A comparison between expert and beginner learning for motor skill development in a virtual reality serious game
In order to be used for skill development and skill maintenance, virtual environments require accurate simulation of the physical phenomena involved in the process of the task being trained. The accuracy needs to be conveyed in a multimodal fashion with varying parameterisations still being quantifi...
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Published in | The Visual computer Vol. 37; no. 1; pp. 3 - 17 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Berlin/Heidelberg
Springer Berlin Heidelberg
01.01.2021
Springer Nature B.V |
Subjects | |
Online Access | Get full text |
ISSN | 0178-2789 1432-2315 |
DOI | 10.1007/s00371-019-01702-w |
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Abstract | In order to be used for skill development and skill maintenance, virtual environments require accurate simulation of the physical phenomena involved in the process of the task being trained. The accuracy needs to be conveyed in a multimodal fashion with varying parameterisations still being quantified, and these are a function of task, prior knowledge, sensory efficacy and human perception. Virtual reality (VR) has been integrated from a didactic perspective in many serious games and shown to be effective in the pedological process. This paper interrogates whether didactic processes introduced into a VR serious game, by taking advantage of augmented virtuality to modify game attributes, can be effective for both beginners and experts to a task. The task in question is subjective performance in a clay pigeon shooting simulation. The investigation covers whether modified game attributes influence skill and learning in a complex motor task and also investigates whether this process is applicable to experts as well as beginners to the task. VR offers designers and developers of serious games the ability to provide information in the virtual world in a fashion that is impossible in the real world. This introduces the question of whether this is effective and transfers skill adoption into the real world and also if a-priori knowledge influences the practical nature of this information in the pedagogic process. Analysis is conducted via a between-subjects repeated measure ANOVA using a
2
×
2
factorial design to address these questions. The results show that the different training provided affects the performance in this task (
N
=
57
). The skill improvement is still evidenced in repeated measures when information and guidance is removed. This effect does not exist under a control condition. Additionally, we separate by an expert and non-expert group to deduce if a-priori knowledge influences the effect of the presented information, it is shown that it does not. |
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AbstractList | In order to be used for skill development and skill maintenance, virtual environments require accurate simulation of the physical phenomena involved in the process of the task being trained. The accuracy needs to be conveyed in a multimodal fashion with varying parameterisations still being quantified, and these are a function of task, prior knowledge, sensory efficacy and human perception. Virtual reality (VR) has been integrated from a didactic perspective in many serious games and shown to be effective in the pedological process. This paper interrogates whether didactic processes introduced into a VR serious game, by taking advantage of augmented virtuality to modify game attributes, can be effective for both beginners and experts to a task. The task in question is subjective performance in a clay pigeon shooting simulation. The investigation covers whether modified game attributes influence skill and learning in a complex motor task and also investigates whether this process is applicable to experts as well as beginners to the task. VR offers designers and developers of serious games the ability to provide information in the virtual world in a fashion that is impossible in the real world. This introduces the question of whether this is effective and transfers skill adoption into the real world and also if a-priori knowledge influences the practical nature of this information in the pedagogic process. Analysis is conducted via a between-subjects repeated measure ANOVA using a
2
×
2
factorial design to address these questions. The results show that the different training provided affects the performance in this task (
N
=
57
