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1) 2011 - Design Guidelines For The Development of Virtual Reality and Augmented
1) 2011 - Design Guidelines For The Development of Virtual Reality and Augmented
DOI: 10.1051/bioconf/20110100029
© Owned by the authors, published by EDP Sciences, 2011
This is an Open Access article distributed under the terms of the Creative Commons Attribution-Noncommercial License 3.0,
which permits unrestricted use, distribution, and reproduction in any noncommercial medium, provided the original work is
properly cited.
Article available at http://www.bio-conferences.org or http://dx.doi.org/10.1051/bioconf/20110100029
BIO Web of Conferences
which are linked to the real machines by discussed: observational learning, cognitive fidelity
superimposing virtual objects on the live camera versus physical fidelity, guidance aids and enriched
image, and using the real instruments for interaction. information.
In the IMA-VR platform, the trainees interact with
the virtual machine and tools in a multimodal way 3.1 Observational learning
combining haptic, audio and visual feedback, see
Figure 1. This platform provides different multimodal The common approach to training with VR training
aids, not available in the real world, that help and guide systems is the enactive approach, which stresses the
the trainees during the training process. It also allows importance of physical action within the environment
remote supervision/training through an on-line to improve perception and enhance learning. However,
interaction between trainer and trainee. under the theory of embodied cognition, verbal or
visual stimuli are neurologically coupled with – and
can prime – related motor activities. Hence,
observational learning might replace active learning
during some part of the training process. Two studies
were conducted to address the use of observational
learning in VR training systems.
The first study made use of a 75-steps Lego
Figure 1. IMA-VR Training Platform: the trainee interacts and assembly task, where the trainees had to learn how to
manipulates the virtual scene combining haptic, audio and visual assemble a model helicopter [2]. Training was
feedback. The platform can be used with different types of haptic
devices such as desktop workspace (right) and large workspace performed using a 3D haptic virtual reality system.
(left). Two conditions were compared: an active condition, in
which trainees had to both identify each target brick
In the IMA-AR platform, the trainee interacts with and assemble it correctly in the Lego model; and a
the real machine and tools using a tablet PC that acts as partly observational learning condition, in which
interactive see-through device. For this purpose, a trainees were required only to select the correct brick,
camera is attached to the tablet PC. A moveable mount which would then be automatically positioned by the
allows for depositing the tablet PC and still using it as system. Results showed that training time was reduced
see-through device. Thus, the trainee has both hands substantially with the incorporation of an observational
free for physically performing the training task. learning phase, while final performance with the real
Furthermore, the trainee is equipped with a vibrotactile Lego task was similar for both conditions. Thus,
bracelet that is used for providing additional observational learning enhances training efficiency if it
information through haptic feedback. See Figure 2. is integrated properly within Virtual Reality-based
training. The second study [3] demonstrated that
preliminary observational learning, in which the
training starts with a demonstration, and the trainee
performs the task only after acquiring a basic
knowledge of the necessary steps, can shorten training
time.
Based on these studies, preliminary observational
learning strategy was implemented in the IMA-VR
Figure 2. The trainee interacts with the IMA-AR platform using a platform. In this strategy, instead of having an active
tablet PC that acts as see-through device. Additional haptic feedback interaction with the virtual scenario, trainees just watch
is presented to the trainee via a vibrotactile bracelet. The interactive
training application is running on the tablet PC.
the system which provides visual information about
how to undertake the task in order to help trainees to
develop a mental model of the assembly/disassembly
3. Design guidelines: research and process. This strategy is being used at the beginning of
implication in the training platforms the training process.
During the SKILLS project, several studies have 3.2 Cognitive fidelity versus physical fidelity
been conducted in order to develop design guidelines
for the VR and AR IMA training platforms. The Procedural skills are acquired through repeated
fundamental research enabled us to provide applicative exposure to a certain task. Hence, it is important to
recommendations, which were applied in the determine whether this task should be physically or
platforms. Four main domains of research will be
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