Investigating Mental Workload of VR Training versus Serious Game Training on Shoot Operation Training
Thanks to VR technology advanced, there are many
researches had used VR technology to develop a training system.
Using VR characteristics can simulate many kinds of situations to
reach our training-s goal. However, a good training system not only
considers real simulation but also considers learner-s learning
motivation. So, there are many researches started to conduct game-s
features into VR training system. We typically called this is a serious
game. It is using game-s features to engage learner-s learning
motivation. However, VR or Serious game has another important
advantage. That is simulating feature. Using this feature can create
any kinds of pressured environments. Because in the real
environment may happen any emergent situations. So, increasing the
trainees- pressure is more important when they are training. Most
pervious researches are investigated serious game-s applications and
learning performance. Seldom researches investigated how to
increase the learner-s mental workload when they are training. So, in
our study, we will introduce a real case study and create two types
training environments. Comparing the learner-s mental workload
between VR training and serious game.
[1] Brough, J.E., Schwartz, M., Gupta, S.K., Anand, D.K., Kavetsky, R.,
Pettersen, R., "Towards the development of a virtual environment-based
training system for mechanical assembly operations", Virtual Reality,
2007, Vol. 11, pp. 189-206.
[2] Arroyo-Figueroa, G., Hernández, Y., Reyes A, Enrique Sucar, E.,
"Intelligent environment for training of power systems operators", In:
Proceedings - 5th Meeting of the Electronics, Robotics and Automotive
Mechanics Conference, 2008, pp. 27-32.
[3] Lucas, J., Thabet, W., "Implementation and evaluation of a VR taskbased
training tool for conveyor belt safety training", Electronic Journal
of Information Technology in Construction, 2008, Vol. 13, pp.637-659.
[4] Malone, T.W., Lepper, M.R.,"Making learning fun: A taxonomy of
intrinsic motivations for learning". In: Snow, R.E., Farr, M.J. (eds.)
Aptitude, Learning, and Instruction, 1987, Vol. 3, pp. 223-253.
Erlbaum, Mahwah.
[5] Kim, B., Park, H., Baek, Y. "Not just fun, but serious strategies: Using
meta-cognitive strategies in game-based learning", Computers and
Education, 2009, Vol. 52 (4), pp. 800-810.
[6] Pappa, D., Pannese, L., "Effective design and evaluation of serious
games: The case of the e-VITA project", Communications in Computer
and Information Science 111 CCIS (PART 1), 2010, pp. 225-237.
[7] Michael, D. & Chen, S., "Serious games: Games that educate, train, and
inform", Boston, MASS: Thomson Course Technology, 2006.
[8] Corti, K. "Games-based Learning; a serious business application",
Copyrigth PIXELearning Limited, 2006.
[9] Gilbert T. C. Leung, Gulcin Yucel & Vincent G. Duffy, "The Effects of
Virtual Industrial Training on Mental Workload during Task
Performance", Human Factors and Ergonomics in Manufacturing &
Service Industries, 2010, Vol. 20 (6) 567-578.
[10] Susi, T., "Serious Games - An Overview", 2007.
[11] Coates, G., "Program from Invisible SiteÔÇöa virtual sho", a multimedia
performance work presented by George Coates Performance Works, San
Francisco, CA, March, 1992.
[12] Steuer. J., "Defining Virtual Reality: Dimensions Determining
Telepresence", Journal of Communication, 1993, Vol. 4(24), 73-93.
[13] Zyda, M. "From visual simulation to virtual reality to games",
Computer, 2005, Vol.38 (9), pp. 25-32.
[14] Backlund, P., Engstrm, H., Gustavsson, M., Johannesson, M., Lebram,
M., Sjrs, E., "SIDH: A game-based architecture for a training
simulator", International Journal of Computer Games Technology, 2009
(1), art. no. 472672.
[15] Cowley, B., Moutinho, J.L., Bateman, C., Oliveira, A., "Learning
principles and interaction design for 'Green My Place': A massively
multiplayer serious game", Entertainment Computing, 2011, Vol. 2, pp.
103-113.
[16] Wong, W.L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S.,
Narayanan, H., Hua, W., Ritterfeld, U. "Serious video game
effectiveness", ACM International Conference Proceeding Series
203,2007, pp. 49-55.
[17] Cinema 4D (http://www.maxon.net/).
[18] Unity 3D (http://unity3d.com/).
[19] Hart, S.G., Staveland, L.E., "Development of NASA-TLX (Task Load
Index): Results of Empirical and Theoretical Research", Advances in
Psychology, 1988, Vol. 52 (C), pp. 139-183.
[1] Brough, J.E., Schwartz, M., Gupta, S.K., Anand, D.K., Kavetsky, R.,
Pettersen, R., "Towards the development of a virtual environment-based
training system for mechanical assembly operations", Virtual Reality,
2007, Vol. 11, pp. 189-206.
