http://www.engr.psu.edu/datalab/ 1 1 Investigating the Impact of Interactive Immersive Virtual Reality Environments in Enhancing Task Performance in Online Engineering Design Activities Ajay Bharathi, Graduate Student, Penn State University Conrad S. Tucker, Assistant Professor of Engineering Design and Industrial Engineering, Penn State University DETC2015- 47388 08/03/2015 {abg167, ctucker4}@ psu.edu
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http://www.engr.psu.edu/datalab/ 11
Investigating the Impact of Interactive Immersive Virtual Reality Environments in
Enhancing Task Performance in Online Engineering Design Activities
Ajay Bharathi, Graduate Student, Penn State University
Conrad S. Tucker, Assistant Professor of Engineering Design and Industrial Engineering, Penn State University
Engineers employ virtual and tactileapproaches during learning activities
McKenna et al, 2008; Lewis and Simpson (2009); Grantham et al. 2010; Moore-Russo et al (2010); Kremer et al., 2013; Tucker et al., 2014; Toh et al. (2014)
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Virtual Design in Industry
Introduction
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What is Virtual Reality?
“Real-time graphical simulation with which theuser interacts via some form of analog control,within a spatial frame of reference and withuser control of the viewpoint’s motion and viewdirection” (Moshell and Hughes, 2002)
Introduction
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Virtual Reality Literature• 3D virtual worlds are more effective than text-based
or 2D environments and can lead to better student engagement in learning activities (Tashiro and Dunlap, 2007)
• VR enables students to visit virtual environments and interact with objects and space in real time, which overcomes the traditional distance, time, or safety constraints (Çaliskan, 2011; Ramasundaram et al., 2005)
Literature Review
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Types of Virtual Reality Paradigms
Two major types of Virtual Reality (VR) Paradigms
Research Motivation
Non-immersive VR SystemImmersive VR System
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Research Objective
Hypothesis: There exists a statistically significantdifference in task completion times between studentsusing immersive VR and non-immersive VR system
Research Objective
Non-immersive VR SystemImmersive VR System
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Methodology
Methodology
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Study Sample• 54 undergraduate students
• Immersive VR Group (29 students)
– Head-mounted displays (Oculus Rift®) + game joystick
• Non-Immersive VR group (25 students)
– Computer Screen + game joystick
• Activity Performed: Product Functional Assembly of Coffeemaker
Case Study
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Spatial Aspects of Immersive VR
Case Study
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Immersive VR Demo
Case Study
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Accepted set by cst14
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Typewritten Text
Click to Play
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Accepted set by cst14
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Experimental Setup
Non-Immersive VR Group
Immersive VR Group
Random Classification of Students
Product Functional Assembly in the Virtual
Environment
Record Task Completion
Time and Perform
Statistical Analysis
Case Study
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• Task completion time has been used as a performance metric to evaluate the effectiveness of VR technology in research (Hwang et al., 2006) ; (Newmark et al., 2007) ; (Jennett et al., 2008); (Lendvay et al., 2013)
Measure Task Completion Time
Case Study
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Test for Normality
Samples do not follow normal distribution and sample sizes are not significantly large enough to assume normality –Select a Non-Parametric test (Mann-Whitney U Test)
Case Study
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Difference in Task Completion Times
Case Study
Non-Immersive VR GroupImmersive VR Group
140
120
100
80
60
40
20
0
Tas
k C
om
ple
tio
n T
ime
(in
sec
on
ds)
23.21
49.04
31.02
64.20
Boxplot of Immersive VR Group, Non-Immersive VR Group