). The skill improvement is still evidenced in repeated measures when information and guidance is removed. This effect does not exist under a control condition. Additionally, we separate by an expert and non-expert group to deduce if a-priori knowledge influences the effect of the presented information, it is shown that it does not. In order to be used for skill development and skill maintenance, virtual environments require accurate simulation of the physical phenomena involved in the process of the task being trained. The accuracy needs to be conveyed in a multimodal fashion with varying parameterisations still being quantified, and these are a function of task, prior knowledge, sensory efficacy and human perception. Virtual reality (VR) has been integrated from a didactic perspective in many serious games and shown to be effective in the pedological process. This paper interrogates whether didactic processes introduced into a VR serious game, by taking advantage of augmented virtuality to modify game attributes, can be effective for both beginners and experts to a task. The task in question is subjective performance in a clay pigeon shooting simulation. The investigation covers whether modified game attributes influence skill and learning in a complex motor task and also investigates whether this process is applicable to experts as well as beginners to the task. VR offers designers and developers of serious games the ability to provide information in the virtual world in a fashion that is impossible in the real world. This introduces the question of whether this is effective and transfers skill adoption into the real world and also if a-priori knowledge influences the practical nature of this information in the pedagogic process. Analysis is conducted via a between-subjects repeated measure ANOVA using a $$2 \times 2$$ 2 × 2 factorial design to address these questions. The results show that the different training provided affects the performance in this task ( $$N=57$$ N = 57 ). The skill improvement is still evidenced in repeated measures when information and guidance is removed. This effect does not exist under a control condition. Additionally, we separate by an expert and non-expert group to deduce if a-priori knowledge influences the effect of the presented information, it is shown that it does not. In order to be used for skill development and skill maintenance, virtual environments require accurate simulation of the physical phenomena involved in the process of the task being trained. The accuracy needs to be conveyed in a multimodal fashion with varying parameterisations still being quantified, and these are a function of task, prior knowledge, sensory efficacy and human perception. Virtual reality (VR) has been integrated from a didactic perspective in many serious games and shown to be effective in the pedological process. This paper interrogates whether didactic processes introduced into a VR serious game, by taking advantage of augmented virtuality to modify game attributes, can be effective for both beginners and experts to a task. The task in question is subjective performance in a clay pigeon shooting simulation. The investigation covers whether modified game attributes influence skill and learning in a complex motor task and also investigates whether this process is applicable to experts as well as beginners to the task. VR offers designers and developers of serious games the ability to provide information in the virtual world in a fashion that is impossible in the real world. This introduces the question of whether this is effective and transfers skill adoption into the real world and also if a-priori knowledge influences the practical nature of this information in the pedagogic process. Analysis is conducted via a between-subjects repeated measure ANOVA using a 2×2 factorial design to address these questions. The results show that the different training provided affects the performance in this task (N=57). The skill improvement is still evidenced in repeated measures when information and guidance is removed. This effect does not exist under a control condition. Additionally, we separate by an expert and non-expert group to deduce if a-priori knowledge influences the effect of the presented information, it is shown that it does not. |
Author | O’Connor, Jake Selmanović, Elmedin Harvey, Carlo Chahin, Malek |
Author_xml | – sequence: 1 givenname: Carlo orcidid: 0000-0002-4809-1592 surname: Harvey fullname: Harvey, Carlo email: carlo.harvey@bcu.ac.uk organization: Birmingham City University – sequence: 2 givenname: Elmedin surname: Selmanović fullname: Selmanović, Elmedin organization: University of Sarajevo – sequence: 3 givenname: Jake surname: O’Connor fullname: O’Connor, Jake organization: Birmingham City University – sequence: 4 givenname: Malek surname: Chahin fullname: Chahin, Malek organization: University of Sarajevo |
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Cites_doi | 10.1177/1046878114563660 10.1109/MCG.2009.94 10.1177/1046878113488850 10.2514/8.11287 10.1017/CBO9780511624032 10.1007/s00371-009-0388-3 10.1007/s00371-011-0550-6 10.1007/s00371-014-1006-6 10.1111/cgf.12793 10.1007/s00371-016-1275-3 10.1177/1046878112439444 10.1109/MCG.2015.95 10.1111/j.1467-8659.2011.02086.x 10.2514/3.6164 10.1089/cpb.2007.9935 10.1109/VS-Games.2018.8493447 10.1109/ICCISci.2012.6297212 10.1109/VS-GAMES.2009.17 10.1109/ICVR.2011.5971855 10.1109/VS-GAMES.2015.7295759 10.1109/VS-GAMES.2011.48 10.1145/2671015.2671023 |
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SubjectTerms | Artificial Intelligence Computer & video games Computer Graphics Computer Science Educational software Factorial design Feedback Games Image Processing and Computer Vision Learning Original Article Questions Simulation Velocity Virtual environments Virtual reality |
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Title | A comparison between expert and beginner learning for motor skill development in a virtual reality serious game |
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