5,059 research outputs found

    The Effectiveness of Augmented Reality for Astronauts on Lunar Missions

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    The uses of Augmented Reality (AR) and Head-Up Displays (HUDs) are becoming more prominent in industries such as aviation, automotive and medicine. An AR device such as the Microsoft Hololens can project holograms onto the user’s natural field of view to assist with completion of a variety of tasks. Unfortunately, only a little research and development has begun in the space sector for astronauts using these HUDs. Future lunar missions could incorporate AR for astronauts to ease task load and improve accuracy. The study evaluated the usability, subjective workload, and task performance of 22 participants using the Microsoft HoloLens to complete tasks that are analogous those completed by astronauts on a lunar mission, including navigation, rock sample collection, and maintenance tasks. Results from the usability survey, NASA TLX, and task performance evaluation suggested that AR supports astronaut missions with reduced workload, and minimizing task errors. Usability data information collected from the participants sought to improve on the User Interface (UI), and confirmed the aforementioned results. The researcher concluded that further research must be conducted to test the development of interfaces along with the usability aspect by the National Aeronautics and Space Administration (NASA) astronauts

    The Effectiveness of Augmented Reality for Astronauts on Lunar Missions: An Analog Study

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    The uses of augmented reality and head-up displays are becoming more prominent in industries such as aviation, automotive, and medicine. An augmented reality device such as the Microsoft HoloLens can project holograms onto the user’s natural field of view to assist with completion of a variety of tasks. Unfortunately, only a little research and development has begun in the space sector for astronauts using these head-up displays. Future lunar missions could incorporate augmented reality for astronauts to ease task load and improve accuracy. This study evaluated the usability, subjective workload, and task performance of 22 participants using the Microsoft HoloLens to complete tasks that are analogous to those completed by astronauts on a lunar mission, including navigation, rock sample collection, and maintenance tasks. Results from the usability survey, NASA-TLX, and usability interview suggested that augmented reality could support astronaut missions by means of reduced workload and task errors. Usability data information collected from the participants sought to improve on the user interface and confirmed the aforementioned results. The researcher concluded that further research must be conducted to test the development of augmented reality interfaces along with the usability aspect by the National Aeronautics and Space Administration astronauts

    Training Methods Research Opportunities for a Pilot Workforce in Transition: A Literature Review

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    Over the next 15 years, 50% of the U.S. commercial air carrier workforce will retire, making way for younger pilots from Generations Y and Z. This review identifies the emerging pilot workforce and training methods, including emerging technologies and learning methods, as well as research gaps

    Implementation of Virtual Reality (VR) simulators in Norwegian maritime pilotage training

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    With millions of tons of cargo transported to and from Norwegian ports every year, the maritime waterways in Norway are heavily used. The high consequences of accidents and mishaps require well-trained seafarers and safe operating practices. The normal crews of vessels are supported by the Norwegian Coastal Administration (NCA) pilot service when operating vessels not meeting specific regulations. Simulator training is used as part of the toolset designed to educate, train, and advance the knowledge of maritime pilots in order to improve their operability. The NCA is working on an internal project to distribute Virtual Reality (VR) simulators to selected pilot stations along the coast and train and familiarize maritime pilots with the tool. There has been a lack of research on virtual reality simulators and how they are implemented in maritime organizations. The goal of this research is to see if a VR-simulator can be used as a training tool within the Norwegian Coastal Administration's pilot service. Furthermore, the findings of this study contribute to the understanding of VR-simulators in the field of Maritime Education and Training (MET). The thesis is addressing two research questions: 1. Is the Virtual Reality training useful in the competence development process of Norwegian maritime pilots? 2. How can the Virtual Reality simulators improve training outcomes of today’s maritime pilot education? The data gathered from the systematic literature review corresponds to the findings of the interviews. Considering the similarities with previous study findings from sectors such as healthcare, construction, and education, it is concluded that the results of the interviews can be generalized. For maritime pilots, the simulator offers recurrent scenario-based training and a high level of immersion. Pilots can learn at home, onboard a vessel, at the pilot station, and in group settings thanks to the system's mobility and user-friendliness. In terms of motivation and training effectiveness, the study finds that VR-simulators are effective and beneficial. The technology received positive reviews from the pilots. The simulator can be used to teach both novice and experienced maritime pilots about new operations, larger tonnage, and new operational areas, according to the findings of the research. After the NCA has utilized VR-simulators for some time, additional research may analyze the success of VR-simulators using a training evaluation study and investigate the impact of VR-training in the organization

    Systems and technologies for objective evaluation of technical skills in laparoscopic surgery

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    Minimally invasive surgery is a highly demanding surgical approach regarding technical requirements for the surgeon, who must be trained in order to perform a safe surgical intervention. Traditional surgical education in minimally invasive surgery is commonly based on subjective criteria to quantify and evaluate surgical abilities, which could be potentially unsafe for the patient. Authors, surgeons and associations are increasingly demanding the development of more objective assessment tools that can accredit surgeons as technically competent. This paper describes the state of the art in objective assessment methods of surgical skills. It gives an overview on assessment systems based on structured checklists and rating scales, surgical simulators, and instrument motion analysis. As a future work, an objective and automatic assessment method of surgical skills should be standardized as a means towards proficiency-based curricula for training in laparoscopic surgery and its certification

