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An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios
Systems ( IF 2.3 ) Pub Date : 2021-06-07 , DOI: 10.3390/systems9020040
Vidanelage L. Dayarathna , Sofia Karam , Raed Jaradat , Michael A. Hamilton , Parker Jones , Emily S. Wall , Safae El Amrani , Niamat Ullah Ibne Hossain , Fatine Elakramine

This study utilized the application of authentic Virtual Reality (VR) to replicate the real-world complex system scenarios of a large retail supply chain. The proposed VR scenarios were developed based on an established systems thinking instrument that consists of seven dimensions: level of complexity, independence, interaction, change, uncertainty, systems’ worldview, and flexibility. However, in this study, we only developed the VR scenarios for the first dimension, level of complexity, to assess an individual’s Systems Thinking Skills (STS) when he or she engages in a turbulent virtual environment. The main objective of this study was to compare a student’s STS when using traditional ST instruments versus VR scenarios for the complexity dimension. The secondary aim was to investigate the efficacy of VR scenarios utilizing three measurements: Simulation Sickness Questionnaire (SSQ), System Usability Scale (SUS), and Presence Questionnaire (PQ). In addition to the three measures, NASA TLX assessment was also performed to assess the perceived workload with regards to performing the tasks in VR scenarios. The results show students’ preferences in the VR scenarios are not significantly different from their responses obtained using the traditional systems skills instrument. The efficacy measures confirmed that the developed VR scenarios are user friendly and lie in an acceptable region for users. Finally, the overall NASA TLX score suggests that users require 36% perceived work effort to perform the activities in VR scenarios.

中文翻译:

通过沉浸式虚拟现实复杂系统场景评估个人系统思维能力

本研究利用真实虚拟现实 (VR) 的应用来复制大型零售供应链的真实世界复杂系统场景。提议的 VR 场景是基于已建立的系统思维工具开发的,该工具由七个维度组成:复杂程度、独立性、交互性、变化、不确定性、系统的世界观和灵活性。但是,在本研究中,我们仅针对第一维度(复杂性级别)开发了 VR 场景,以评估个人在动荡的虚拟环境中的系统思维技能 (STS)。本研究的主要目的是比较学生在使用传统 ST 仪器与 VR 场景时的复杂性维度时的 STS。次要目的是利用三种测量方法研究 VR 场景的功效:模拟疾病问卷 (SSQ)、系统可用性量表 (SUS) 和存在问卷 (PQ)。除了这三项措施外,还进行了 NASA TLX 评估,以评估在 VR 场景中执行任务的感知工作量。结果表明,学生在 VR 场景中的偏好与他们使用传统系统技能工具获得的反应没有显着差异。功效措施证实,开发的 VR 场景是用户友好的,并且位于用户可接受的范围内。最后,NASA TLX 的整体得分表明,用户需要 36% 的感知工作努力才能在 VR 场景中执行活动。还进行了 NASA TLX 评估,以评估在 VR 场景中执行任务的感知工作量。结果表明,学生在 VR 场景中的偏好与他们使用传统系统技能工具获得的反应没有显着差异。功效措施证实,开发的 VR 场景是用户友好的,并且位于用户可接受的范围内。最后,NASA TLX 的整体得分表明,用户需要 36% 的感知工作努力才能在 VR 场景中执行活动。还进行了 NASA TLX 评估,以评估在 VR 场景中执行任务的感知工作量。结果表明,学生在 VR 场景中的偏好与他们使用传统系统技能工具获得的反应没有显着差异。功效措施证实,开发的 VR 场景是用户友好的,并且位于用户可接受的范围内。最后,NASA TLX 的整体得分表明,用户需要 36% 的感知工作努力才能在 VR 场景中执行活动。功效措施证实,开发的 VR 场景是用户友好的,并且位于用户可接受的范围内。最后,NASA TLX 的整体得分表明,用户需要 36% 的感知工作努力才能在 VR 场景中执行活动。功效措施证实,开发的 VR 场景是用户友好的,并且位于用户可接受的范围内。最后,NASA TLX 的整体得分表明,用户需要 36% 的感知工作努力才能在 VR 场景中执行活动。
更新日期:2021-06-07
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