Wheelchair experience and training system using virtual reality

Author(s):  
K Katoh ◽  
L Chen ◽  
H Fujimoto
Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Graham T. Provost ◽  
Stephen E. Zitney ◽  
Richard A. Turton ◽  
Michael R. Erbes ◽  
Herman P. Stone

To meet increasing demand for education and experience with commercial-scale, coal-fired, integrated gasification combined cycle (IGCC) plants with CO2 capture, the Department of Energy’s (DOE) National Energy Technology Laboratory (NETL) is leading a project to deploy a generic, full-scope, real-time IGCC dynamic plant simulator for use in establishing a world-class research and training center, and to promote and demonstrate IGCC technology to power industry personnel. The simulator, being built by Invensys Process Systems (IOM), will be installed at two separate sites, at NETL and West Virginia University (WVU), and will combine a process/gasification simulator with a power/combined-cycle simulator together in a single dynamic simulation framework for use in engineering research studies and training applications. The simulator, scheduled to be launched in mid-year 2010, will have the following capabilities: • High-fidelity, dynamic model of process-side (gasification and gas cleaning with CO2 capture) and power-block-side (combined cycle) for a generic IGCC plant fueled by coal and/or petroleum coke. • A fully integrated virtual reality Immersive Training System which allows for training of field personnel using a full scale three dimensional IGCC plant environment that is tied to the simulation and emulated DCS. • Highly flexible configuration that allows concurrent training on separate gasification and combined cycle simulators, or up to two IGCC simulators. • Ability to enhance and modify the plant model to facilitate studies of changes in plant configuration, equipment, and control strategies to support future R&D efforts. • Training capabilities including startup, shutdown, load following and shedding, response to fuel and ambient condition variations, control strategy analysis (turbine vs. gasifier lead, etc.), representative malfunctions/trips, alarms, scenarios, trending, snapshots, data historian, etc.


10.2196/14548 ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. e14548
Author(s):  
Chen-Wei Chang ◽  
Shih-Ching Yeh ◽  
Mengtong Li

Background Virtual reality (VR) technologies have been developed to assist education and training. Although recent research suggested that the application of VR led to effective learning and training outcomes, investigations concerning the acceptance of these VR systems are needed to better urge learners and trainees to be active adopters. Objective This study aimed to create a theoretical model to examine how determining factors from relevant theories of technology acceptance can be used to explain the acceptance of a novel VR-assisted mental rotation (MR) training system created by our research team to better understand how to encourage learners to use VR technology to enhance their spatial ability. Methods Stereo and interactive MR tasks based on Shepard and Metzler’s pencil and paper test for MR ability were created. The participants completed a set of MR tasks using 3D glasses and stereoscopic display and a 6-degree-of-freedom joystick controller. Following task completion, psychometric constructs from theories and previous studies (ie, perceived ease of use, perceived enjoyment, attitude, satisfaction, and behavioral intention to use the system) were used to measure relevant factors influencing behavior intentions. Results The statistical technique of partial least squares structural equation modeling was applied to analyze the data. The model explained 47.7% of the novel, VR-assisted MR training system’s adoption intention, which suggests that the model has moderate explanatory power. Direct and indirect effects were also interpreted. Conclusions The findings of this study have both theoretical and practical importance not only for MR training but also for other VR-assisted education. The results can extend current theories from the context of information systems to educational and training technology, specifically for the use of VR-assisted systems and devices. The empirical evidence has practical implications for educators, technology developers, and policy makers regarding MR training.


2018 ◽  
Vol 23 (4) ◽  
pp. 347-361 ◽  
Author(s):  
Zeyang Zhou ◽  
Shan Jiang ◽  
Zhiyong Yang ◽  
Lin Zhou

2019 ◽  
Author(s):  
Chen-Wei Chang ◽  
Shih-Ching Yeh ◽  
Mengtong Li

BACKGROUND Virtual reality (VR) technologies have been developed to assist education and training. Although recent research suggested that the application of VR led to effective learning and training outcomes, investigations concerning the acceptance of these VR systems are needed to better urge learners and trainees to be active adopters. OBJECTIVE This study aimed to create a theoretical model to examine how determining factors from relevant theories of technology acceptance can be used to explain the acceptance of a novel VR-assisted mental rotation (MR) training system created by our research team to better understand how to encourage learners to use VR technology to enhance their spatial ability. METHODS Stereo and interactive MR tasks based on Shepard and Metzler’s pencil and paper test for MR ability were created. The participants completed a set of MR tasks using 3D glasses and stereoscopic display and a 6-degree-of-freedom joystick controller. Following task completion, psychometric constructs from theories and previous studies (ie, perceived ease of use, perceived enjoyment, attitude, satisfaction, and behavioral intention to use the system) were used to measure relevant factors influencing behavior intentions. RESULTS The statistical technique of partial least squares structural equation modeling was applied to analyze the data. The model explained 47.7% of the novel, VR-assisted MR training system’s adoption intention, which suggests that the model has moderate explanatory power. Direct and indirect effects were also interpreted. CONCLUSIONS The findings of this study have both theoretical and practical importance not only for MR training but also for other VR-assisted education. The results can extend current theories from the context of information systems to educational and training technology, specifically for the use of VR-assisted systems and devices. The empirical evidence has practical implications for educators, technology developers, and policy makers regarding MR training.


2021 ◽  
Vol 11 (12) ◽  
pp. 786
Author(s):  
Hyun Jeong Seo ◽  
Gyu Mi Park ◽  
Minjie Son ◽  
Ah-Jeong Hong

The current safety education and training system has a number of problems, namely that the actual risks in the field are not reflected and that workers cannot be engaged in safety education. Therefore, we conducted a study to build a VR-based safety education system that reflects the problems actually occurring in the field. The risk points of the electrical construction sites were derived through in-depth interviews with various stakeholders such as field workers, safety managers, and management. A risk scenario was also constructed by analyzing the causes and effects of existing accident cases. A safety education system was constructed to which the established risk scenario was applied. In the virtual construction site, the site’s own model, safety equipment, and members were implemented in a 3D model to form a virtual reality environment. This environment is intended to provide an educational environment wherein workers can immerse themselves in safety, specifically because this VR-based environment can induce active participation by providing safety information through various experiences. In addition, in this study, a VR-based safety education system that reflects the field conditions was designed to prepare basic data for the modernization and activation of safety education.


2004 ◽  
Vol 7 (6) ◽  
pp. 742-749 ◽  
Author(s):  
Kwanguk Kim ◽  
Jaehun Kim ◽  
Jeonghun Ku ◽  
Deog Young Kim ◽  
Won Hyek Chang ◽  
...  

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