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Transfer of training in general V.R. environments

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VEs as a training tool: Cheap, secure, ... Experiment 1: steadiness tester (1) ... Experiment 1: steadiness tester (2) Results of the post training test: ... – PowerPoint PPT presentation

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Title: Transfer of training in general V.R. environments


1
Transfer of training in general V.R. environments
PPS Project
Benjamin Bollmann, Lukas Friedrich
ETH Zürich
2
Training in Virtual Reality (1)
  • VEs as a training tool Cheap, secure,
    repeatable, realizable, etc.
  • Further advantages free setting of the
    environment parameters, control over the
    development of the training, easy monitoring of
    the trainee response.

3
Training in Virtual Reality (2)
  • VE as a game format increased motivation (e.g.
    young population) better learning
  • Why should we still train in real systems?
  • 1) Technology limits real environments hard to
    reproduce (computing power, mechanical
    feedbacks, etc).
  • 2) Transfer of training Does transfer of
    training always exists from a VE to the real
    world? Always effective to train in VEs?

4
Transfer of training
  • The term transfer of training concerns the way
    in which previous learning affects new learning
    or performance
  • Positive transfer from task A to task B learning
    task A improves performance in task B. Negative
    transfer learning task A interfere with the
    procurement of task B.
  • Factors affecting the transfer Similarity of A
    and B, practice, motivation, self-management,
    etc.

5
Measuring the transfer of training
  • Ideally An experimental group trains the task on
    the VR-training device. A control group trains in
    the real world. Comparison of the result through
    a test in the real world. Results of the
    experimental group Results of the control group
    effective VR-training device
  • Practice we talk about a positive transfer of
    training if the results of an experimental group
    are better in a post-training test than in a
    pre-training test.

6
Experiment 1 steadiness tester (1)
  • Task guide the loop along the wire as quickly as
    possible without touching it (non preferred
    hand).
  • 3D virtual environment via head-mounted display.
  • 3 groups (total 150 people). Training
  • 1) group RW (control) 8x in the real world
  • 2) group VR (experimental) 8x in the VE
  • 3) group NP no training

7
Experiment 1 steadiness tester (2)
  • Results of the post training test
  • More errors in the NP group. No significant
    difference between RW and VR group.

8
Experiment 1 with interferences (1)
  • New test equal repartition of the control and
    experimental group in 2 new groups a motor and a
    cognitive group.
  • Motor group task same as before but this time as
    typing a key 2 times per second with the free
    hand.
  • Cognitive group task same as before but this
    time as listening to pre-recorded audio sounds
    (40 fruit words).

9
Experiment 1 with interferences (2)
  • Results of the test
  • More errors in the motor group. The VR group
    shows better results than the RW group for both
    motor and cognitive task.

10
Experiment 2 pouring movement (1)
  • Task 4 acquired brain injury patients are
    trained for a particular motion corresponding to
    a pouring movement with a cup.
  • The VE consists of a 3D program on a desktop
    computer. Patient must follow a teachers
    trajectory on the screen with a 3D mouse.
  • No control group. Training
  • S1 32x
  • S2 16x
  • S3 16x 16x (mid-way and final test)
  • S4 16x 16x (mid-way and final test)

11
Experiment 2 pouring movement (2)
  • 4 different tests virtual without teacher, real
    world pouring, Fugl-Meyer Test of Motor Recovery,
    Emory Test of Upper extremity.
  • Results of the tests

12
Experiment 3 Spatial information (1)
  • Task learn in a VE how to escape from an unknown
    building via the fire exit
  • 10 physically disabled children, mean age 9
    years
  • VE-system program in the format of a game
  • Training method navigate through the virtual
    environment of the building and find the
    fire-exit signs

13
Experiment 3 Spatial information (2)
  • Results
  • Significant results
  • All children find the way out
  • Clear positive transfer of training
  • Especially children benefit from that type of
    training

14
Experiment 4 LEGO biplane model (1)
  • Task build up an LEGO biplane model in reality
    after training on a VE-system
  • 15 students (20 years) split up in 3 groups
    concerning their abilities
  • 3 forms of training
  • VBB System with force feedback
  • VBB System without force feedback
  • no virtual training

15
Experiment 4 LEGO biplane model (2)
  • Results
  • Force feedback is important for training in VEs !

16
Discussion (1)
  • Training effect dependent on
  • complexity of the experiment
  • degree of realistic representation
  • Interesting difference under a interference (exp.
    1)
  • movement is learned more automatically
  • VE training is more difficult without
    haptics better training, better results

17
Discussion (2)
  • Improvements not only in particular motor skills
    but also in general motor skills (exp.2)
  • careful experiment shows differences between
    the subjects dependent on personal parameters
  • Spatial information through VE-training program
  • people can orient themselves in VR
  • especially benefit for children, gaming factor of
    VE-system
  • benefit for disabled children/people for safety
    purposes

18
Discussion (3)
  • Higher learning performance with force feedback
    (exp.4)
  • more realistic
  • association to objects increases
  • perceptual better prepared
  • In general three components of training
  • cognitive training
  • perceptual training
  • motor training
  • Force feedback addresses all three components

19
Conclusion
  • 4 different experiments Positive transfer
    of training.
  • Unexpected results hard to generalize
  • Potential with young generation
  • Encouraged to put it more into practice

20
Thanks for your attention!
  • Questions?
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