Designing Virtual Training Environments: Does Immersion increase Task Performance?
dc.contributor.author
Gisler, Joy
dc.contributor.author
Hirt, Christian
dc.contributor.author
Holzwarth, Valentin
dc.contributor.author
Kunz, Andreas
dc.contributor.editor
Sourin, Alexei
dc.contributor.editor
Charier, Christophe
dc.contributor.editor
Rosenberger, Christophe
dc.contributor.editor
Sourina, Olga
dc.date.accessioned
2021-03-02T10:45:11Z
dc.date.available
2020-09-30T17:21:42Z
dc.date.available
2020-10-01T07:34:36Z
dc.date.available
2021-03-02T10:45:11Z
dc.date.issued
2020-09-30
dc.identifier.isbn
978-1-7281-6497-7
en_US
dc.identifier.isbn
978-1-7281-6498-4
en_US
dc.identifier.other
10.1109/CW49994.2020.00026
en_US
dc.identifier.uri
http://hdl.handle.net/20.500.11850/443755
dc.identifier.doi
10.3929/ethz-b-000443755
dc.description.abstract
One of the main characteristic of virtual reality (VR) is immersion, which leads to the creation of sophisticated illusions of reality. Accordingly, VR is already used for a wide spectrum of applications like entertainment, marketing, and training. Especially in training applications, the effect of immersion on training success is still not entirely clear, since too much immersion may cause side effects such as users experiencing high mental demand whereas too little may disturb users’ well-being. To further investigate the matter, we developed two virtual training environments, wherein users train a typical industrial assembly task either in low or high immersive VR. In a controlled pilot study, we additionally introduced a third condition, the control group, which justifies the necessity of the training. Immediately after the VR Training session, each participant completed the corresponding real assembly task in which their performance was measured. Preliminary results from our pilot study show that participants trained in high immersive VR performed better, while negative side effects could not be detected.
en_US
dc.format
application/pdf
en_US
dc.language.iso
en
en_US
dc.publisher
IEEE
en_US
dc.rights.uri
http://rightsstatements.org/page/InC-NC/1.0/
dc.subject
Virtual Reality
en_US
dc.title
Designing Virtual Training Environments: Does Immersion increase Task Performance?
en_US
dc.type
Conference Paper
dc.rights.license
In Copyright - Non-Commercial Use Permitted
dc.date.published
2020-10-30
ethz.book.title
2020 International Conference on Cyberworlds (CW)
en_US
ethz.pages.start
125
en_US
ethz.pages.end
128
en_US
ethz.size
4 p.
en_US
ethz.version.deposit
publishedVersion
en_US
ethz.event
International Conference on Cyberworlds (CW 2020)
en_US
ethz.event.location
Online
ethz.event.date
September 29 - October 2, 2020
en_US
ethz.notes
Conference lecture held on September 30, 2020. Due to the Coronavirus (COVID-19) the conference was conducted virtually.
en_US
ethz.identifier.scopus
ethz.publication.place
Piscataway, NJ
ethz.publication.status
published
en_US
ethz.leitzahl
ETH Zürich::00002 - ETH Zürich::00012 - Lehre und Forschung::00007 - Departemente::02130 - Dep. Maschinenbau und Verfahrenstechnik / Dep. of Mechanical and Process Eng.::02623 - Inst. f. Werkzeugmaschinen und Fertigung / Inst. Machine Tools and Manufacturing::08844 - Kunz, Andreas (Tit.-Prof.) / Kunz, Andreas (Tit.-Prof.)
en_US
ethz.leitzahl.certified
ETH Zürich::00002 - ETH Zürich::00012 - Lehre und Forschung::00007 - Departemente::02130 - Dep. Maschinenbau und Verfahrenstechnik / Dep. of Mechanical and Process Eng.::02623 - Inst. f. Werkzeugmaschinen und Fertigung / Inst. Machine Tools and Manufacturing::08844 - Kunz, Andreas (Tit.-Prof.) / Kunz, Andreas (Tit.-Prof.)
en_US
ethz.date.deposited
2020-09-30T17:21:53Z
ethz.source
FORM
ethz.eth
yes
en_US
ethz.availability
Open access
en_US
ethz.rosetta.installDate
2021-03-02T10:45:23Z
ethz.rosetta.lastUpdated
2024-02-02T13:13:09Z
ethz.rosetta.versionExported
true
ethz.COinS
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