A Model for the Evaluation of Sensory-Motor Skills Acquisition in Three-Dimensional Virtual Environments

Author(s):  
Alexandre Martins dos Anjos ◽  
Romero Tori ◽  
Fatima L.S. Nunes
2014 ◽  
Vol 5 (3) ◽  
pp. 1
Author(s):  
Alexandre Martins dos Anjos ◽  
Leonardo Fernandes Cherubini ◽  
Romero Tori ◽  
Fátima de Lourdes dos Santos Nunes

Abstract— The evolution of computational techniques in the field of virtual reality has enabled new ways of discussing and using information technology in educational contexts. Given this scenario, new challenges have emerged and, among them, the need to verify the efficiency of teaching techniques in interactive three-dimensional environments must be highlighted. This work aims to show the comparison between the experimental results of the evaluation of a theoretical evaluation model carried out by human experts and the results of an automated theoretical model of evaluation and sensorimotor skills acquisition in an Interactive Virtual Environment. The experiment involved procedures such as needle positioning, insertion, and withdrawal operations in injections in the gluteal region. Results indicate that the evaluation of sensory-motor skills is feasible in interactive 3-D virtual environments, showing a higher level of agreement with the human evaluation within the stage of discriminatory evaluation, followed by a relative agreement in evaluating processes of skill degrees distributed on the basis of an average point found in the experts’ evaluation and that of an automated method.


2006 ◽  
Author(s):  
Andrew S. Davis ◽  
Lisa A. Pass ◽  
W. Holmes Finch ◽  
Raymond S. Dean ◽  
Richard W. Woodcock

2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


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