15 research outputs found
REDUCING LATENCY IN A VIRTUAL REALITY-BASED TRAINING APPLICATION
Overall latency is the elapsed time from input of human motion to the immediate
response of the input in the display. Apparently, latency is one of the most frequently
cited shortcomings of current Virtual Reality (VR) applications. To compensate
latency, previous prediction mechanisms insert a complex mathematical algorithm,
which may not be appropriate for complex virtual training applications. More
complex VR simulations most likely will impose greater computation burdens and
resulted in the increase of latencies.
In order to overcome latency problem, this research is an attempt to suggest a new
prediction algorithm based on heuristic that could be used to develop a more effective
and general system for virtual training applications. The heuristic-based predictor
provides a platform to utilize the heuristic power of human along with the algorithmic
power, geometry accuracy of motion-planning programs and biomechanical laws of
human. Heuristic algorithm is an important module widely used for humanoid robots
and avatars in VR systems. However, to the best of the researcher's knowledge, the
heuristic approach has not been used as a single prediction algorithm for
compensating latency in virtual training systems.
In order to find out whether the new prediction algorithm is acceptable and possibly
could reduce latency, a fast synchronization squash-game simulation was selected as a
study source. This research analyzed the latencies of all subcomponents of this system
and designed prediction algorithm that allows high-speed interaction.
In measuring the performance on various prediction methods, this research also makes
a comparison in real tasks among 1) the heuristic-based prediction, 2) the Grey system
prediction and 3) the one without prediction using different sample rates. Findings
indicated that heuristic-based algorithm is an accurate prediction method to
compensate latency in virtual training. Apparently, heuristic-based prediction and
Grey system prediction are significantly better than the one without prediction. When
heuristic-based prediction and Grey system prediction were compared, heuristic-based
prediction was in fact a better predictor. Overall findings indicated that heuristicbased
prediction is efficient, robust and easier to implement
Reducing latency when using Virtual Reality for teaching in sport
Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for excessive latency, prediction mechanisms may use sophisticated mathematical algorithms, which may not be appropriate for complex virtual teaching applications. This paper suggests that heuristic prediction algorithms could be used to develop more effective and general systems for VR educational applications. A fast synchronization squash simulation illustrates where heuristic prediction can be used to deal with latency problems
Pedagogical Feedback for Computer-based Sport Training
Feedback in Computer-based Sport Training (CBST) may be synthetically designed to allow athletes to practise in a more effective way and enhance their skill acquisition. Little research has integrated pedagogic theory and instructional design with the design of feedback in CBST. To bridge this gap, the paper presents the design of pedagogically-informed feedback for the implementation of a CBST system. The heart of the design is to generate feedback based on the athletes’ achievement of their intended training outcome. The pedagogical feedback system measures athletes’ performance and compares it with the given training outcomes. The system then identifies the performance’s gap and generates feedback to reinforce better performance. A Counterbalanced experiment asked student rowers (N = 8) to explore the differences between the pedagogical feedback system and their current feedback system (Sean-Analysis). Pedagogical feedback was at least as good as Sean-Analysis with respect to the level of satisfaction of the athlete. Overall, it can be concluded that the pedagogical feedback appears to be a good model for generating feedback in CBST
REDUCING LATENCY IN A VIRTUAL REALITY-BASED TRAINING APPLICATION
Overall latency is the elapsed time from input of human motion to the immediate
response of the input in the display. Apparently, latency is one of the most frequently
cited shortcomings of current Virtual Reality (VR) applications. To compensate
latency, previous prediction mechanisms insert a complex mathematical algorithm,
which may not be appropriate for complex virtual training applications. More
complex VR simulations most likely will impose greater computation burdens and
resulted in the increase of latencies.
In order to overcome latency problem, this research is an attempt to suggest a new
prediction algorithm based on heuristic that could be used to develop a more effective
and general system for virtual training applications. The heuristic-based predictor
provides a platform to utilize the heuristic power of human along with the algorithmic
power, geometry accuracy of motion-planning programs and biomechanical laws of
human. Heuristic algorithm is an important module widely used for humanoid robots
and avatars in VR systems. However, to the best of the researcher's knowledge, the
heuristic approach has not been used as a single prediction algorithm for
compensating latency in virtual training systems.
In order to find out whether the new prediction algorithm is acceptable and possibly
could reduce latency, a fast synchronization squash-game simulation was selected as a
study source. This research analyzed the latencies of all subcomponents of this system
and designed prediction algorithm that allows high-speed interaction.
In measuring the performance on various prediction methods, this research also makes
a comparison in real tasks among 1) the heuristic-based prediction, 2) the Grey system
prediction and 3) the one without prediction using different sample rates. Findings
indicated that heuristic-based algorithm is an accurate prediction method to
compensate latency in virtual training. Apparently, heuristic-based prediction and
Grey system prediction are significantly better than the one without prediction. When
heuristic-based prediction and Grey system prediction were compared, heuristic-based
prediction was in fact a better predictor. Overall findings indicated that heuristicbased
prediction is efficient, robust and easier to implement
Pedagogical feedback in the motor skill domain for computer-based sports training
With the rapid development of Computer-based Sport Training (CBST), feedback plays an important role in both coaching and learning. A good CBST system includes not only good training strategies but also effective feedback design. Feedback in the motor skill domain via CBST may be synthetically designed to allow athletes to practice in a more effective way, and enhance their skill acquisition. Little research has been undertaken on the integration of pedagogic theory and instructional design with the design of feedback in CBST. To bridge this gap, this thesis's purpose was to explore the design of pedagogically-informed feedback in the motor skill domain via CBST, in order to support athletes' achievement of their intended training outcomes.This thesis presents a framework of pedagogical feedback in the motor skill domain. It draws a picture of how principles from learning transactions, competency, cybernetics, and behaviourism, can work together to build sound pedagogical feedback for the implementation of a CBST system. The key principle of the framework is to generate feedback based on the athletes' achievement of their intended training outcome. The training outcome is conceptualised as comprising two components: a statement of capability, and a statement of the subject matter to which the capability applies. The pedagogical feedback system measures athletes' performance and compares it against the intended training outcomes. The system then identifies any performance gap and generates feedback to reinforce better performance.Four counterbalanced experiments asked student rowers to explore the differences between the pedagogical feedback system and their current feedback system (Sean-Analysis). Pedagogical feedback was at least as good as Sean-Analysis with respect to the level of satisfaction of the athlete. In addition, pedagogical feedback seemed able to generate feedback that was consistent with the athlete's intended training outcome, support the athlete's positioning within their level of achieved performance, and support the athlete's self-assessment. Overall, it can be concluded that the pedagogical feedback based on the proposed framework appears to be a good model for generating feedback in CBST
A Framework for Pedagogical Feedback in the Motor Skill Domain
With increasingly rapid development in Computer-based Sport Training (CBST), feedback plays an important role in both coaching and learning. A good CBST system includes not only good training strategies but also effective feedback design. Feedback in the motor skill domain via CBST may be synthetically designed to allow athletes to practise in a more effective way, and enhance their skill acquisition. Existing designs lack pedagogical elements. To bridge the gap, we propose a framework for the design of pedagogically-informed feedback based on learning transactions, competence, cybernetics, and behaviourism
The Design of a Conceptual Model of Learning Outcomes in the Computer-based Sport training (CBST).
Instructional design usually begins with the specification of behavioral objectives or intended learning outcomes.
