Volume 3: 17th International Conference on Advanced Vehicle Technologies; 12th International Conference on Design Education; 8t 2015
DOI: 10.1115/detc2015-47388
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Investigating the Impact of Interactive Immersive Virtual Reality Environments in Enhancing Task Performance in Online Engineering Design Activities

Abstract: The objective of this paper is to test the hypothesis that immersive virtual reality environments such as those achievable through the head-mounted displays, enhance task performance in online engineering design activities. In this paper, task performance is measured by the time to complete a given engineering activity. Over the last decade, a wide range of virtual reality applications have been developed based on non-immersive and immersive virtual reality systems for educational purposes. However, a major li… Show more

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Cited by 33 publications
(29 citation statements)
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“…Three of the four studies that attempted to utilise I-VR as a means of teaching procedural skills showed a distinct advantage over less immersive methods. Bharathi and Tucker (2015) found that engineering students were faster in assembling a household appliance in a virtual functional analysis activity in I-VR compared to D-VR. Yoganathan et al (2018) also found that medical students were more accurate in knot tying practice when using I-VR as a training tool as opposed to a control group who used a standard video.…”
Section: Procedural Studiesmentioning
confidence: 94%
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“…Three of the four studies that attempted to utilise I-VR as a means of teaching procedural skills showed a distinct advantage over less immersive methods. Bharathi and Tucker (2015) found that engineering students were faster in assembling a household appliance in a virtual functional analysis activity in I-VR compared to D-VR. Yoganathan et al (2018) also found that medical students were more accurate in knot tying practice when using I-VR as a training tool as opposed to a control group who used a standard video.…”
Section: Procedural Studiesmentioning
confidence: 94%
“…Twentyseven of the included studies (93%) used test scores to assess learning outcomes, with the majority using this as their sole method. There were four studies that used completion time as a metric of learning outcome, although only one study (Bharathi and Tucker 2015) used this method exclusively. There was one study (Sankaranarayanan et al 2018) that used the correct order of operation in a procedural task as one of its main outcome measures.…”
Section: Outcome Measuresmentioning
confidence: 99%
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“…Alguns trabalhos que testaram uma aplicação RV apenas com interação não-natural, não obtiveram resultados satisfatórios. Por parte dos usuários, uma interação natural pode fornecer melhor imersão, como apresentado em [Bharathi and Tucker 2015], porém segundo [Gong et al 2015], quandoé necessário precisão, as interações não-naturais são melhores. Por exemplo, ao se locomover usando uma interação natural o usuário teria que movimentar as pernas com precisão, caso contrário, com movimento errado não seria possível realizar a ação.…”
Section: Discussão E Conclusãounclassified
“…Recently inexpensive stereoscopic devices were developed for computer games. These devices can be potentially used in a variety of product development phases [1]. However, it is time-consuming to create 3D virtual scenes if the user has to create many 3D models.…”
Section: Introductionmentioning
confidence: 99%