Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV

La Realidad Virtual (RV) como tecnología generadora de ambientes inmersivos actualmente presenta una notable expansión, y se ha presenciado en múltiples investigaciones en diversos campos de estudio. Reconociendo las virtudes que aporta esta tecnología, como el aumento en motivación y en la efectivi...

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Autores:
Figueroa, Pablo Alejandro
Medina Cortés, Fabián
Tipo de recurso:
Article of investigation
Fecha de publicación:
2020
Institución:
Universidad Autónoma de Bucaramanga - UNAB
Repositorio:
Repositorio UNAB
Idioma:
spa
OAI Identifier:
oai:repository.unab.edu.co:20.500.12749/26355
Acceso en línea:
http://hdl.handle.net/20.500.12749/26355
https://doi.org/10.29375/25392115.4027
Palabra clave:
Háptico
Usabilidad
Controles
Realidad virtual
Entrenamiento
Haptics
Usability
Controls
Virtual reality
Training
Rights
License
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dc.title.spa.fl_str_mv Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
dc.title.translated.eng.fl_str_mv Comparison between haptics and traditional controls for VR education and training
title Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
spellingShingle Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
Háptico
Usabilidad
Controles
Realidad virtual
Entrenamiento
Haptics
Usability
Controls
Virtual reality
Training
title_short Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
title_full Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
title_fullStr Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
title_full_unstemmed Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
title_sort Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
dc.creator.fl_str_mv Figueroa, Pablo Alejandro
Medina Cortés, Fabián
dc.contributor.author.none.fl_str_mv Figueroa, Pablo Alejandro
Medina Cortés, Fabián
dc.subject.spa.fl_str_mv Háptico
Usabilidad
Controles
Realidad virtual
Entrenamiento
topic Háptico
Usabilidad
Controles
Realidad virtual
Entrenamiento
Haptics
Usability
Controls
Virtual reality
Training
dc.subject.keywords.eng.fl_str_mv Haptics
Usability
Controls
Virtual reality
Training
description La Realidad Virtual (RV) como tecnología generadora de ambientes inmersivos actualmente presenta una notable expansión, y se ha presenciado en múltiples investigaciones en diversos campos de estudio. Reconociendo las virtudes que aporta esta tecnología, como el aumento en motivación y en la efectividad del aprendizaje (por comprender un mayor nivel de inmersión y satisfacción en las actividades realizadas) en los ámbitos educativos y de entrenamiento, se propone evaluar cuál es la configuración de controles (hápticos o tradicionales) más pertinente para mejorar el desempeño y la percepción de usabilidad en los ámbitos mencionados. Así pues, este articulo presenta detalles correspondientes a la elaboración de un prototipo que permita la finalización de tareas básicas para fines educativos y de entrenamiento, en un ambiente de realidad virtual. En este documento nos centramos en las pruebas realizadas al prototipo para definir la interacción más usable a criterio de los participantes del experimento.