    AR Technology-Assisted Selfie Design and Dissemination Path Analysis

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    Augmented reality (AR) is a technology based on 3D registration, virtual-real fusion and human-computer interaction to achieve the integration of virtual objects and real scenes. The core problem of augmented reality task is the accurate and fast recognition and tracking of objects in real scenes, which provides the technical basis for updating and optimizing the selfie design. This paper discusses the specific technical path of AR applied to selfie design based on the deep learning approach, and demonstrates the impact of different deep learning algorithms on the effectiveness of the integration of AR and selfie, and finally the paper discusses the application prospects of AR in selfie

    Immersive virtual reality as a pedagogical tool in education:a systematic literature review of quantitative learning outcomes and experimental design

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    The adoption of immersive virtual reality (I-VR) as a pedagogical method in education has challenged the conceptual definition of what constitutes a learning environment. High fidelity graphics and immersive content using head-mounted-displays (HMD) have allowed students to explore complex subjects in a way that traditional teaching methods cannot. Despite this, research focusing on learning outcomes, intervention characteristics, and assessment measures associated with I-VR use has been sparse. To explore this, the current systematic review examined experimental studies published since 2013, where quantitative learning outcomes using HMD based I-VR were compared with less immersive pedagogical methods such as desktop computers and slideshows. A literature search yielded 29 publications that were deemed suitable for inclusion. Included papers were quality assessed using the Medical Education Research Study Quality Instrument (MERSQI). Most studies found a significant advantage of utilising I-VR in education, whilst a smaller number found no significant differences in attainment level regardless of whether I-VR or non-immersive methods were utilised. Only two studies found clear detrimental effects of using I-VR. However, most studies used short interventions, did not examine information retention, and were focused mainly on the teaching of scientific topics such as biology or physics. In addition, the MERSQI showed that the methods used to evaluate learning outcomes are often inadequate and this may affect the interpretation of I-VR’s utility. The review highlights that a rigorous methodological approach through the identification of appropriate assessment measures, intervention characteristics, and learning outcomes is essential to understanding the potential of I-VR as a pedagogical method

    Optimising safe systems of work using virtual reality (VR) to enhance rescue and evacuation skills

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    The ability to implement a safe system of work is an important skillset for everyday tasks, most especially for wind technicians working at height in the renewables sector of the construction industry. An effective and safe control measure is critical to the success of every work at height activity. For wind technicians, the use of VR can potentially be deployed as a stop-gap tool useful for optimizing the retention of core rescue and evacuation skills. VR can serve as a useful tool for intermediate practice drills between formal two-year training as most technicians are unlikely to perform any emergency rescue within the timeframe. The significance of deploying VR tool for promoting rescue and evacuation skill retention is based on the premise that the ability of humans to recall specific rescue steps may not be as strong as it is generally assumed. Therefore, this preliminary study aims to design a prototype VR rescue game using realistic graphics to add depth and realism to the game. The number of players will be one at a time and the game play is averagely 5 - 10 minutes per session with purposive target audience (wind technicians, construction professionals, and students) required for user experience and usability testing. The VR simulation serves as a useful source for reinforcing wind technician’s hands-on rescue and evacuation skills, thus improving safe work practices.<br/

    Comparing Training Effects of Virtual Reality Flight Simulation to Conventional PC-Based Flight Simulation

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    The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better user experience and generate a higher motivation for usage. This work contributed positive evidence that VR flight simulation has a large potential to be an effective flight training and provided a foundation for future research to continue exploring the training effect of VR flight simulation. Keywords: virtual reality, flight training, user experience, self-efficac

    Evaluating the Effectiveness of Game-Based Virtual Reality in Satellite Ground Control Operations Education and Training

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    There is increased global demand for satellite amenities such as navigation, communications, weather reporting, disaster management, agricultural operations, or humanitarian assistance. The growing demand for satellite technology amplifies the need for highly trained satellite operators. Traditional simulation training methods typically utilize two-dimensional computer displays. However, training approaches involving game-based instruction and immersive virtual reality have shown benefits when integrated with complex disciplines and may provide an advanced training alternative for satellite operators. Game-based instruction enhances user motivation and cognitive engagement, while immersive virtual reality promotes user presence and prolonged cognitive engagement. The combination of these two training methods, noted as game-based virtual reality, is explored in this study when integrated with a satellite operator training scenario. The study compares two groups, one training with traditional methods and one with game-based virtual reality. Both scenarios indicated significant usability scores and proper cognitive loading necessary for meaningful learning, with only minimal symptoms of simulator sickness. However, unlike the traditional method, the results of the game-based virtual reality scenario revealed significant user enjoyment and satisfaction scores. A positive and satisfying learning experience can facilitate enhanced motivation and increased cognitive engagement, fundamental to meaningful learning, denoting game-based virtual reality as a viable and effective training alternative
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