[2] Arroyo-Figueroa, G., Hernández, Y., Reyes A, Enrique Sucar, E.,
"Intelligent environment for training of power systems operators", In:
Proceedings - 5th Meeting of the Electronics, Robotics and Automotive
Mechanics Conference, 2008, pp. 27-32.
[3] Lucas, J., Thabet, W., "Implementation and evaluation of a VR taskbased
training tool for conveyor belt safety training", Electronic Journal
of Information Technology in Construction, 2008, Vol. 13, pp.637-659.
[4] Malone, T.W., Lepper, M.R.,"Making learning fun: A taxonomy of
intrinsic motivations for learning". In: Snow, R.E., Farr, M.J. (eds.)
Aptitude, Learning, and Instruction, 1987, Vol. 3, pp. 223-253.
Erlbaum, Mahwah.
[5] Kim, B., Park, H., Baek, Y. "Not just fun, but serious strategies: Using
meta-cognitive strategies in game-based learning", Computers and
Education, 2009, Vol. 52 (4), pp. 800-810.
[6] Pappa, D., Pannese, L., "Effective design and evaluation of serious
games: The case of the e-VITA project", Communications in Computer
and Information Science 111 CCIS (PART 1), 2010, pp. 225-237.
[7] Michael, D. & Chen, S., "Serious games: Games that educate, train, and
inform", Boston, MASS: Thomson Course Technology, 2006.
[8] Corti, K. "Games-based Learning; a serious business application",
Copyrigth PIXELearning Limited, 2006.
[9] Gilbert T. C. Leung, Gulcin Yucel & Vincent G. Duffy, "The Effects of
Virtual Industrial Training on Mental Workload during Task
Performance", Human Factors and Ergonomics in Manufacturing &
Service Industries, 2010, Vol. 20 (6) 567-578.
[10] Susi, T., "Serious Games - An Overview", 2007.
[11] Coates, G., "Program from Invisible SiteÔÇöa virtual sho", a multimedia
performance work presented by George Coates Performance Works, San
Francisco, CA, March, 1992.
[12] Steuer. J., "Defining Virtual Reality: Dimensions Determining
Telepresence", Journal of Communication, 1993, Vol. 4(24), 73-93.
[13] Zyda, M. "From visual simulation to virtual reality to games",
Computer, 2005, Vol.38 (9), pp. 25-32.
[14] Backlund, P., Engstrm, H., Gustavsson, M., Johannesson, M., Lebram,
M., Sjrs, E., "SIDH: A game-based architecture for a training
simulator", International Journal of Computer Games Technology, 2009
(1), art. no. 472672.
[15] Cowley, B., Moutinho, J.L., Bateman, C., Oliveira, A., "Learning
principles and interaction design for 'Green My Place': A massively
multiplayer serious game", Entertainment Computing, 2011, Vol. 2, pp.
103-113.
[16] Wong, W.L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S.,
Narayanan, H., Hua, W., Ritterfeld, U. "Serious video game
effectiveness", ACM International Conference Proceeding Series
203,2007, pp. 49-55.
[17] Cinema 4D (http://www.maxon.net/).
[18] Unity 3D (http://unity3d.com/).
[19] Hart, S.G., Staveland, L.E., "Development of NASA-TLX (Task Load
Index): Results of Empirical and Theoretical Research", Advances in
Psychology, 1988, Vol. 52 (C), pp. 139-183.
@article{"International Journal of Business, Human and Social Sciences:59459", author = "Ta-Min Hung and Tien-Lung Sun", title = "Investigating Mental Workload of VR Training versus Serious Game Training on Shoot Operation Training", abstract = "Thanks to VR technology advanced, there are many
researches had used VR technology to develop a training system.
Using VR characteristics can simulate many kinds of situations to
reach our training-s goal. However, a good training system not only
considers real simulation but also considers learner-s learning
motivation. So, there are many researches started to conduct game-s
features into VR training system. We typically called this is a serious
game. It is using game-s features to engage learner-s learning
motivation. However, VR or Serious game has another important
advantage. That is simulating feature. Using this feature can create
any kinds of pressured environments. Because in the real
environment may happen any emergent situations. So, increasing the
trainees- pressure is more important when they are training. Most
pervious researches are investigated serious game-s applications and
learning performance. Seldom researches investigated how to
increase the learner-s mental workload when they are training. So, in
our study, we will introduce a real case study and create two types
training environments. Comparing the learner-s mental workload
between VR training and serious game.", keywords = "Intrinsic Motivation, Mental Workload, VR
Training, Serious Game", volume = "5", number = "10", pages = "1272-4", }