publishDate 2020
dc.date.issued.none.fl_str_mv 2020-09-20
dc.date.accessioned.none.fl_str_mv 2024-09-04T20:45:56Z
dc.date.available.none.fl_str_mv 2024-09-04T20:45:56Z
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https://doi.org/10.29375/25392115.4027
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dc.relation.references.none.fl_str_mv Agus, M., Gobbetti, E., Zanetti, G., & Zorcolo, A. (2006). Real Time Simulation of Phaco-emulsification for Cataract Surgery Training. Real-time Cataract Surgery Simulation for Training. En C. Mendoza & I. Navazo (Eds.), 3rd Workshop in Virtual Reality Interactions and Physical Simulation “VRIPHYS” (2006). The Eurographics Association. https://doi.org/10.2312/PE/vriphys/vriphys06/091-100
Al-Shamaileh, N. (2014). Cognitive Motivational Learning of the Students of the Faculty of Medicine at the University of Jordan. Gifted and Talented International, 29(1–2), 99–112. https://doi.org/10.1080/15332276.2014.11678433
Boejen, A., & Grau, C. (2011). Virtual reality in radiation therapy training. Surgical Oncology, 20(3), 185–188. https://doi.org/10.1016/j.suronc.2010.07.004
Boychenko, K. V. (2017). Virtual reality as the tool of interactive architecture. Problems of modern science and education, 90. https://doi.org/10.20861/2304-2338-2017-90-004
Brown, M. A., & Mackenzie, I. S. (2013). Evaluating Video Game Controller Usability as Related to User Hand Size. Proceedings of the International Conference on Multimedia and Human Computer Interaction. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.417.7071
Chahín Pinzón, N., & Briñez, B. L. (2018). Propiedades psicométricas del Cuestionario de Adicción a Internet y a los Videojuegos para Adolescentes. Universitas Psychologica, 17(4), 1–13. https://doi.org/10.11144/Javeriana.upsy17-4.ppca
Dalgleish, M. (2018). There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity. G| A| M| E Games as Art, Media, Entertainment, 7. https://www.gamejournal.it/wp-content/uploads/2019/08/GAME_07_SpecialNeeds_Dalgleish.pdf
Finstad, K. (2010). The Usability Metric for User Experience. Interacting with Computers, 22(5), 323–327. https://doi.org/10.1016/j.intcom.2010.04.004
Hidalgo, G. A. (2011). Supervised learning for haptics texture classification using fourier analysis [Instituto Tecnológico y de Estudios Superiores de Monterrey]. https://repositorio.tec.mx/handle/11285/570646
Kennedy, J. M., Gabias, P., & Heller, M. A. (1992). Space, haptics and the blind. Geoforum, 23(2), 175–189. https://doi.org/10.1016/0016-7185(92)90015-V
Li, L., Zhang, M., Xu, F., & Liu, S. (2005). ERT-VR: an immersive virtual reality system for emergency rescue training. Virtual Reality, 8(3), 194–197. https://doi.org/10.1007/s10055-004-0149-6
Ma, M., Jain, L. C., & Anderson, P. (2014). Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-54816-1
Mayorga, D. R. (2018). Simulador multimodal de entrenamiento en reducción de fracturas como módulo de residencia. Universidad de los Andes.
Medina, F., & Figueroa, P. (2018). Prototype of a Serious Game for Peace Construction in a Colombian Context. 2018 XLIV Latin American Computer Conference (CLEI), 328–333. https://doi.org/10.1109/CLEI.2018.00047
Minogue, J., & Jones, M. G. (2006). Haptics in Education: Exploring an Untapped Sensory Modality. Review of Educational Research, 76(3), 317–348. https://doi.org/10.3102/00346543076003317
Morris, D., Sewell, C., Barbagli, F., Salisbury, K., Blevins, N. H., & Girod, S. (2006). Visuohaptic simulation of bone surgery for training and evaluation. IEEE Computer Graphics and Applications, 26(6), 48–57. https://doi.org/10.1109/MCG.2006.140
