Title: Transfer of training in general V.R. environments
1Transfer of training in general V.R. environments
PPS Project
Benjamin Bollmann, Lukas Friedrich
ETH Zürich
2Training 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.
3Training 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?
4Transfer 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.
5Measuring 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.
6Experiment 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
7Experiment 1 steadiness tester (2)
- Results of the post training test
- More errors in the NP group. No significant
difference between RW and VR group.
8Experiment 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).
9Experiment 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.
10Experiment 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)
11Experiment 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
12Experiment 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
13Experiment 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
14Experiment 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
15Experiment 4 LEGO biplane model (2)
- Results
- Force feedback is important for training in VEs !
16Discussion (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
17Discussion (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
18Discussion (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
19Conclusion
- 4 different experiments Positive transfer
of training. - Unexpected results hard to generalize
- Potential with young generation
- Encouraged to put it more into practice
20Thanks for your attention!