4,817 research outputs found

    Virtual reality simulation for the optimization of endovascular procedures : current perspectives

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    Endovascular technologies are rapidly evolving, often - requiring coordination and cooperation between clinicians and technicians from diverse specialties. These multidisciplinary interactions lead to challenges that are reflected in the high rate of errors occurring during endovascular procedures. Endovascular virtual reality (VR) simulation has evolved from simple benchtop devices to full physic simulators with advanced haptics and dynamic imaging and physiological controls. The latest developments in this field include the use of fully immersive simulated hybrid angiosuites to train whole endovascular teams in crisis resource management and novel technologies that enable practitioners to build VR simulations based on patient-specific anatomy. As our understanding of the skills, both technical and nontechnical, required for optimal endovascular performance improves, the requisite tools for objective assessment of these skills are being developed and will further enable the use of VR simulation in the training and assessment of endovascular interventionalists and their entire teams. Simulation training that allows deliberate practice without danger to patients may be key to bridging the gap between new endovascular technology and improved patient outcomes

    Assessing context-based learning: Not only rigorous but also relevant

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    Economic factors are driving significant change in higher education. There is increasing responsiveness to market demand for vocational courses and a growing appreciation of the importance of procedural (tacit) knowledge to service the needs of the Knowledge Economy; the skills in demand are information analysis, collaborative working and 'just-in-time learning'. New pedagogical methods go some way to accommodate these skills, situating learning in context and employing information and communications technology to present realistic simulations and facilitate collaborative exchange. However, what have so far proved resistant to change are the practices of assessment. This paper endorses the case for a scholarship of assessment and proposes the development of technology-supported tools and techniques to assess context-based learning. It also recommends a fundamental rethink of the norm-referenced and summative assessment of propositional knowledge as the principal criterion for student success in universities

    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

    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

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Virtuālās Realitātes mācīšanās taksonomija

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    Promocijas darbs tika izstrādāts izglītības zinātņu nozarē, vispārīgās pedagoģijas apakšnozarē Latvijas Universitātes Pedagoģijas, psiholoģijas un mākslas fakultātē, profesores, Dr. paed. Lindas Danielas vadībā. Darba apjoms ir 147 lpp., ieskaitot 30 attēlus un 16 tabulas, kā arī literatūras un avotu sarakstu ar 114 nosaukumiem. Darbam papildus pievienoti arī 2 pielikumi uz 21 lpp. Pētījuma mērķis ir informēt pedagogus un mācīšanas dizaina izstrādātājus, kā arī VR tehnoloģiju izstrādātājus, un potenciālos izglītojamos par VR mācīšanās principiem, tostarp, to sinerģijām un mijsakarībām, piedāvājot pamatotu teoriju virtuālās realitātes mācīšanās taksonomijai. Šī pētījuma nozīmīgākais devums ietver esošo, bet sadrumstaloto zināšanu apkopošanu un sistematizēšanu, pierādījumos balstītas teorētiskās bāzes izstrādi virtuālās realitātes mācīšanās taksonomijai, kā arī praktisku VR mācīšanas pieredžu dizaina un izvērtēšanas rīku izstrādiThe doctoral thesis by Lana Frančeska Dreimane titled “Taxonomy of Learning in Virtual Reality” was developed in the field of Education at the Faculty of Education, Psychology and Arts of the University of Latvia, under supervision of Dr. paed., professor Linda Daniela. The volume of the thesis is 147 pages, 30 figures and 16 tables in the main text, as well as list of bibliographic sources with 114 titles and 2 appendices. This research aims to inform educators and instructors, as well as VR technology developers and potential learners, about the alignment synergies and interconnections of VR learning principles by generating a substantive theory for the taxonomy of learning in Virtual Reality. The most important contribution of this inquiry is in systemising already existing but fragmented knowledge, and presenting evidence for theoretical basis for the taxonomy, as well as developing VR learning experience design and evaluation tools for practical applications

    Direct modeling techniques in the conceptual design stage in immersive environments for DfA&D

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    Due to the fast – growing competition of the mass – products markets, companies are looking for new technologies to maximize productivity and minimize time and costs. In the perspective of Computer Aided Process Planning (CAPP), companies want to optimize fixture design and assembly planning for different goals. To meet these demands, the designers' interest in Design for Assembly and Disassembly is growing considerably and is increasingly being integrated into the CAPP. The work described in this thesis aims to exploit immersive technologies to support the design of mating elements and assembly / disassembly, by developing a data exchange flow between the immersive environment and the modeling environment that provides the high – level modeling rules, both for modeling features and for assembly relationships. The main objective of the research is to develop the capability to model and execute simple coupling commands in a virtual environment by using fast direct modeling commands. With this tool the designer can model the coupling elements, position them and modify their layout. Thanks to the physical engine embedded in the scene editor software, it is possible to take into consideration physical laws such as gravity and collision between elements. A library of predefined assembly features has been developed through the use of an external modeling engine and put into communication with the immersive interaction environment. Subsequently, the research involved the study of immersive technologies for workforce development and training of workers. The research on immersive training involved industrial case studies, such as the projection of the disassembly sequence of an industrial product on a head mounted display, and less industrial case studies, such as the manual skills development of carpenters for AEC sectors and the surgeon training in the pre – operative planning in medical field

    ENVISIONING BETTER POLICE PERFORMANCE WITH SELECTIVE-FIDELITY TRAINING: LESSONS FROM SIMULATIONS AND VIRTUAL REALITY IN AVIATION AND MEDICINE

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    This thesis explores how technology-based, selective-fidelity training methods found in aviation and medicine can improve law enforcement training and performance. Professionals in aviation, medicine, and law enforcement all encounter high-risk and unpredictable situations. Within aviation and medicine, research has shown that simulation and virtual reality (VR) can improve performance at all levels—from beginner to advanced. This thesis reviews Bloom’s taxonomy, state- and context-dependent learning, and law enforcement training practices; assesses the efficacy of selective-training methods across the aviation and medical fields; and reviews real-world applications of simulation and VR. This research determined that certain technology-based, selective-fidelity training methods found in aviation and medicine may improve law enforcement training and performance. To best leverage simulation and VR, the law enforcement community should match the device’s fidelity (high or low) to the underlying learning objective; utilize both high- and low-fidelity training methods confidently; and mimic the medical sector’s standard, policy, and procedure development for technology-based, selective-fidelity training methods. Also, high-fidelity training methods may improve performance in novel situations. Finally, law enforcement trainers should use certain devices to mitigate stress, treat post-traumatic stress disorder, teach checklist material, and promote confidence.Civilian, City of Tulsa, Tulsa Police DepartmentApproved for public release. Distribution is unlimited

    Determinants of Aviation Students’ Intentions to Use Virtual Reality for Flight Training

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    Immersive simulation technology has been incorporated into numerous training environments, including medicine, engineering, and marketing. The aviation industry, in particular, has a history of embracing technology to enhance training and has especially regulated the requirements of devices for flight training. Virtual reality (VR) is the newest technology being adapted for training purposes. Many educational institutions training providers are incorporating virtual environments (VE) and VR systems into curricula and training programs to expand educational opportunities, enhance learning, promote deep cognitive learning, and leverage the abilities of a generation of students who have adopted technology from an early age. As VR is adopted for educational purposes, researchers are conducting experiments to learning with the VE occurs at an equal or greater level than in the real world. However, research surrounding students’ perceptions of the technology and intentions to use it for training has been neglected. This is especially true in the realm of aviation and flight training. The goal of this research was to determine the factors that influence aviation students’ intention to use VR for flight training. An extended Technology Acceptance Model (TAM) was developed that incorporates elements of the Theory of Planned Behavior (TPB); factors derived from relevant, validated extended TAMs; and new factors that are theorized to impact use intention. These factors are related to aviation education, the use of VR technology in training environments, and using VR for flight training. The new model may explain flight students’ acceptance of VR for flight training as well as their intent to use the technology. A quantitative research method with a cross-sectional survey design was utilized. Descriptive statistical analysis, a confirmatory factor analysis (CFA), and a structural equation modeling (SEM) process were employed. Data were collected from aviation students enrolled in FAA-approved Part 141 pilot schools in early 2020 using a survey design. Results indicated a good model fit to answer the three research questions of the study. There were 14 hypotheses in the original model. Although one was removed, an additional relationship was discovered, validated, and added to the model. Nine of the hypotheses were supported. Eight of the nine predictor factors of the model were determined to directly or indirectly impact behavioral intention (BI). The original TAM factors had the strongest relationships. Relationships between factors particularly relevant to VR technology and aviation training were also supported. The results of the study fill a gap in the research surrounding the use of VR for flight training and the influencing factors of behavioral intention. The model may also be modified for other educational and training environments as well as other forms of immersive simulation technology
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