Okamura, A. M., Richard, C., & Cutkosky, M. R. (2002). Feeling is Believing: Using a Force-Feedback Joystick to Teach Dynamic Systems. Journal of Engineering Education, 91(3), 345–349. https://doi.org/10.1002/j.2168-9830.2002.tb00713.x
Phidgets Inc. (2016). Phidgets Inc. - Products for USB Sensing and Control. https://www.phidgets.com/? Révész, G. (1950). Experimental study in abstraction in monkeys. Longmans, Green. https://psycnet.apa.org/record/1951-03367-000
Román-Ibáñez, V., Pujol-López, F., Mora-Mora, H., Pertegal-Felices, M., & Jimeno-Morenilla, A. (2018). A Low-Cost Immersive Virtual Reality System for Teaching Robotic Manipulators Programming. Sustainability, 10(4), 1102. https://doi.org/10.3390/su10041102
Sik Lanyi, C., Brown, D. J., Standen, P., Lewis, J., & Butkute, V. (2010). User Interface Evaluation of Serious Games for Students with Intellectual Disability. En Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 6179 LNCS (Número PART 1, pp. 227–234). https://doi.org/10.1007/978-3-642-14097-6_37
Tauscher, J.-P., Schottky, F. W., Grogorick, S., Bittner, P. M., Mustafa, M., & Magnor, M. (2019). Immersive EEG: Evaluating Electroencephalography in Virtual Reality. 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 1794–1800. https://doi.org/10.1109/VR.2019.8797858
Wang, G.-X., & Li, L. (2012). Virtual reality exposure therapy of anxiety disorders. Advances in Psychological Science, 20(8), 1277–1286. http://journal.psych.ac.cn/xlkxjz/EN/abstract/abstract2584.shtml
Watanuki, K., & Kojima, K. (2006). Virtual Reality Based Job Training for Advanced Manufacturing Skills. The International Conference on Business & Technology Transfer, 2006.3, 134–139. https://doi.org/10.1299/jsmeicbtt.2006.3.0_134
Yilmaz, B., & Goken, M. (2016). Virtual reality (VR) technologies in education of industrial design. New Trends and Issues Proceedings on Humanities and Social Sciences, 2(1), 498–503. https://doi.org/10.18844/gjhss.v2i1.336
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spelling Figueroa, Pablo Alejandro3bdf5bee-4415-4b07-9902-97ebdd2068feMedina Cortés, Fabián27906cbd-983e-48de-892b-8c5b258b60242024-09-04T20:45:56Z2024-09-04T20:45:56Z2020-09-20ISSN: 1657-2831e-ISSN: 2539-2115http://hdl.handle.net/20.500.12749/26355instname:Universidad Autónoma de Bucaramanga UNABrepourl:https://repository.unab.edu.cohttps://doi.org/10.29375/25392115.4027La Realidad Virtual (RV) como tecnología generadora de ambientes inmersivos actualmente presenta una notable expansión, y se ha presenciado en múltiples investigaciones en diversos campos de estudio. Reconociendo las virtudes que aporta esta tecnología, como el aumento en motivación y en la efectividad del aprendizaje (por comprender un mayor nivel de inmersión y satisfacción en las actividades realizadas) en los ámbitos educativos y de entrenamiento, se propone evaluar cuál es la configuración de controles (hápticos o tradicionales) más pertinente para mejorar el desempeño y la percepción de usabilidad en los ámbitos mencionados. Así pues, este articulo presenta detalles correspondientes a la elaboración de un prototipo que permita la finalización de tareas básicas para fines educativos y de entrenamiento, en un ambiente de realidad virtual. En este documento nos centramos en las pruebas realizadas al prototipo para definir la interacción más usable a criterio de los participantes del experimento.Virtual Reality (VR) as an immersive environments generator currently presents a notable expansion and has made an appearance on multiple investigations concerning various study fields. Acknowledging the virtues presented by this technology, such as a rise in both motivation and learning effectiveness (by bringing an increased immersion and satisfaction levels on performed activities) on