The field of educational psychology has long been sensitive to the desirability of establishing learning objective for instruction
Pedagogical feedback in the motor skill domain for computer-based sport training
With the rapid development of Computer-based Sport Training (CBST), feedback plays an important role in both coaching and learning. A good CBST system includes not only good training strategies but also effective feedback design. Feedback in the motor skill domain via CBST may be synthetically designed to allow athletes to practice in a more effective way, and enhance their skill acquisition. Little research has been undertaken on the integration of pedagogic theory and instructional design with the design of feedback in CBST. To bridge this gap, this thesis‟s purpose was to explore the design of pedagogically-informed feedback in the motor skill domain via CBST, in order to support athletes‟ achievement of their intended training outcomes. This thesis presents a framework of pedagogical feedback in the motor skill domain. It draws a picture of how principles from learning transactions, competency, cybernetics, and behaviourism, can work together to build sound pedagogical feedback for the implementation of a CBST system. The key principle of the framework is to generate feedback based on the athletes‟ achievement of their intended training outcome. The training outcome is conceptualised as comprising two components: a statement of capability, and a statement of the subject matter to which the capability applies. The pedagogical feedback system measures athletes‟ performance and compares it against the intended training outcomes. The system then identifies any performance gap and generates feedback to reinforce better performance. Four counterbalanced experiments asked student rowers to explore the differences between the pedagogical feedback system and their current feedback system (Sean-Analysis). Pedagogical feedback was at least as good as Sean-Analysis with respect to the level of satisfaction of the athlete. In addition, pedagogical feedback seemed able to generate feedback that was consistent with the athlete‟s intended training outcome, support the athlete‟s positioning within their level of achieved performance, and support the athlete‟s self-assessment. Overall, it can be concluded that the pedagogical feedback based on the proposed framework appears to be a good model for generating feedback in CBST.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Pedagogical feedback in the motor skill domain for computer-based sport training
With the rapid development of Computer-based Sport Training (CBST), feedback plays an important role in both coaching and learning. A good CBST system includes not only good training strategies but also effective feedback design. Feedback in the motor skill domain via CBST may be synthetically designed to allow athletes to practice in a more effective way, and enhance their skill acquisition. Little research has been undertaken on the integration of pedagogic theory and instructional design with the design of feedback in CBST. To bridge this gap, this thesis‟s purpose was to explore the design of pedagogically-informed feedback in the motor skill domain via CBST, in order to support athletes‟ achievement of their intended training outcomes. This thesis presents a framework of pedagogical feedback in the motor skill domain. It draws a picture of how principles from learning transactions, competency, cybernetics, and behaviourism, can work together to build sound pedagogical feedback for the implementation of a CBST system. The key principle of the framework is to generate feedback based on the athletes‟ achievement of their intended training outcome. The training outcome is conceptualised as comprising two components: a statement of capability, and a statement of the subject matter to which the capability applies. The pedagogical feedback system measures athletes‟ performance and compares it against the intended training outcomes. The system then identifies any performance gap and generates feedback to reinforce better performance. Four counterbalanced experiments asked student rowers to explore the differences between the pedagogical feedback system and their current feedback system (Sean-Analysis). Pedagogical feedback was at least as good as Sean-Analysis with respect to the level of satisfaction of the athlete. In addition, pedagogical feedback seemed able to generate feedback that was consistent with the athlete‟s intended training outcome, support the athlete‟s positioning within their level of achieved performance, and support the athlete‟s self-assessment. Overall, it can be concluded that the pedagogical feedback based on the proposed framework appears to be a good model for generating feedback in CBST.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Pedagogy in computer-based sport training
The central question addressed in this paper is the appropriate
formal representation of learning outcomes in the motor skill
domain so they can be interpreted and manipulated by
computers as well as humans for the implementation of
Computer-based Sport Training (CBST). Instructional design
usually begins with the specification of behavioural objectives
or intended learning outcomes. The field of educational
psychology has long been sensitive to the desirability of
establishing learning objectives for instruction. Computerprocessable
learning outeomes in the motor skill domain,
however, seem to have remained the silent partner of learning
outcomes in both the cognitive and affective domains. This
paper presents a conceptual model of learning outcomes in the
motor skill domain for the implementation ofCBST. The heart
of this model is to treat athlete's skill as a contextualized space
of capability either actual or potential. Rowing is the sport
chosen as the study domain