Evaluating Interaction Cue Purpose and Timing for Learning and Retaining Virtual Reality Training

Xinyu Hu, Alec G. Moore, J. C. Eubanks, Afham Ahmed Aiyaz, Ryan P. McMahan
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引用次数: 5

Abstract

Interaction cues inform users about potential actions to take. Tutorials, games, educational systems, and training applications often employ interaction cues to direct users to take specific actions at particular moments. Prior studies have investigated many aspects of interaction cues, such as the feedforward and perceived affordances that often accompany them. However, two less-researched aspects of interaction cues include the effects of their purpose (i.e., the type of task conveyed) and their timing (i.e., when they are presented). In this paper, we present a study that evaluates the effects of interaction cue purpose and timing on performance while learning and retaining tasks with a virtual reality (VR) training application. Our results indicate that participants retained manipulation tasks significantly better than travel or selection tasks, despite both being significantly easier to complete than the manipulation tasks. Our results also indicate that immediate interaction cues afforded significantly faster learning and better retention than delayed interaction cues.
评估学习和保留虚拟现实培训的交互提示目的和时间
交互提示告知用户要采取的潜在操作。教程、游戏、教育系统和培训应用程序经常使用交互提示来指导用户在特定时刻采取特定的操作。先前的研究已经调查了互动线索的许多方面,如前馈和通常伴随它们的感知启示。然而,关于互动线索的两个研究较少的方面包括其目的(即传达的任务类型)和时间(即呈现的时间)的影响。在本文中,我们提出了一项研究,通过虚拟现实(VR)训练应用程序评估交互提示目的和时间对学习和保留任务时表现的影响。我们的研究结果表明,尽管操作任务比操作任务更容易完成,但参与者对操作任务的保留率明显高于旅行任务或选择任务。我们的研究结果还表明,即时互动线索比延迟互动线索提供了更快的学习和更好的记忆。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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