2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) 2019
DOI: 10.1109/vs-games.2019.8864583
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Comparison of a Gamified and Non-Gamified Virtual Reality Training Assembly Task

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Cited by 34 publications
(20 citation statements)
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“…Hypotheses H1a (number of mistakes) and H1b (TTC) were rejected based on our study's experimental data. Our findings contrast with the literature which has identified a reduced number of technical assembly mistakes for gamified virtual reality training [4]. A possible explanation for our nonsignificant result could be an insufficient level of task complexity and the related ceiling effect [87].…”
Section: Discussioncontrasting
confidence: 99%
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“…Hypotheses H1a (number of mistakes) and H1b (TTC) were rejected based on our study's experimental data. Our findings contrast with the literature which has identified a reduced number of technical assembly mistakes for gamified virtual reality training [4]. A possible explanation for our nonsignificant result could be an insufficient level of task complexity and the related ceiling effect [87].…”
Section: Discussioncontrasting
confidence: 99%
“…Since learners' motivation is quantified using subjective scales and is further highly dependent on their pre-motivation [74], it is essential to investigate the change in motivation induced by the training session. Thus, the variable training motivation is defined as the ratio of post-training motivation and pre-training motivation, as summarized by formula (4).…”
Section: )mentioning
confidence: 99%
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“…In [24], Bertram et al evaluated 10 assistance systems for assembly operations from 6 aspects relevant for intelligent working stations and concluded that none of the 10 systems fully covers the automated generation of work plans, flexible integration in production, or autonomous learning ability. The benefits of gamification (e.g., faster training, less errors) versus a non-gamified approach were revealed in a study involving 50 participants by Palmas et al [25]. In [26], several heuristic-based approaches were used in order to optimize picking orders in fulfillment warehouses.…”
Section: Related Workmentioning
confidence: 99%
“…The immersive setup of VR provides a real environment-like experience to users that enables them to interact with virtual contents by performing certain tasks [ 32 ]. Gamified VE attracts the attention of a participant more effectively than a game alone due to the addition of immersion with gamification [ 33 ]. Further, the incorporation of challenges, avatars, and feedback in the form of rewards or points as gamification elements into VR-based games facilitates a higher rate of user attraction and motivation [ 31 ].…”
Section: Related Workmentioning
confidence: 99%