Metaverse 中的多用户跨平台实践虚拟实验室--机械加工培训案例

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Tung-Jui Chuang, Shana Smith
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引用次数: 0

摘要

远程学习已成为当今流行的学习渠道。然而,虽然有各种远程学习工具,但它们大多只支持单一平台,只提供培训者的视角,不便于学生与教师之间的互动。因此,远程学习系统往往不够灵活,效果也较差。针对现有远程学习系统的局限性,本研究在 Metaverse 中开发了一个跨平台的动手虚拟实验室,实现了远程教育的多用户参与和互动。它支持 HTC VIVE Pro、微软 HoloLens 2、个人电脑和安卓智能手机这四个平台。虚拟实验室允许培训师演示操作步骤,并同时与多名学员互动。同时,学员有机会利用自己喜欢的平台,在 Metaverse 中的虚拟机上练习操作技能。此外,学员还可以探索虚拟环境,并通过在虚拟空间中移动进行互动,这与物理实验室的设置类似。用户测试比较了不同平台在上机虚拟实验室中的存在感和可用性水平,从而深入了解了与 Metaverse 中用于培训的每个平台相关的挑战。此外,用户测试结果还凸显了该架构因其灵活性和适应性而具有的巨大潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training

A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training

Distance learning has become a popular learning channel today. However, while various distance learning tools are available, most of them only support a single platform, offer only the trainer’s perspective, and do not facilitate student-instructor interaction. As a result, distance learning systems tend to be inflexible and less effective. To address the limitations of existing distance learning systems, this study developed a cross-platform hands-on virtual lab within the Metaverse that enables multi-user participation and interaction for distance education. Four platforms, HTC VIVE Pro, Microsoft HoloLens 2, PC, and Android smartphone, are supported. The virtual lab allows trainers to demonstrate operation steps and engage with multiple trainees simultaneously. Meanwhile, trainees have the opportunity to practice their operational skills on their virtual machines within the Metaverse, utilizing their preferred platforms. Additionally, participants can explore the virtual environment and interact with each other by moving around within the virtual space, similar to a physical lab setting. The user test compares the levels of presence and usability in the hands-on virtual lab across different platforms, providing insights into the challenges associated with each platform within the Metaverse for training purposes. Furthermore, the results of the user test highlight the promising potential of the architecture due to its flexibility and adaptability.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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