A Skill-, Rule-, and Knowledge-Based Interaction Design Framework for Web-Based Virtual Reality Training Systems

2010 ◽  
Vol 450 ◽  
pp. 564-567
Author(s):  
Chiuhsiang Joe Lin ◽  
Shiau Feng Lin ◽  
Rou Wen Wang ◽  
Tien Lung Sun ◽  
Chin Jung Chao ◽  
...  

Virtual Reality (VR) systems have been applied for education, training and entertainment purposes in the areas of military, safety training and flying simulators. In particular, Web-based VR training systems (WBVRTS) have been claimed to have great potential for many applications in training. However, WBVRTS are more complex compared with the traditional training methods which rely on manuals, instructions, and videos. Since VR not only reinforces the visual presentation of the training materials but also provides ways to interact with the training system, it becomes more flexible and possibly more powerful in designing the training system. In this study, we propose a WBVRTS framework based on SRK framework. A combat vehicle maintenance training system was developed into WBVRTS following the framework and structure. The proposed SRK framework for VR training system proved useful in guiding the design and development of the training materials. The study suggests that the design of VR as training tools should be based on user interaction and cognitive theories that support effective learning.

2020 ◽  
Vol 5 (4) ◽  
pp. 208
Author(s):  
Euis Sitinur Aisyah ◽  
Ratna Nur Aulia ◽  
Ridhoi Ahmad Ridwan

<p><em>Abstrak - <strong>Sistem pendidikan dan pelatihan pada PMI Kota Tangerang yang berjalan saat ini masih semi komputerisasi. Pengetesan dan penilaian materi masih manual sehingga sering terjadi kesalahan input nilai peserta, memerlukan proses dan waktu yang cukup lama untuk mengetahui kelulusan peserta diklat yang mengakibatkan terlambatnya laporan panitia kepada Kadiv SDM. Metode penelitian yang digunakan terdiri dari wawancara, observasi, dan studi pustaka. Metode analisis menggunakan metode analisis PIECES. Pemodelan sistem dengan menggunakan Unified Modelling Language (UML) untuk menggambarkan secara visualisasi, yang selanjutnya diimplementasikan dengan bahasa pemrograman PHP dengan basis data MySQL-Server sebagai database. Hasil yang didapat dari penelitian ini adalah sebuah sistem aplikasi diklat relawan PMI berbasis web yang terdatabase untuk membantu dalam hal pengelolaan data mulai dari pendaftaran, pemberian materi, keadiran, pengetesan, dan penilaian.</strong></em></p><p><em>Abstract</em> – <strong>The education and training system at the PMI Kota Tangerang that is currently running is still semi-computerized. The testing and evaluation of material are still manual so that there are often input errors in the participants' scores, it requires a long process and time to find out the graduation of the training participants which results in the delay of the committee's report to the Head of HR Division. The research method used consisted of interviews, observation, and literature study. The analytical method uses the PIECES analysis method. Modeling the system using Unified Modeling Language (UML) to visualize, which is then implemented with the PHP programming language with the MySQL-Server database as a database. The results obtained from this study are a web-based PMI volunteer education and training system database that is assisted regarding data management ranging from registration, material delivery, presence, testing, and assessment.</strong></p><p><strong><em>Keywords - </em></strong><em>Education and Training, Systems, Volunteers</em></p>


2020 ◽  
Vol 44 (5) ◽  
pp. 1833-1842 ◽  
Author(s):  
Seung Min Oh ◽  
Ju Young Kim ◽  
Seungho Han ◽  
Won Lee ◽  
Il Kim ◽  
...  

Abstract Purpose As filler procedures have increased in popularity, serious injection-related complications (e.g., blindness and stroke) have also increased in number. Proper and effective training is important for filler procedure safety; however, limitations exist in traditional training methods (i.e. anatomical illustrations and cadaver studies). We aimed to describe the development process and evaluate the usability of a virtual reality (VR)-based aesthetic filler injection training system. Materials and Methods We developed the virtual reality hardware for the training system and a short guide, with a lecture regarding safe filler injection techniques. One hundred clinicians who attended a conference tested the training system. Participants completed system usability scale (SUS) and satisfaction questionnaires. Results Nearly half of the participants were aged 35–50 years, and 38% had more than 5 years of aesthetic experience. The mean SUS score was 59.8 (standard deviation, 12.23), with no significant differences among the evaluated subgroups. Approximately 76% of participants provided SUS scores of more than 51, indicating acceptable usability. Participants aged 35–50 years were more likely to rate the system as having poor usability than were those aged < 35 years (odds ratio = 5.20, 95% confidence interval: 1.35–20.08). Conclusions This study was the first to develop and explore the usability of a VR-based filler training system. Nearly three-fourths of participants indicated that the training system has an acceptable level of usability. However, assessments in precise target audiences and more detailed usability information are necessary to further refine the training system. Level of evidence IV This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266.


