游戏化与非游戏化虚拟现实训练装配任务的比较

Fabrizio Palmas, David Labode, D. A. Plecher, G. Klinker
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引用次数: 19

摘要

通过虚拟现实(VR)中的模拟,人们有机会在没有监督的情况下在安全可控的环境中进行训练。虚拟现实模拟培训可以让用户获得新的技能,并将其应用到现实生活中。然而,这项技术从新手水平的学习曲线可能会影响培训课程的预期学习结果。基于VR和游戏化相结合的训练方法可以加速整个学习过程,而不仅仅是新手。在本文中,我们评估了VR训练课程中的游戏化如何在现实世界的实际测试中提高训练效率和任务执行的准确性。在本研究的训练场景中,50名随机分配的参与者分为两组。这些小组被分配到同一个VR培训的游戏化和非游戏化版本,然后通过一步一步的教程指导如何解决组装任务。性能差异是根据训练期间所花费的时间和所犯的具体错误来评估的。本研究的结果表明,总的来说,在进行的VR训练模拟中使用游戏化可以产生有益的效果,特别是对于VR新手参与者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparison of a Gamified and Non-Gamified Virtual Reality Training Assembly Task
By using simulations in virtual reality (VR), people have the chance to train without supervision in a safe and controlled environment. VR simulation training allows users to gain new skills and apply them to real-life situations. However, the learning curve of this technology from a novice level could influence the expected learning results of a training session. A training approach based on the combination of VR and gamification could speed up this overall learning process and not just for a novice. In this paper we evaluate how gamification in a VR training session can improve the efficiency of the training and the accuracy of the task execution in a real-world practical test. In the training scenario of this study, 50 randomly assigned participants were divided into two groups. The groups were assigned to a gamified and a non-gamified version of the same VR training and were then guided through a step-by-step tutorial outlining how to solve an assembly task. Performance differences were evaluated based on time taken and specific errors made during the training session. The results of this study show, in general, that beneficial effects can be attributed to the use of gamification in the conducted VR training simulation, particularly for the VR novice participants.
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