TY - JOUR
T1 - A cost-effective interactive 3D virtual reality system applied to military live firing training
AU - Bhagat, Kaushal Kumar
AU - Liou, Wei Kai
AU - Chang, Chun Yen
N1 - Funding Information:
This research is parti2ally supported by the “Aim for the Top University Project” of National Taiwan Normal University (NTNU), sponsored by the Ministry of Education, Taiwan, R.O.C. and the “International Research-Intensive Center of Excellence Program” of NTNU, and National Science Council, Taiwan, R.O.C. under Grant No. NSC 103-2911-I-003-301.
Publisher Copyright:
© 2016, Springer-Verlag London.
PY - 2016/6/1
Y1 - 2016/6/1
N2 - The goal of the present study was to develop a cost-effective, man–machine digital interface, to improve students’ real-world firing range training, results, and achievement scores. A serious game-based learning environment was developed, integrating invisible laser infrared technology, 1:1 real-scale rifle guns with recoil effects, as well as 3D interactive virtual reality (VR) military training digital information content, to train students in military live firing. To evaluate the effectiveness of the proposed design, students’ performance, in terms of their learning achievement and learning motivation, was examined. One hundred and sixty high school students from Taiwan were divided into four individual groups of 40 students each, with one control group and three experimental groups (EG1, EG2, and EG3). The data were analyzed by one-way analysis of variance. The results of this cost-effective 3D VR showed significantly better learning motivation, learning outcomes, and positive impacts on users’ actual live firing achievement scores.
AB - The goal of the present study was to develop a cost-effective, man–machine digital interface, to improve students’ real-world firing range training, results, and achievement scores. A serious game-based learning environment was developed, integrating invisible laser infrared technology, 1:1 real-scale rifle guns with recoil effects, as well as 3D interactive virtual reality (VR) military training digital information content, to train students in military live firing. To evaluate the effectiveness of the proposed design, students’ performance, in terms of their learning achievement and learning motivation, was examined. One hundred and sixty high school students from Taiwan were divided into four individual groups of 40 students each, with one control group and three experimental groups (EG1, EG2, and EG3). The data were analyzed by one-way analysis of variance. The results of this cost-effective 3D VR showed significantly better learning motivation, learning outcomes, and positive impacts on users’ actual live firing achievement scores.
KW - Learning motivation
KW - Learning outcome
KW - Military training
KW - Serious games
KW - Virtual reality (VR)
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U2 - 10.1007/s10055-016-0284-x
DO - 10.1007/s10055-016-0284-x
M3 - Article
AN - SCOPUS:84969524536
SN - 1359-4338
VL - 20
SP - 127
EP - 140
JO - Virtual Reality
JF - Virtual Reality
IS - 2
ER -