面的作用,并根据研究结果讨论了未来的研究方向。该综述得出结论,虚拟现实在许多方面具有增强创造力的潜力。此外,它还强调了对艺术、人文和社会视角有更深入理解的必要性;2) 虚拟现实中的认知过程;3) 强调和界定设计思维过程中的阶段;4) 与元宇宙相结合的技术改进;以及5)虚拟世界和现实世界的混合。
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引用次数: 3
Development and tolerability of a novel virtual- and proprioception-based car crash simulator as a new research tool in motor vehicle trauma research 一种新的基于虚拟和本体感觉的汽车碰撞模拟器的开发和耐受性,作为汽车创伤研究的新工具
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-31 DOI: 10.3389/frvir.2023.891423
M. Lukacs, Mathias Babin, J. Dickey, C. Melling, D. Walton
Purpose: Investigations of causal theories of neck pain (NP) following motor vehicle crashes (MVC) has been difficult, as simulation is limited. Thus, we sought to evaluate tolerability to a novel virtual reality (VR)-based road collision simulator and screen for adverse reactions. Materials and Methods: Cross-sectional study. 25 healthy participants were exposed to a novel VR-based rear-end MVC with a small perturbation (0.2 g). The Simulator Sickness Questionnaire (SSQ) and Presence Questionnaire (PQ) were measured post-exposure and adverse reactions were recorded. Results: The system was well tolerated with no adverse reactions, however one participant reported NP the following day not lasting longer than 48 h. Participants reported low levels of simulator sickness (mean SSQ = 23.49 ± 21.98, range = 0.00 to 89.76; max score = 235.62), while presence (mean PQ = 91.04 ± 14.08, range = 54.00 to 112.00; max score = 133), was lower than literature recommendations. Conclusion: A VR-based road collision simulator can be safely used to explore the phenomenon of a motor vehicle crashes under controlled circumstances. Future work is needed to optimize the virtual reality environment and to investigate the effects of crash parameters.
目的:由于模拟有限,研究机动车碰撞后颈部疼痛(NP)的因果理论一直很困难。因此,我们试图评估一种新型的基于虚拟现实(VR)的道路碰撞模拟器的耐受性,并筛查不良反应。材料与方法:横断面研究。25名健康参与者暴露于具有小扰动(0.2g)的新型基于VR的后端MVC。在暴露后测量模拟器疾病问卷(SSQ)和存在问卷(PQ),并记录不良反应。结果:该系统耐受性良好,无不良反应,但一名参与者在第二天报告NP持续时间不超过48小时。参与者报告模拟机疾病水平较低(平均SSQ=23.49±21.98,范围=0.00至89.76;最大得分=235.62),而存在(平均PQ=91.04±14.08,范围=54.00至112.00;最大得分=133),低于文献推荐。结论:基于虚拟现实的道路碰撞模拟器可以安全地用于探索受控环境下的机动车碰撞现象。未来的工作需要优化虚拟现实环境并研究碰撞参数的影响。
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引用次数: 0
Transforming graph data visualisations from 2D displays into augmented reality 3D space: A quantitative study 将图形数据可视化从2D显示转换为增强现实3D空间:一项定量研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-28 DOI: 10.3389/frvir.2023.1155628
Daniel Schwajda, Judith Friedl, Fabian Pointecker, Hans-Christian Jetter, C. Anthes
Modern video-based head-mounted displays allow users to operate along Milgram’s entire reality-virtuality continuum. This opens up the field for novel cross-reality applications that distribute data analytics tasks along this continuum to combine benefits of established 2D information visualisation in the real environment with immersive analytics. In this publication, we explore this potential by transforming 2D graph data from a planar, large-scale display in the real environment into a spherical layout in augmented reality 3D space, letting it appear as if the graph is moving out of the display. We focus on design aspects of this transformation that potentially help users to form a joint mental model of both visualisations and to continue their tasks seamlessly in augmented reality. For this purpose, we implemented a framework of transformation parameters that can be categorised as follows: transformation methods, node transformation order (groupings) and different ways of visual interconnection. Variants in each of these areas were investigated in three quantitative user studies in which users had to solve a simple cluster search task. We confirmed that a visual transformation from 2D to 3D helps users to continue their tasks in augmented reality with less interruptions, and that node transformation order should be adjusted to data and task context. We further identified that users can perform tasks more efficiently when a user-controlled transformation is used, while a constant transformation with fixed duration can contribute to lower error rates.
