Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV

dc.contributor.authorFigueroa, Pablo Alejandro
dc.contributor.authorMedina Cortés, Fabián
dc.date.accessioned2024-09-04T20:45:56Z
dc.date.available2024-09-04T20:45:56Z
dc.date.issued2020-09-20
dc.description.abstractLa Realidad Virtual (RV) como tecnología generadora de ambientes inmersivos actualmente presenta una notable expansión, y se ha presenciado en múltiples investigaciones en diversos campos de estudio. Reconociendo las virtudes que aporta esta tecnología, como el aumento en motivación y en la efectividad del aprendizaje (por comprender un mayor nivel de inmersión y satisfacción en las actividades realizadas) en los ámbitos educativos y de entrenamiento, se propone evaluar cuál es la configuración de controles (hápticos o tradicionales) más pertinente para mejorar el desempeño y la percepción de usabilidad en los ámbitos mencionados. Así pues, este articulo presenta detalles correspondientes a la elaboración de un prototipo que permita la finalización de tareas básicas para fines educativos y de entrenamiento, en un ambiente de realidad virtual. En este documento nos centramos en las pruebas realizadas al prototipo para definir la interacción más usable a criterio de los participantes del experimento.spa
dc.description.abstractenglishVirtual Reality (VR) as an immersive environments generator currently presents a notable expansion and has made an appearance on multiple investigations concerning various study fields. Acknowledging the virtues presented by this technology, such as a rise in both motivation and learning effectiveness (by bringing an increased immersion and satisfaction levels on performed activities) on educational and training scopes, it’s been proposed to assess which control configuration (haptics or traditional) is more relevant to improve performance and usability on the mentioned scopes. Therefore, this article presents corresponding details to elaborating a prototype that allows the accomplishment of basic tasks for educational and training purposes in a virtual reality environment. In this document, we focus on the prototype's tests to determine the most usable interaction based on the criteria of the experiment’s participants.eng
dc.format.mimetypeapplication/pdfspa
dc.identifier.doihttps://doi.org/10.29375/25392115.4027
dc.identifier.instnameinstname:Universidad Autónoma de Bucaramanga UNABspa
dc.identifier.issnISSN: 1657-2831spa
dc.identifier.issne-ISSN: 2539-2115spa
dc.identifier.repourlrepourl:https://repository.unab.edu.cospa
dc.identifier.urihttp://hdl.handle.net/20.500.12749/26355
dc.language.isospaspa
dc.publisherUniversidad Autónoma de Bucaramanga UNABspa
dc.relationhttps://revistas.unab.edu.co/index.php/rcc/article/view/4027/3338spa
dc.relation.referencesAgus, M., Gobbetti, E., Zanetti, G., & Zorcolo, A. (2006). Real Time Simulation of Phaco-emulsification for Cataract Surgery Training. Real-time Cataract Surgery Simulation for Training. En C. Mendoza & I. Navazo (Eds.), 3rd Workshop in Virtual Reality Interactions and Physical Simulation “VRIPHYS” (2006). The Eurographics Association. https://doi.org/10.2312/PE/vriphys/vriphys06/091-100
dc.relation.referencesAl-Shamaileh, N. (2014). Cognitive Motivational Learning of the Students of the Faculty of Medicine at the University of Jordan. Gifted and Talented International, 29(1–2), 99–112. https://doi.org/10.1080/15332276.2014.11678433
dc.relation.referencesBoejen, A., & Grau, C. (2011). Virtual reality in radiation therapy training. Surgical Oncology, 20(3), 185–188. https://doi.org/10.1016/j.suronc.2010.07.004
dc.relation.referencesBoychenko, K. V. (2017). Virtual reality as the tool of interactive architecture. Problems of modern science and education, 90. https://doi.org/10.20861/2304-2338-2017-90-004
dc.relation.referencesBrown, M. A., & Mackenzie, I. S. (2013). Evaluating Video Game Controller Usability as Related to User Hand Size. Proceedings of the International Conference on Multimedia and Human Computer Interaction. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.417.7071
dc.relation.referencesChahín Pinzón, N., & Briñez, B. L. (2018). Propiedades psicométricas del Cuestionario de Adicción a Internet y a los Videojuegos para Adolescentes. Universitas Psychologica, 17(4), 1–13. https://doi.org/10.11144/Javeriana.upsy17-4.ppca
dc.relation.referencesDalgleish, M. (2018). There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity. G| A| M| E Games as Art, Media, Entertainment, 7. https://www.gamejournal.it/wp-content/uploads/2019/08/GAME_07_SpecialNeeds_Dalgleish.pdf
dc.relation.referencesFinstad, K. (2010). The Usability Metric for User Experience. Interacting with Computers, 22(5), 323–327. https://doi.org/10.1016/j.intcom.2010.04.004
dc.relation.referencesHidalgo, G. A. (2011). Supervised learning for haptics texture classification using fourier analysis [Instituto Tecnológico y de Estudios Superiores de Monterrey]. https://repositorio.tec.mx/handle/11285/570646
