10 research outputs found

    Effectiveness of Training Systems that Employ Virtual Reality, Augmented Reality, and Touchscreen Displays

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    NPS NRP Executive SummaryEffectiveness of Training Systems that Employ Virtual Reality, Augmented Reality, and Touchscreen DisplaysCommander, Naval Surface Forces (CNSF)This research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). https://nps.edu/nrpChief of Naval Operations (CNO)Approved for public release. Distribution is unlimited.

    TRAINING HIGHER EDUCATION BIOSCIENCE STUDENTS WITH VIRTUAL REALITY SIMULATOR

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    Laboratory training is the cornerstone of science education in higher education. However, in several cases hands-on experimental procedures are not possible, and therefore technology provide alternative educational methods. One of the rapidly evolving technologies, namely Virtual Reality (VR) can offer multiple benefits in laboratory training through the development of simulations and virtual laboratories that support, facilitate, and promote an effective their learning experience. We present an empirical research carried out at the Department of Molecular Biology and Genetics of the Democritus University of Thrace during the winter semester of the academic year 2020-2021. 51 undergraduate students carried out a Virtual Reality activity aiming to train them to the use of a Class II Biosafety Cabinet (BSC) in an immersive virtual environment. Our results show that VR approach was highly and enthusiastically accepted by the students; they reported that they had an authentic learning experience which enabled them to better achieve the learning objectives. However, in some cases symptoms like dizziness and blurry image were reported most likely due to equipment, showing that improvement of the equipment used in VR is needed. Article visualizations

    Evaluation of Flight Control Techniques Using Virtual Reality in an Artificial Gravity Rotating Environment

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    The purpose of this thesis is to develop a collaborative virtual reality (VR) engineering platform for space system and mission design and to demonstrate its utility in the context of evaluating human interfaces for future control systems. Much of the work for this project was the development of the platform itself (called SpaceCRAFT). Additionally, a user study was done with 33 subjects to examine the potential advantages of designing and testing systems in virtual environments that otherwise may be difficult to replicate on Earth. The task evaluated was flying a drone in a rotating artificial gravity environment, which involves numerous unfamiliar forces. Different control strategies were tested using VR in comparison to flat screen interfaces. This particular challenge was chosen to emphasize the difference between immersive and non-immersive environments, and the results demonstrate that VR is a promising tool for human-interface system design and evaluation. The 50-meter radius space station simulated an open-air, long-term habitable environment and was designed with considerations of human factors for rotating reference frames. A quadrotor control model was developed and simulated a variety of stabilization and sensitivity modes. Subjects piloted the drone through an obstacle course to evaluate flight characteristics for each configuration. The Modified Cooper-Harper Rating Scale for Handling Qualities was used to measure participants’ subjective rating of these characteristics. The average rating on the 10-point scale was 0.24 points better using VR over traditional monitor viewing. Objective performance based on displacements from the path was measured to be up to 11% more favorable for VR with 95% confidence. Both of these results indicate advantages for user preference and user performance while utilizing immersive simulations. No notable correlations were found between experience levels

    An analysis of VR technology used in immersive simulations with a serious game perspective

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    International audienceThe use of Virtual Environments (VEs) is a safer and cost-effective alternative for executing dangerous tasks, such as training firefighters and industrial operators. Immersive VR combined with game aspects have the potential to improve the user experience in VEs by increasing realism, engagement, and motivation. This work investigates the impact of VR technology on 46 immersive "gamified" simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulations outcomes, increasing learning gain, knowledge retention, and improving clinical outcomes for rehabilitation. However, it also presents limitations such as motion sickness and restricted access to VR hardware by people. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss their assessment investigating whether methods and participants profile influence on results

    The use of a digital mass casualty triage simulation game in undergraduate teaching of deployment and disaster medicine

