利用基于研究的原位设计探索劳动力培训虚拟现实系统中学习模块的有效性和可用性

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-09-06 DOI:10.1007/s10055-024-00995-0
Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young
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引用次数: 0

摘要

本研究探讨了虚拟现实(VR)在德克萨斯州交通部员工交流培训中的实施情况和效果。本研究还探讨了基于现场研究的迭代设计对 VR 系统可用性的影响,以及 VR 设备的可用性和人体工程学与用户对 VR 内容的接受程度之间的潜在关系。在这项工作中,我们将 "原地 "的定义调整为在参与者实际接受培训的地点或环境中进行的学习活动。大流行病发生后,许多办公室工作人员采用了混合远程工作模式(Yang, Kim, & Hong, 2023),这就需要更新员工培训和指导方法,而 VR 可以提供这种培训和指导。此外,虚拟现实技术还可以为员工交流实践提供私人角色扮演的机会,以及整体上更高保真的学习机会。研究结果表明,VR 是劳动力和管理沟通培训的一种有效且吸引人的解决方案,硬件配置会影响员工对基于 VR 的培训的整体热情。
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Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training

This study examines the implementation and effectiveness of Virtual Reality (VR) into employee communication training for Texas Department of Transportation employees. The study also explores the impact of iterative, in situ research-based design on VR system usability, and potential relationships between the usability and ergonomics of VR devices, and user receptiveness to VR content. For this work we adapt the definition of in situ to mean a learning activity that takes place in the location or environment where the participants will actually be trained. Following the pandemic, many office-based workers adopted hybrid-remote work formats (Yang, Kim, & Hong, 2023), necessitating updated approaches to employee training and instruction which VR may provide. Further, VR may offer opportunities for private role-play for employee communication practice, as well as an overall more high-fidelity learning opportunity. Findings indicate that VR is an effective and engaging solution for workforce and management communication training, and that hardware configurations influence overall employee enthusiasm for VR-based training.

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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.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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