TY - GEN
T1 - Effects of Virtual Reality on Mechanical Arm Learning
AU - Chang, Yu Shan
AU - Wang, Yen Yin
AU - He, Jie Yu
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - In this study, we aimed to explore the effects of virtual reality (VR) on the skill learning process and outcome of mechanical arms. We adopted the unequal groups for the experiment, and analyzed the process and outcome of skill learning based on behavior sequences. We invited 56 students from a university of science and technology as the participants to study the learning of mechanical arm technology. The main conclusions are as follows: 1) According to the evaluation results of skill learning, VR had a highly positive effect on skill learning from seven aspects, including perception, set, guided response, mechanism, complex overt response, adaptation, and origination; the results of the experimental group were superior to those of the control group. 2) During the learning of VR operations, the behavioral transfer from the autonomous phase to the autonomous phase was the most significant, followed by that from the correction phase to the fixation phase.
AB - In this study, we aimed to explore the effects of virtual reality (VR) on the skill learning process and outcome of mechanical arms. We adopted the unequal groups for the experiment, and analyzed the process and outcome of skill learning based on behavior sequences. We invited 56 students from a university of science and technology as the participants to study the learning of mechanical arm technology. The main conclusions are as follows: 1) According to the evaluation results of skill learning, VR had a highly positive effect on skill learning from seven aspects, including perception, set, guided response, mechanism, complex overt response, adaptation, and origination; the results of the experimental group were superior to those of the control group. 2) During the learning of VR operations, the behavioral transfer from the autonomous phase to the autonomous phase was the most significant, followed by that from the correction phase to the fixation phase.
KW - behavioral transfer
KW - learning process
KW - mechanical arm
KW - skill learning
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85192260156&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85192260156&partnerID=8YFLogxK
U2 - 10.1109/CEII60565.2023.00011
DO - 10.1109/CEII60565.2023.00011
M3 - Conference contribution
AN - SCOPUS:85192260156
T3 - Proceedings - 2023 Asia Conference on Cognitive Engineering and Intelligent Interaction, CEII 2023
SP - 13
EP - 19
BT - Proceedings - 2023 Asia Conference on Cognitive Engineering and Intelligent Interaction, CEII 2023
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 6th Asia Conference on Cognitive Engineering and Intelligent Interaction, CEII 2023
Y2 - 15 December 2023 through 16 December 2023
ER -