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    Einleitung: Bei dem Management eines Massenanfalls von Verletzten (MANV) nimmt die Triage eine Schlüsselfunktion ein. Es bietet sich entsprechend an, Triage-Szenarien unter simulierten Übungsbedingungen zu trainieren. Ziel der vorliegenden Arbeit war es, ein Triage-Simulationsspiel zu digitalisieren und die Zusammenarbeit und Triagequalität Medizinstudierender mit einer Brettspielversion zu vergleichen. Methodik: Mithilfe eines IT-Partners wurde eine digitale Computerspielversion eines Triage-Brettspiels erstellt. Freiwillige Medizinstudierende der Charité – Universitätsmedizin Berlin führten das Brettspiel (BS) oder das digitale Spiel (DS) in Gruppen à 3 Personen durch. Die Zusammenarbeit der Teilnehmenden wurde anhand eines neu entwickelten Kollaborations-Scores bestehend aus 13 Elementen auf einer 10 Punkte Likert-Skala und das Spielerlebnis anhand eines neu entwickelten Erlebnis Scores bestehend aus 7 Elementen bestimmt. Die Genauigkeit und Schnelligkeit der Triage wurden zwischen den Gruppen verglichen. Es wurde eine deskriptive Analyse durchgeführt, sowie bei nichtparametrischen Modellen eine Datenauswertung mittels Mann-Whitney-U-Test und bei parametrischen Modellen mittels ungepaartem t-Test. Ergebnisse: Insgesamt wurden n = 60 Studierende in die Studie eingeschlossen, pro Gruppe n = 30. Die Zusammenarbeit der Medizinstudierenden in der BS- und der DS-Gruppe unterschied sich nicht signifikant (Kollaborations-Score(BS) = 7,12; Kollaborations-Score(DS) = 6,82; p = 0,234). Das Spielerlebnis wurde in der BS-Gruppe signifikant besser bewertet als das der DS-Gruppe (Erlebnis-Score(BS) = 7,93; Erlebnis-Score(DS) = 6,88; p = 0,013). Die BS-Gruppe führte in 14% eine Übertriage durch, in 21% eine Untertriage und ordnete in 65% der Fälle die korrekte Triagekategorie zu. Die DS-Gruppe führte eine ungenauere Triage durch mit einer Rate von 20% Übertriage, 25% Untertriage und 54% korrekter Triagezuordnung. Bei dem BS dauerte die erste Sichtung einer Runde 1:40 min, bei dem DS 3:22 min. 93,3% der BS- und 83,3% der DS-Spielenden würden das Spiel weiterempfehlen. Pro Gruppe berichteten 86,6% der Teilnehmenden, dass das verwendete Triagespiel in das Studium integriert werden sollte. Schlussfolgerung: Es wurde gezeigt, dass sich die Zusammenarbeit von Medizinstudierenden bei der Verwendung des vorliegenden Triage-Brettspiels im Vergleich zu der Verwendung einer Computerspielversion nicht unterscheidet. Bei Einsatz des BS gaben die Medizinstudierenden ein besseres Spielerlebnis an und führten die Triage akkurater und schneller durch. Die Mehrheit beider Gruppen empfahl das Triagespiel weiter und riet zur Implementierung in das universitäre Curriculum. Die Ergebnisse unterstreichen die Bedeutsamkeit einer intuitiven und benutzerfreundlichen Handhabung digitaler Anwendungen. Introduction: Triage is a key function in the management of mass casualty incidents. Therefore, it makes sense to train triage scenarios under simulated exercise conditions to prepare decision-making medical personnel for such emergency situations. The aim of the present study was to digitalize a triage simulation game and to analyze the collaboration and triage assessments of medical students in comparison to a board game version. Methods: With the help of an IT partner, a digital computer game version of a triage board game was created in advance. Volunteer students from Charité Universitätsmedizin Berlin performed either the board game or the digital game in groups of 3. Participants' collaboration was determined using a newly developed collaboration score consisting of 13 items on a 10-point Likert scale, and the game experience was determined using a newly developed adventure score consisting of 7 items. Triage accuracy and speed were compared between groups. Descriptive analysis of study results was performed, as well as data analysis using Mann-Whitney U test for nonparametric models, and unpaired t-test for parametric models. Results: A total of n = 60 students participated in the study, n = 30 each in the board game and digital game group. There was no significant difference in the medical students' collaboration between the groups (collaboration score(board) = 7.12; collaboration score(digital) = 6.82; p = 0.234). Participants' play adventure was rated significantly better in the board game group than in the digital game group (adventure score(board) = 7.93; adventure score(digital) = 6.88; p = 0.013). The board game group over triaged in 14%, under-triaged in 21%, and assigned the correct triage category in 65% of cases. The digital game group performed a less accurate triage with a rate of 20% overtriage, 25% undertriage, and 54% correct triage assignment. On average, the board game group completed the first triage per round after 1:40 min and the digital game group after 3:22 min. 93.3% of the board game users and 83.3% of the digital game users would recommend the game to others. Per group, 86.6% of the participants reported that the triage game used should be integrated into their academic curriculum. Conclusion: It was shown that medical students' collaboration did not differ when using the presented triage board game compared to using a computer game version. When using the board game, medical students reported a better game adventure and performed triage more accurately and quickly. Most of both groups recommended the triage game and advised its implementation in the university curriculum. The results underline the importance of intuitive and user-friendly handling of digital applications