2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
Ludwig Schmid ◽  
Andrea Glässel ◽  
Corina Schuster-Amft

Background. During the past decade, virtual reality (VR) has become a new component in the treatment of patients after stroke. Therefore aims of the study were (a) to get an insight into experiences and expectations of physiotherapists and occupational therapists in using a VR training system and (b) to investigate relevant facilitators, barriers, and risks for implementing VR training in clinical practice.Methods. Three focus groups were conducted with occupational therapists and physiotherapists, specialised in rehabilitation of patients after stroke. All data were audio-recorded and transcribed verbatim. The study was analysed based on a phenomenological approach using qualitative content analysis.Results. After code refinements, a total number of 1289 codes emerged out of 1626 statements. Intercoder reliability increased from 53% to 91% until the last focus group. The final coding scheme included categories on a four-level hierarchy: first-level categories are (a) therapists and VR, (b) VR device, (c) patients and VR, and (d) future prospects and potential of VR developments.Conclusions. Results indicate that interprofessional collaboration is needed to develop future VR technology and to devise VR implementation strategies in clinical practice. In principal, VR technology devices were seen as supportive for a general health service model.


2018 ◽  
Author(s):  
Boris Feodoroff ◽  
Ippokratis Konstantinidis ◽  
Ingo Froböse

BACKGROUND In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming—playing video games that require rigorous physical exercise—seem to fall short of the physical activity levels recommended by the World Health Organization. OBJECTIVE The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults. METHODS A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device. RESULTS Participants’ performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries. CONCLUSIONS Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.


10.2196/12324 ◽  
2019 ◽  
Vol 7 (3) ◽  
pp. e12324 ◽  
Author(s):  
Boris Feodoroff ◽  
Ippokratis Konstantinidis ◽  
Ingo Froböse

Background In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming—playing video games that require rigorous physical exercise—seem to fall short of the physical activity levels recommended by the World Health Organization. Objective The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults. Methods A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device. Results Participants’ performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries. Conclusions Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.


2013 ◽  
Vol 807-809 ◽  
pp. 2863-2867 ◽  
Author(s):  
Dong Li Yang ◽  
Si Yu Liu ◽  
Bin Yang ◽  
Bo Zhou

On the basis of researching virtual reality training system at home and abroad, in view of the oilfield staff training needs, we design the training system framework of the oilfield staff simulation based on virtual reality technology. Give the composition of the system framework and the main functions of the modules. Using the simulation technology, we can draw the craft process. Let the employees do man-machine interactive operation in a virtual reality scene. Then according to the quality of operation, operation steps and the alarm-condition appears in the operation, the training system give a score. Through this kind of training methods, it improves the safety skills of the oilfield staff and capability of dealing with accidents.


CCIT Journal ◽  
2019 ◽  
Vol 12 (2) ◽  
pp. 197-206
Author(s):  
Qurotul Aini ◽  
Alwiyah Alwiyah ◽  
Cheetah Savana Putri

The progress of globalization that is applying technology and information is very rapid, encouraging various educational institutions and agencies to be able to utilize online training systems to increase flexibility and effectiveness in conducting training / training / learning processes, especially in distance education. In terms of this training, it is felt that now it has to follow the times. In terms of making it easier for students to take part in training and facilitate trainers to manage the results of the training that has been carried out by the training participants. However, in some educational institutions and agencies there is still no online training system. This will cause 3 (three) problems, namely: Training still uses conventional methods, educational institutions do not provide open source software, long queues. In preventing the above problems, it is necessary to use online training using Jurnal.id software which will make it easier for students to carry out the training. These problems are the background for the establishment of a system of utilization of cloud accounting for online Web-Based Accounting System (WBAS) training with the aim of facilitating training participants and students in conducting online training expected to improve the quality of education for accounting students and trainees to be able to be more effective and flexible in training. In the utilization of Cloud Accounting, it is expected to be able to become a system as a storage of accounting with online or online media making it easier for students and trainees to carry out accounting training online


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