educational and training scopes, it’s been proposed to assess which control configuration (haptics or traditional) is more relevant to improve performance and usability on the mentioned scopes. Therefore, this article presents corresponding details to elaborating a prototype that allows the accomplishment of basic tasks for educational and training purposes in a virtual reality environment. In this document, we focus on the prototype's tests to determine the most usable interaction based on the criteria of the experiment’s participants.application/pdfspaUniversidad Autónoma de Bucaramanga UNABhttps://revistas.unab.edu.co/index.php/rcc/article/view/4027/3338https://revistas.unab.edu.co/index.php/rcc/issue/view/267Agus, M., Gobbetti, E., Zanetti, G., & Zorcolo, A. (2006). Real Time Simulation of Phaco-emulsification for Cataract Surgery Training. Real-time Cataract Surgery Simulation for Training. En C. Mendoza & I. Navazo (Eds.), 3rd Workshop in Virtual Reality Interactions and Physical Simulation “VRIPHYS” (2006). The Eurographics Association. https://doi.org/10.2312/PE/vriphys/vriphys06/091-100Al-Shamaileh, N. (2014). Cognitive Motivational Learning of the Students of the Faculty of Medicine at the University of Jordan. Gifted and Talented International, 29(1–2), 99–112. https://doi.org/10.1080/15332276.2014.11678433Boejen, A., & Grau, C. (2011). Virtual reality in radiation therapy training. Surgical Oncology, 20(3), 185–188. https://doi.org/10.1016/j.suronc.2010.07.004Boychenko, K. V. (2017). Virtual reality as the tool of interactive architecture. Problems of modern science and education, 90. https://doi.org/10.20861/2304-2338-2017-90-004Brown, M. A., & Mackenzie, I. S. (2013). Evaluating Video Game Controller Usability as Related to User Hand Size. Proceedings of the International Conference on Multimedia and Human Computer Interaction. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.417.7071Chahín Pinzón, N., & Briñez, B. L. (2018). Propiedades psicométricas del Cuestionario de Adicción a Internet y a los Videojuegos para Adolescentes. Universitas Psychologica, 17(4), 1–13. https://doi.org/10.11144/Javeriana.upsy17-4.ppcaDalgleish, M. (2018). There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity. G| A| M| E Games as Art, Media, Entertainment, 7. https://www.gamejournal.it/wp-content/uploads/2019/08/GAME_07_SpecialNeeds_Dalgleish.pdfFinstad, K. (2010). The Usability Metric for User Experience. Interacting with Computers, 22(5), 323–327. https://doi.org/10.1016/j.intcom.2010.04.004Hidalgo, G. A. (2011). Supervised learning for haptics texture classification using fourier analysis [Instituto Tecnológico y de Estudios Superiores de Monterrey]. https://repositorio.tec.mx/handle/11285/570646Kennedy, J. M., Gabias, P., & Heller, M. A. (1992). Space, haptics and the blind. Geoforum, 23(2), 175–189. https://doi.org/10.1016/0016-7185(92)90015-VLi, L., Zhang, M., Xu, F., & Liu, S. (2005). ERT-VR: an immersive virtual reality system for emergency rescue training. Virtual Reality, 8(3), 194–197. https://doi.org/10.1007/s10055-004-0149-6Ma, M., Jain, L. C., & Anderson, P. (2014). Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-54816-1Mayorga, D. R. (2018). Simulador multimodal de entrenamiento en reducción de fracturas como módulo de residencia. Universidad de los Andes.Medina, F., & Figueroa, P. (2018). Prototype of a Serious Game for Peace Construction in a Colombian Context. 