现代基于视频的头戴式显示器允许用户沿着Milgram的整个现实-虚拟连续体进行操作。这为新的跨现实应用开辟了领域,这些应用沿着这个连续体分布数据分析任务,将现实环境中已建立的2D信息可视化的好处与沉浸式分析相结合。在本出版物中,我们通过将2D图形数据从真实环境中的平面、大规模显示器转换为增强现实3D空间中的球形布局,使其看起来像是从显示器中移出。我们专注于这一转变的设计方面,这可能有助于用户形成两种可视化的联合心理模型,并在增强现实中无缝地继续他们的任务。为此,我们实现了一个转换参数框架,可将其分类如下:转换方法、节点转换顺序(分组)和不同的视觉互连方式。在三项定量用户研究中,用户必须解决一个简单的集群搜索任务,研究了这些领域中的每个领域的差异。我们证实,从2D到3D的视觉转换有助于用户在增强现实中以较少的中断继续他们的任务,并且节点转换顺序应该根据数据和任务上下文进行调整。我们进一步发现,当使用用户控制的转换时,用户可以更有效地执行任务,而具有固定持续时间的恒定转换可以降低错误率。
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引用次数: 2
Exploring the role of virtual reality in military decision training 探讨虚拟现实在军事决策训练中的作用
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-27 DOI: 10.3389/frvir.2023.1165030
D. Harris, T. Arthur, J. Kearse, M. Olonilua, E. K. Hassan, T. de Burgh, M. Wilson, S. Vine
Introduction: Simulation methods, including physical synthetic environments, already play a substantial role in human skills training in many industries. One example is their application to developing situational awareness and judgemental skills in defence and security personnel. The rapid development of virtual reality technologies has provided a new opportunity for performing this type of training, but before VR can be adopted as part of mandatory training it should be subjected to rigorous tests of its suitability and effectiveness. Methods: In this work, we adopted established methods for testing the fidelity and validity of simulated environments to compare three different methods of training use-of-force decision making. Thirty-nine dismounted close combat troops from the UK’s Royal Air Force completed shoot/don’t-shoot judgemental tasks in: i) live fire; ii) virtual reality; and iii) 2D video simulation conditions. A range of shooting accuracy and decision-making metrics were recorded from all three environments. Results: The results showed that 2D video simulation posed little decision-making challenge during training. Decision-making performance across live fire and virtual reality simulations was comparable but the two may offer slightly different, and perhaps complementary, methods of training judgemental skills. Discussion: Different types of simulation should, therefore, be selected carefully to address the exact training need.
简介:模拟方法,包括物理合成环境,已经在许多行业的人类技能培训中发挥了重要作用。一个例子是它们在国防和安全人员中的应用,以发展态势感知和判断技能。虚拟现实技术的快速发展为进行此类培训提供了新的机会,但在将虚拟现实作为强制性培训的一部分之前,应该对其适用性和有效性进行严格的测试。方法:在这项工作中,我们采用既定的方法来测试模拟环境的保真度和有效性,以比较三种不同的武力决策训练方法。来自英国皇家空军的39名徒步近战部队完成了射击/不射击判断任务:i)实弹射击;ii)虚拟现实;以及iii)2D视频模拟条件。记录了所有三种环境下的一系列射击精度和决策指标。结果:结果表明,2D视频模拟在训练过程中对决策几乎没有挑战。实弹射击和虚拟现实模拟的决策性能相当,但两者可能提供略有不同的,也许是互补的,训练判断技能的方法。讨论:因此,应仔细选择不同类型的模拟,以满足确切的培训需求。
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引用次数: 0
期刊
Frontiers in virtual reality
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