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Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator
Virtual Reality ( IF 4.4 ) Pub Date : 2020-10-21 , DOI: 10.1007/s10055-020-00480-4
David J. Harris , Gavin Buckingham , Mark R. Wilson , Jack Brookes , Faisal Mushtaq , Mark Mon-Williams , Samuel J. Vine

In light of recent advances in technology, there has been growing interest in virtual reality (VR) simulations for training purposes in a range of high-performance environments, from sport to nuclear decommissioning. For a VR simulation to elicit effective transfer of training to the real-world, it must provide a sufficient level of validity, that is, it must be representative of the real-world skill. In order to develop the most effective simulations, assessments of validity should be carried out prior to implementing simulations in training. The aim of this work was to test elements of the physical fidelity, psychological fidelity and construct validity of a VR golf putting simulation. Self-report measures of task load and presence in the simulation were taken following real and simulated golf putting to assess psychological and physical fidelity. The performance of novice and expert golfers in the simulation was also compared as an initial test of construct validity. Participants reported a high degree of presence in the simulation, and there was little difference between real and virtual putting in terms of task demands. Experts performed significantly better in the simulation than novices (p = .001, d = 1.23), and there was a significant relationship between performance on the real and virtual tasks (r = .46, p = .004). The results indicated that the simulation exhibited an acceptable degree of construct validity and psychological fidelity. However, some differences between the real and virtual tasks emerged, suggesting further validation work is required.



中文翻译:

在虚拟现实高尔夫推杆模拟器中探索感觉运动性能和用户体验

鉴于技术的最新进展,人们越来越关注在运动和核退役等一系列高性能环境中用于训练目的的虚拟现实(VR)仿真。为了使VR模拟能够将训练有效地转移到现实世界中,它必须提供足够的有效性,也就是说,它必须代表现实世界的技能。为了开发最有效的模拟,应该在训练中实施模拟之前对有效性进行评估。这项工作的目的是测试身体真实性,心理真实性和构建VR高尔夫推杆模拟的有效性。在真实和模拟的高尔夫推杆测试之后,采用自我报告的方法来衡量任务负荷和在场状态,以评估心理和身体的忠诚度。新手和专业高尔夫球手在模拟中的表现也作为构造有效性的初步测试进行了比较。参与者报告说,在模拟中的参与度很高,在任务需求方面,真实放置和虚拟放置之间几乎没有区别。p  = .001,d  = 1.23),并且在实际任务和虚拟任务上的性能之间存在显着关系(r  = .46,p  = .004)。结果表明,模拟表现出可接受的程度的结构效度和心理保真度。但是,实际任务和虚拟任务之间出现了一些差异,这表明需要进一步的验证工作。

更新日期:2020-10-30
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