    Minimising Extraneous Cognitive Load in Immersive Virtual Environments: Evaluating an Immersive Virtual Reality Educational Platform Against the Principles of Cognitive Load Theory

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    This item is only available electronically.Many consider STEM skills to be increasingly important for the future workplace. However, Australian enrolments in senior secondary STEM subjects declined through the 90s and early 2000s, especially in science subjects. The number of enrolments plateaued and has changed little since. One reasons behind this is that students tend to avoid and dropout of STEM subjects. This is partly because STEM education across Australia is not fostering enough interest in students, and a lack of engagement and enjoyment in the classroom. STEM Classrooms need to be made more interesting, engaging and enjoyable, but in a way that does not harm learning. Immersive Virtual Reality (IVR) is uniquely positioned for this as it can create novel, authentic, immersive, interactive and emotional experiences. These experiences immerse users within the virtual environment (VE), establishing a sense of presence or ‘being there’. Presence and authenticity create unmediated and engaging experiences, of the type recommended by most modern learning theories. However, IVR comes with many limitations, of which cost is the most notable. Furthermore, there are significant gaps in the literature describing and demonstrating the relation between the countless factors that define IVR, and learning outcomes. So far studies have demonstrated that IVR is often not superior, and sometimes inferior, to traditional methods with respect to cognitive learning outcomes. A problem which is exacerbated by the fact that few of the many IVR devices and software developed are grounded in solid pedagogy. Early research has indicated why this might be the case, the answer might come from Cognitive Load Theory (CLT). CLT is a learning theory especially suited for describing the cognitive loads associated with learning tasks and the methods to manage and reduce it. IVR is often informationally dense, requiring that students navigate a full 360˚, 3D virtual environment whilst being dazzled by many sources of visual and sometimes audial information. CLT suggests that cognitive load comes in two forms. One of these, extraneous load, encompasses content that is irrelevant to learning that either distracts students, or forces them to process it alongside task-relevant information. IVR, it is suggested, tends to create large extraneous loads, which is possibly the source of its mediocre performance in producing cognitive learning outcomes. The goal of this study was to use the principles of CLT to evaluate an educational IVR platform with regards to minimising extraneous load. This platform could support large numbers of users simultaneously within shared or separate VEs whilst an instructor, using a separate non-IVR device, selected, controlled and manipulate the content. After a review of the literature, two questions would define the evaluation: Q1) How does the educational IVR platform compare to the recommendations of CLT regarding the reduction of extraneous load in the presentation of content? Q2) Where & how could the educational IVR platform be changed to better meet the recommendations? The evaluation was conducted by directly using the platform, during which the platform’s content was qualitatively observed and its characteristics explored. These observations were conducted using a coding framework consisting of criteria that was synthesised from the principles of CLT and the characteristics, capabilities and limitations of the platform initially identified. The observations were analysed and discussed, in these discussions content design methods based off the criteria were suggested. More importantly, the interaction between the defining characteristics of the platform and the criteria was determined, from which the primary evaluation and recommendations were made. The evaluation concluded that the platform was well suited for minimising extraneous load for several reasons (Q1). Some simple recommendations were made, primarily the addition of more tools for the instructor to use to manipulate running content (Q2). By attempting to evaluate an ICT technology, the research aimed to guide or assist future evaluations. However, due to limitations in the literature and research method, assumptions had to be made. The limitations that necessitated these assumptions provided a basis for suggested research directions.Thesis (MTeach) -- University of Adelaide, School of Education, 201

    Beam Tracking Strategies for 5G New Radio Networks Operating in the Millimetre Wave Bands

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    [ES] La llegada de la próxima generación del estándar de comunicaciones móviles, la llamada quinta generación (5G), es prácticamente una realidad. Las primeras redes comerciales han comenzado a ser desplegadas, centrándose en ofrecer altas velocidades de transferencia de datos. Sin embargo, el estándar 5G va mucho más allá y prevé dar soporte a nuevos servicios que pretenden revolucionar la sociedad. Estos nuevos servicios imponen un nivel alto de requisitos en no solo en cuanto a velocidad del tráfico de datos, sino en cuanto a latencia o número de dispositivos conectados simultáneamente. La amplia variedad de requisitos no puede ser soportada por las redes de cuarta generación (4G), por lo que se hizo necesario plantear un nuevo paradigma para las redes inalámbricas. Con la promesa de grandes cantidades de ancho de banda sin utilizar, el estándar 5G contempla utilizar frecuencias en la comúnmente conocida como banda de milimétricas (mmWave). Esta banda presenta grandes pérdidas de propagación, que se acentúan si existen bloqueos de señal. Actividades regulatorias del uso de las bandas de milimétricas atrajo el interés tanto de la industria como de la academia en plantear soluciones para dar servicio en estas bandas. En los últimos años se han presentado infinidad de trabajos basados en sistemas con múltiples antenas o MIMO, para conformar las señales transmitidas o recibidas en haces apuntando en determinadas direcciones. La ganancia que aportan los sistemas MIMO pueden compensar las altas pérdidas de propagación, asegurando la viabilidad de las comunicaciones mmWave. Se ha detectado una evidente falta de estudios sobre la viabilidad de sistemas MIMO en entornos móviles y dinámicos con bloqueos que hagan necesario que el sistema se reconfigure. Esta Tesis pretende cubrir este espacio desde un enfoque práctico y propone mecanismos de gestión de los haces para hacerles un seguimiento utilizando los recursos y mecanismos del nuevo estándar 5G. Las soluciones aportadas se basan en el uso eficiente de los reportes de medidas de las señales de referencia estandarizadas en enlace descendente. En primer lugar, esta Tesis recoge un análisis minucioso del estado del arte, donde se corrobora la necesidad de aportar soluciones de seguimiento de haces en sistemas de comunicaciones en la banda de milimétricas. Además, se estudian los diferentes mecanismos definidos en el estándar 5G y que posibilitan el seguimiento. Cabe destacar que el estándar no define un mecanismo único a seguir, permitiendo presentar propuestas. Una vez conocidas las tecnologías, se centra el estudio en el impacto del seguimiento sobre las prestaciones a nivel de red y de enlace. Dicho estudio se realiza sobre un sistema punto a punto, donde el terminal móvil se desplaza por un entorno urbano. En base a simulaciones de red, se cuantifica el índice de seguimiento de haz y de cómo dicho seguimiento afecta a la relación señal a ruido más interferencia (SINR) y la tasa de transmisión del usuario. Las soluciones de seguimiento propuestas en esta Tesis se pueden clasificar en dos categorías. En una primera categoría, se realiza el seguimiento en base a reportes de medidas de las señales de referencia. Independientemente de la velocidad, se alcanza un seguimiento del 91% con poca penalización en la tasa de transmisión si se monitorizan los haces de interés con una periodicidad menor de 20 ms. En la segunda categoría caben mecanismos de seguimiento que hacen uso de fuentes externas de información. Dentro de esta categoría, se propone un fingerprinting que relacione haces con la localización reportada y un modelo de machine learning (ML) que prediga los haces a utilizar. El fingerprinting proporciona los mismos niveles de rendimiento. Sin embargo, esta solución es muy sensible a errores y requiere considerar todos los casos posibles, lo que la hace tecnológicamente inviable. En cambio, el modelo de ML, que hace p[CA] L'arribada de la següent generació de l'estàndard de comunicacions mòbils, l'anomenada cinquena generació (5G), es pràcticament una realitat. Les primeres xarxes comercials han començat a desplegar-se i s'han centrat en oferir altes velocitats de transferència de dades. No obstant, l'estàndard 5G va molt mes allà y preveu donar suport a nous serveis que pretenen revolucionar la societat. Estos nous serveis imposen un alt nivell de requisits no sols en quant a velocitat de tràfic de dades, si no també en quant a latència o número de connexions simultànies. L'ampla varietat de requisits no es suportada per les xarxes de quarta generació (4G) actuals, per el qual es va fer necessari un nou paradigma de xarxes sense fil. Amb la promesa de amplies quantitats d'ample de banda, l'estàndard 5G contempla utilitzar freqüències a la banda de mil·limètriques. Esta banda presenta l'inconvenient d'experimentar grans pèrdues de propagació, que s'accentuen en cas de bloqueigs. L'apertura de les bandes de mil·limètriques va atraure l'interès tant de l'industria com de l'acadèmia en plantejar solucions per a donar servei en estes bandes. En els últims anys s'han presentat infinitat de treballs basats en sistemes amb múltiples antenes o MIMO, per a conformar els senyals transmesos o rebuts en feixos apuntant en determinades direccions d'interès. El guany de feix es pot utilitzar per a compensar les pèrdues de propagació, assegurant la viabilitat de les comunicacions en la banda de mil·limètriques. No obstant això, s'ha detectat una preocupant manca d'estudis sobre la viabilitat d'estos sistemes en entorns mòbils i dinàmics, amb obstacles que bloquejen els feixos i facen necessari que el sistema es reconfigure. El present treball de Tesi pretén cobrir este espai buit i des d'un punt de vista pràctic, es proposen mecanismes de gestió dels feixos per a ser el seguiment utilitzant els recursos i mecanismes dels que disposa l'estàndard 5G. D'esta manera, les solucions aportades es basen en la utilització eficient dels reports de mesures dels senyals de referència del enllaç descendent. En primer lloc, esta Tesi recull una anàlisi minuciosa de l'estat de l'art on es corrobora la necessitat de aportar solucions de seguiment de feixos per a comunicacions en la banda de freqüències mil·limètriques. A més a més, s'estudien els diferents mecanismes definits a l'estàndard 5G i que possibiliten el seguiment. Cap destacar que l'estàndard no defineix un mecanisme únic, si no que deixa la porta oberta a presentar propostes. Una vegada conegudes les tecnologies, l'estudi es centra en l'impacte del seguiment sobre les prestacions a nivell de xarxa i d'enllaç. Este estudi es realitza sobre un sistema MIMO punt a punt, en una única estació base i un terminal mòbil desplaçant-se en un entorn urbà. En base a simulacions d'extrem a extrem, es quantifica l'índex de seguiment de feix i com l'anomenat seguiment afecta a la relació senyal a soroll més interferència (SINR) i a la taxa instantània de transmissió de l'usuari. Les solucions de seguiment de feixos propostes a la Tesi es poden classificar en dos categories. A la primera categoria, el seguiment de feixos es realitza en base als reports de mesures dels senyals de referència. Independentment de la velocitat, s'arriba a una taxa de seguiment del 91% amb poca penalització de taxa de transmissió si els feixos d'interès es mesuren amb una periodicitat menor a 20 ms. A la segona categoria pertanyen els algoritmes que utilitzen fonts d'informació externes. Dins d'aquesta categoria es proposa un fingerprinting que relaciona un parell de feixos amb la ubicació de l'usuari, i a banda un model d'intel·ligència artificial (IA) que preveu el feix a utilitzar. El fingerprinting ofereix el mateix rendiment. Però, esta solució es molt sensible a errors i requereix considerar tots els casos possibles, fent-la tecnològicament inviable. En canvi, el[EN] The arrival of the next generation of mobile communication standards, the so-called Fifth Generation (5G), is already a reality. The first commercial networks have begun to be deployed, and they focus on providing higher data rates. However, the 5G standard goes much further from that and aims at providing support to new services which will revolutionise the society. These new services impose a high level of requirements not only in terms of the data traffic speed, but also in terms of very low latency or incredibly large number of simultaneous connections. This wide variety of requirements cannot be technologically supported by the current Fourth Generation (4G) networks, so it became necessary to move forward with a new paradigm for wireless networks. With the promise of large amounts of bandwidth, in the order of GHz, the 5G standard contemplates the use of frequencies in the commonly known Millimetre Wave (mmWave) band. The mmWave band experiences large propagation losses, which