2,471 research outputs found

    An interactive 3D virtual environment to reduce the public speaking anxiety levels of novice software engineers

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    Software engineering is a set of activities that relies no only on technical tasks but also requires abilities focused on social duties such as daily meetings and product introduction presentations. However, engineers may experience elevated levels of anxiety when required to present their work in an unfamiliar environment. More specifically, they may suffer from public speaking anxiety even though they are supposed to be effective in those social tasks as well as in their engineering activities. Fortunately, previous studies suggest that virtual exposure therapy is an effective strategy to reduce public speaking anxiety. In this study, an interactive 3D virtual environment similar to real classrooms and auditoriums was developed to examine if this might decrease the anxiety levels of novice software engineers. To compare traditional and virtual exposure therapy, the sample set (N = 14) was divided equally into 2 groups including one experimental group and one control group. For 4 weeks, the virtual exposure therapy was conducted in the experimental group whereas psychoeducation was used in the control group. The findings from our study illustrate that virtual exposure therapy may be represent an alternative solution to the traditional therapeutic intervention for software engineers seeking to overcome public presentation anxiet

    Applying virtual reality to teach the software development process to novice software engineers

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    Software development is a complicated process that requires experienced human resources to produce successful software products. Although this process needs experience from the individuals, it is hard to provide this experience without encountering real incidents during the software development process. To fill this gap, this study proposes a Virtual Reality Based Software Development Framework (VR-SODEF), which provides an interactive virtual reality experience for individuals learning about the tasks of software development starting from requirement analysis through software testing. In the VR-SODEF, the participant takes on the role of a novice software developer being recruited into a virtual software development organisation who should work alongside five virtual characters, played by artificial intelligence. This exclusive viewpoint draws participants from the 2D separation of the classical experience and virtually into the world of the software development itself. Participants experience the intense dramatic elements created for simulation and confront the challenges of virtual software practitioners in a somewhat uncompromising virtual simulation environment. To examine the efficiency of the VR-SODEF, it was tested on 32 computing students, with results indicating that virtual reality can be an effective educational medium, especially for skills that might traditionally be acquired through experience rather than traditional classroom-based teaching

    Coding vs presenting: a multicultural study on emotions

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    Purpose: The purpose of this paper is to explore and compare emotions perceived while coding and presenting for software students, comparing three different countries and performing also a gender analysis. Design/methodology/approach: Empirical data are gathered by means of the discrete emotions questionnaire, which was distributed to a group of students (n = 174) in three different countries: Norway, Spain and Turkey. All emotions are self-assessed by means of a Likert scale. Findings: The results show that both tasks are emotionally different for the subjects of all countries: presentation is described as a task that produces mainly fear and anxiety; whereas coding tasks produce anger and rage, but also happiness and satisfaction. With regards to gender differences, men feel less scared in presentation tasks, whereas women report more desire in coding activities. It is concluded that it is important to be aware and take into account the different emotions perceived by students in their activities. Moreover, it is also important to note the different intensities in these emotions present in different cultures and genders. Originality/value: This study is among the few to study emotions perceived in software work by means of a multicultural approach using quantitative research methods. The research results enrich computing literacy theory in human factors

    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”

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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