dc.relation.referencesKennedy, J. M., Gabias, P., & Heller, M. A. (1992). Space, haptics and the blind. Geoforum, 23(2), 175–189. https://doi.org/10.1016/0016-7185(92)90015-V
dc.relation.referencesLi, L., Zhang, M., Xu, F., & Liu, S. (2005). ERT-VR: an immersive virtual reality system for emergency rescue training. Virtual Reality, 8(3), 194–197. https://doi.org/10.1007/s10055-004-0149-6
dc.relation.referencesMa, M., Jain, L. C., & Anderson, P. (2014). Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-54816-1
dc.relation.referencesMayorga, D. R. (2018). Simulador multimodal de entrenamiento en reducción de fracturas como módulo de residencia. Universidad de los Andes.
dc.relation.referencesMedina, F., & Figueroa, P. (2018). Prototype of a Serious Game for Peace Construction in a Colombian Context. 2018 XLIV Latin American Computer Conference (CLEI), 328–333. https://doi.org/10.1109/CLEI.2018.00047
dc.relation.referencesMinogue, J., & Jones, M. G. (2006). Haptics in Education: Exploring an Untapped Sensory Modality. Review of Educational Research, 76(3), 317–348. https://doi.org/10.3102/00346543076003317
dc.relation.referencesMorris, D., Sewell, C., Barbagli, F., Salisbury, K., Blevins, N. H., & Girod, S. (2006). Visuohaptic simulation of bone surgery for training and evaluation. IEEE Computer Graphics and Applications, 26(6), 48–57. https://doi.org/10.1109/MCG.2006.140
dc.relation.referencesOkamura, A. M., Richard, C., & Cutkosky, M. R. (2002). Feeling is Believing: Using a Force-Feedback Joystick to Teach Dynamic Systems. Journal of Engineering Education, 91(3), 345–349. https://doi.org/10.1002/j.2168-9830.2002.tb00713.x
dc.relation.referencesPhidgets Inc. (2016). Phidgets Inc. - Products for USB Sensing and Control. https://www.phidgets.com/? Révész, G. (1950). Experimental study in abstraction in monkeys. Longmans, Green. https://psycnet.apa.org/record/1951-03367-000
dc.relation.referencesRomán-Ibáñez, V., Pujol-López, F., Mora-Mora, H., Pertegal-Felices, M., & Jimeno-Morenilla, A. (2018). A Low-Cost Immersive Virtual Reality System for Teaching Robotic Manipulators Programming. Sustainability, 10(4), 1102. https://doi.org/10.3390/su10041102
dc.relation.referencesSik Lanyi, C., Brown, D. J., Standen, P., Lewis, J., & Butkute, V. (2010). User Interface Evaluation of Serious Games for Students with Intellectual Disability. En Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 6179 LNCS (Número PART 1, pp. 227–234). https://doi.org/10.1007/978-3-642-14097-6_37
dc.relation.referencesTauscher, J.-P., Schottky, F. W., Grogorick, S., Bittner, P. M., Mustafa, M., & Magnor, M. (2019). Immersive EEG: Evaluating Electroencephalography in Virtual Reality. 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 1794–1800. https://doi.org/10.1109/VR.2019.8797858
dc.relation.referencesWang, G.-X., & Li, L. (2012). Virtual reality exposure therapy of anxiety disorders. Advances in Psychological Science, 20(8), 1277–1286. http://journal.psych.ac.cn/xlkxjz/EN/abstract/abstract2584.shtml
dc.relation.referencesWatanuki, K., & Kojima, K. (2006). Virtual Reality Based Job Training for Advanced Manufacturing Skills. The International Conference on Business & Technology Transfer, 2006.3, 134–139. https://doi.org/10.1299/jsmeicbtt.2006.3.0_134
dc.relation.referencesYilmaz, B., & Goken, M. (2016). Virtual reality (VR) technologies in education of industrial design. New Trends and Issues Proceedings on Humanities and Social Sciences, 2(1), 498–503. https://doi.org/10.18844/gjhss.v2i1.336
dc.relation.urihttps://revistas.unab.edu.co/index.php/rcc/issue/view/267spa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.sourceVol. 21 Núm. 2 (2020): Revista Colombiana de Computación (Julio-Diciembre); 13-21spa
dc.subjectHápticospa
dc.subjectUsabilidadspa
dc.subjectControlesspa
dc.subjectRealidad virtualspa
dc.subjectEntrenamientospa
dc.subject.keywordsHapticseng
dc.subject.keywordsUsabilityeng
dc.subject.keywordsControlseng
dc.subject.keywordsVirtual realityeng
dc.subject.keywordsTrainingeng
dc.titleComparación entre controles hápticos y tradicionales en educación y entrenamiento para RVspa
dc.title.translatedComparison between haptics and traditional controls for VR education and trainingeng
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aaspa
dc.type.driverinfo:eu-repo/semantics/article
dc.type.hasversioninfo:eu-repo/semantics/publishedVersion
dc.type.localArtículospa
dc.type.redcolhttp://purl.org/redcol/resource_type/ART

Archivos

Bloque original

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
Artículo.pdf
Tamaño:
604.32 KB
Formato:
Adobe Portable Document Format
Descripción:
Artículo

Bloque de licencias

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
license.txt
Tamaño:
347 B
Formato:
Item-specific license agreed upon to submission
Descripción: