78 research outputs found

    A Scoping Review on Virtual Reality-Based Industrial Training

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    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.This work was supported by Instituto Superior Tecnológico Victoria Vásconez Cuvi. The authors appreciate the opportunity to analyze topics related to this paper. The authors must also recognize the supported bringing by Universidad Tecnica de Ambato (UTA) and their Research and Development Department (DIDE) under project CONIN-P-256-2019, and SENESCYT by grants “Convocatoria Abierta 2011” and “Convocatoria Abierta 2013”

    Enhanced Sensorimotor Kinematics of the Baseball Swing in Elite Batters During a Known Pitch Type

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    The interceptive task of hitting a baseball requires temporal and spatial precision through effective pitch tracking strategies and swing mechanics to achieve success. Overall, these factors dictate the quality of the contact and therefore successful performance of the task. The permitted response time for a batter to visually react and analyze the trajectory of the ball, produce the movement of the swing, and create quality contact is a fraction of a second. In this study, temporal analysis and the measurement of sensorimotor factors indicative of skill was completed in different pitch conditions to understand the changes that occur as a result of whether the pitch type is known. Additionally, correlations between sensory and motor kinematics of the baseball swing were examined. Sixteen participants were divided in to two subgroups based on their highest level of baseball experience. The sub-elite group consisted of individuals whose highest level of playing experience was at the high school varsity level, while the elite group included collegiate players up to the NCAA Division I level. Utilizing live pitching in an indoor batting facility, a 12-camera motion capture system, and eye tracking glasses, each subject completed 20 totals trials across a known fastball, known curveball, and unknown mixed conditions. For the fastball trials only, pelvis rotation and angular velocities along with the load phase, load-release difference, land phase, launch phase, and swing duration were measured and represent the motor variables while head and eye rotation and average angular velocity represent the sensory variables measured. Results demonstrated significant differences in head rotation, average head angular velocity, pelvis rotation, and load-release difference between the known and unknown conditions, significant differences in the load phase, land phase, and total swing durations, as well as the load-release difference between elite and sub-elite batters, along with a significant interaction between skill level and pelvis rotation for pitch condition (p < 0.05). Additionally, relationships were found between eye and head rotation with pelvis and swing phase kinematics for both the elite and sub-elite groups (p < 0.05). Overall, understanding the kinematic differences between pitch conditions and skill level can lead to more effective training strategies to enhance performance

    A Scoping Review on Virtual Reality-Based Industrial Training

    Get PDF
    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.Facultad de Informátic

    A wearable, wireless sensor system for sports medicine

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (p. 135-139).This thesis describes a compact, wireless, wearable system that measures, for purposes of biomechanical analysis, signals indicative of forces, torques and other descriptive and evaluative features that the human body undergoes during bursts of extreme physical activity (such as during athletic performance). Standard approaches leverage high speed camera systems, which need significant infrastructure and provide limited update rates and dynamic accuracy, to make these measurements. This project uses 6 degree-of-freedom inertial measurement units worn on various segments of an athlete's body to directly make these dynamic measurements. A combination of low and high G sensors enables sensitivity for slow and fast motion, and the addition of a compass helps in tracking joint angles. Data from the battery-powered nodes is acquired using a custom wireless protocol over an RF link. This data, along with rigorous calibration data, is processed on a PC, with an end product being precise angular velocities and accelerations that can be employed during biomechanical analysis to gain a better understanding of what occurs during activity. The focus of experimentation was baseball pitching and batting at the professional level. Several pitchers and batters were instrumented with the system and data was gathered during several pitches or swings. The data was analyzed, and the results of this analysis are presented in this thesis. The dynamic results are more precise than from other camera based systems and also offer the measurement of metrics that are not available from any other system, providing the opportunity for furthering sports medicine research. System performance and results are evaluated, and ideas for future work and system improvements are presented.by Michael Tomasz Lapinski.S.M

    Gyroscope induced force feedback for ball impact simulation in exergames.

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    A haptic feedback device for simulating batting sport haptics was designed using the resultant gyroscopic effect from rapidly reorienting spinning flywheels and integrated into a custom cricket themed virtual reality exergame. The device was capable of producing impact vibrations and a 0.1 N m torque. A within-subjects user study conducted on 16 participants, and player presence was evaluated using the Presence Questionnaire. The results of the user study were statistically insignificant due to a small sample size (p=0.153), and we were unable to reject the null hypothesis, but visual data analysis was used to identify trends that supported our hypothesis that increase haptic feedback fidelity increases presence in virtual reality batting sports exergames. Due to the statistical insignificance of these results, further research should be conducted to confirm these findings

    Analysis of the backpack loading efects on the human gait

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    Gait is a simple activity of daily life and one of the main abilities of the human being. Often during leisure, labour and sports activities, loads are carried over (e.g. backpack) during gait. These circumstantial loads can generate instability and increase biomechanicalstress over the human tissues and systems, especially on the locomotor, balance and postural regulation systems. According to Wearing (2006), subjects that carry a transitory or intermittent load will be able to find relatively efficient solutions to compensate its effects.info:eu-repo/semantics/publishedVersio

    Enhancing participation and performance in physical activity through primary level physical education- The role of physical literacy

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    Overall, this thesis provides a number of evidence-based studies to address the requirements and methods through which physical skills are developed and assessed in primary school children. With practical requirements at the fore, this work serves to aid teachers and educators in delivering a standardised, evidence based curricula of comprehensive physical education. Additionally, the thesis raises questions about the adequacy of existing theory, policy and practices that lack the empirical validation and offers a useful insight into how this might be rectified in the future

    Every sign of life

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.MIT Institute Archives copy: pages 151-[182] bound in reverse order.Includes bibliographical references (p. 142-150).Every Sign of Life introduces an approach to and motivational schema for personal health monitoring. It is an exploration of how to make information collected by personal health-monitoring devices fun and engaging, and consequently more useful to the non-specialist. In contrast to the common methodology of adding game elements to established biofeedback systems, the Every Sign of Life approach is to design and build games that use biosensor information to effect the game environment. This work tests the hypothesis that fun (the joy of learning, achieving, competing, etc.) is a way to achieve the goal of self-efficacy; to induce people to take care of their own health by altering their habits and lifestyles. One result is a basic architecture for personal health-monitoring systems that has led to an approach to the design of sensor peripherals and wearable computer components called "Extremity Computing." This approach is used to redefine biosensor monitoring from periodic to continuous (ultimately saving data over a lifetime). Another result is an approach to adding implicit biofeedback to computer games. This has led to a new genre of games called "Bio-Analytical Games" that straddles the boundary between sports and computer games. A series of studies of how to present health information to children and adults have demonstrated the ability of consumers to use bioinformatics without involving professionals.by Vadim Gerasimov.Ph.D
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