are accentuated in blockage events. Regulatory activities worldwide in the mmWave bands attracted the interest of both the industry and the academia. In the last few years, a tremendous number of contributions on mmWave propagation studies and networks have appeared, most of them based on Multiple-Input Multiple-Output (MIMO) solutions. MIMO architectures allow to beamform, which focuses the radiated energy on certain directions of interest called beams. The additional beam gain compensates the high propagation losses, ensuring the viability of the communications in the mmWave band. There is an evident lack of viability studies of mmWave MIMO systems in mobile and highly-dynamic environments, where obstacles may block beams and forcing frequent re-configurations. This Thesis work aims to fill this gap from a practical approach. This Thesis proposes beam management mechanisms utilising the mechanisms and resources offered by the Third Generation Partnership Project (3GPP) 5G radio access standard: 5G New Radio (NR). The practical solutions are based on the efficient use of measurement reports of standardised downlink Reference Signals (RS). In first place, this Thesis provides a thorough state-of-the-art analysis and corroborates the need of adopting beam tracking solutions for mmWave networks. Then, a complete overview of the 5G standard mechanisms that enable beam tracking is given. The NR standard does not define a standardised mechanism for beam tracking, leaving the door open to proposals to carry out such monitoring. Once the technologies have been identified, the Thesis continues with assessing the impact of the beam tracking strategies on the network and link-level performance. The study is focused on individual point-to-point mmWave links in a realistic urban environment. Based on end-to-end network simulations, the Thesis is interested in assessing the beam tracking success ratio and how beam misalignment affects the perceived Signal to Noise plus Interference Ratio (SINR) and user throughput at pedestrian and vehicular speeds. The beam tracking solutions proposed in this Thesis fall into two categories. The first category monitors beams based on measuring and reporting beamformed RS. Regardless of the speed, this beam tracking category provides up to 91 % tracking performance, with little throughput reduction if the beams of interest are measured with a periodicity below 20 ms. Beam tracking in the second category relies on external information sources. Within this category, this Thesis proposes a fingerprinting database relating beams to the user position and a machine learning (ML) model. Fingerprinting beam tracking is technologically viable and provides similar performance levels. However, this solution is very sensitive to errors and requires considering all possible situations. The ML beam tracking, which makes predictions with a 16 % of estimation error for the reference data set.I want to thank the Spanish Ministry of Education and Professional Formation for funding this Thesis work with an official pre-doctoral contract grant.Herranz Claveras, C. (2019). Beam Tracking Strategies for 5G New Radio Networks Operating in the Millimetre Wave Bands [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/130845TESI

    Virtual Factory:a systemic approach to building smart factories

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    Naval Research Program 2019 Annual Report

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    NPS NRP Annual ReportThe Naval Postgraduate School (NPS) Naval Research Program (NRP) is funded by the Chief of Naval Operations and supports research projects for the Navy and Marine Corps. The NPS NRP serves as a launch-point for new initiatives which posture naval forces to meet current and future operational warfighter challenges. NRP research projects are led by individual research teams that conduct research and through which NPS expertise is developed and maintained. The primary mechanism for obtaining NPS NRP support is through participation at NPS Naval Research Working Group (NRWG) meetings that bring together fleet topic sponsors, NPS faculty members, and students to discuss potential research topics and initiatives.Chief of Naval Operations (CNO)This research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). https://nps.edu/nrpChief of Naval Operations (CNO)Approved for public release. Distribution is unlimited.
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