通过人工智能增强虚拟现实训练:一个案例研究。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Riccardo Giussani, Nicolo Dozio, Stefano Rigone, Luca Parenzan, Francesco Ferrise
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引用次数: 0

摘要

企业面临着迫切的挑战,即弥合由无情的技术进步和高员工流动率造成的技能差距,这需要不断投资于提高技能和再技能的举措。虚拟现实已经在培训项目中得到了应用。然而,尽管有其优点,创建和定制虚拟环境的创作时间往往使使用该技术并不完全方便。本文提出了一种架构,旨在促进将人工智能辅助集成到虚拟现实培训环境中,以提高用户参与度并减少创作工作量。提出的架构在一项研究中得到了测试,该研究比较了有和没有人工智能数字助理的虚拟培训课程。结果表明,两种情况下的可用性和感知工作量水平相当,辅助条件下的性能满意度更高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Enhancing Virtual Reality Training through Artificial Intelligence: A Case Study.

Companies face the pressing challenge of bridging the skills gap caused by relentless technological progress and high worker turnover rates, necessitating continuous investment in up-skilling and re-skilling initiatives. Virtual reality is already used in training programs. However, despite its advantages, the authoring time for creating and customizing virtual environments often makes using this technology not completely convenient. The paper proposes an architecture that aims to facilitate the integration of artificial intelligence assistance into virtual reality training environments to improve user engagement and reduce authoring effort. The proposed architecture was tested in a study that compared a virtual training session with and without a digital assistant powered by artificial intelligence. Results indicate comparable levels of usability and perceived workload between the two conditions, with higher performance satisfaction in the assisted condition.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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