2018 XLIV Latin American Computer Conference (CLEI), 328–333. https://doi.org/10.1109/CLEI.2018.00047Minogue, J., & Jones, M. G. (2006). Haptics in Education: Exploring an Untapped Sensory Modality. Review of Educational Research, 76(3), 317–348. https://doi.org/10.3102/00346543076003317Morris, D., Sewell, C., Barbagli, F., Salisbury, K., Blevins, N. H., & Girod, S. (2006). Visuohaptic simulation of bone surgery for training and evaluation. IEEE Computer Graphics and Applications, 26(6), 48–57. https://doi.org/10.1109/MCG.2006.140Okamura, A. M., Richard, C., & Cutkosky, M. R. (2002). Feeling is Believing: Using a Force-Feedback Joystick to Teach Dynamic Systems. Journal of Engineering Education, 91(3), 345–349. https://doi.org/10.1002/j.2168-9830.2002.tb00713.xPhidgets Inc. (2016). Phidgets Inc. - Products for USB Sensing and Control. https://www.phidgets.com/? Révész, G. (1950). Experimental study in abstraction in monkeys. Longmans, Green. https://psycnet.apa.org/record/1951-03367-000Román-Ibáñez, V., Pujol-López, F., Mora-Mora, H., Pertegal-Felices, M., & Jimeno-Morenilla, A. (2018). A Low-Cost Immersive Virtual Reality System for Teaching Robotic Manipulators Programming. Sustainability, 10(4), 1102. https://doi.org/10.3390/su10041102Sik Lanyi, C., Brown, D. J., Standen, P., Lewis, J., & Butkute, V. (2010). User Interface Evaluation of Serious Games for Students with Intellectual Disability. En Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 6179 LNCS (Número PART 1, pp. 227–234). https://doi.org/10.1007/978-3-642-14097-6_37Tauscher, J.-P., Schottky, F. W., Grogorick, S., Bittner, P. M., Mustafa, M., & Magnor, M. (2019). Immersive EEG: Evaluating Electroencephalography in Virtual Reality. 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 1794–1800. https://doi.org/10.1109/VR.2019.8797858Wang, G.-X., & Li, L. (2012). Virtual reality exposure therapy of anxiety disorders. Advances in Psychological Science, 20(8), 1277–1286. http://journal.psych.ac.cn/xlkxjz/EN/abstract/abstract2584.shtmlWatanuki, K., & Kojima, K. (2006). Virtual Reality Based Job Training for Advanced Manufacturing Skills. The International Conference on Business & Technology Transfer, 2006.3, 134–139. https://doi.org/10.1299/jsmeicbtt.2006.3.0_134Yilmaz, B., & Goken, M. (2016). Virtual reality (VR) technologies in education of industrial design. New Trends and Issues Proceedings on Humanities and Social Sciences, 2(1), 498–503. https://doi.org/10.18844/gjhss.v2i1.336Vol. 21 Núm. 2 (2020): Revista Colombiana de Computación (Julio-Diciembre); 13-21HápticoUsabilidadControlesRealidad virtualEntrenamientoHapticsUsabilityControlsVirtual realityTrainingComparación entre controles hápticos y tradicionales en educación y entrenamiento para RVComparison between haptics and traditional controls for VR education and traininginfo:eu-repo/semantics/articleArtículohttp://purl.org/coar/resource_type/c_2df8fbb1http://purl.org/redcol/resource_type/ARThttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/access_right/c_abf2ORIGINALArtículo.pdfArtículo.pdfArtículoapplication/pdf618827https://repository.unab.edu.co/bitstream/20.500.12749/26355/1/Art%c3%adculo.pdf4a9707ed3345a4f38efdbb1325f0b945MD51open accessTHUMBNAILArtículo.pdf.jpgArtículo.pdf.jpgIM Thumbnailimage/jpeg9790https://repository.unab.edu.co/bitstream/20.500.12749/26355/3/Art%c3%adculo.pdf.jpgb65b2b7ce4b270be0db79b58aa56a26aMD53open accessLICENSElicense.txtlicense.txttext/plain; charset=utf-8347https://repository.unab.edu.co/bitstream/20.500.12749/26355/2/license.txt855f7d18ea80f5df821f7004dff2f316MD52open access20.500.12749/26355oai:repository.unab.edu.co:20.500.12749/263552024-09-04 22:00:51.174open accessRepositorio Institucional | Universidad Autónoma de Bucaramanga - UNABrepositorio@unab.edu.coTGEgUmV2aXN0YSBDb2xvbWJpYW5hIGRlIENvbXB1dGFjacOzbiBlcyBmaW5hbmNpYWRhIHBvciBsYSBVbml2ZXJzaWRhZCBBdXTDs25vbWEgZGUgQnVjYXJhbWFuZ2EuIEVzdGEgUmV2aXN0YSBubyBjb2JyYSB0YXNhIGRlIHN1bWlzacOzbiB5IHB1YmxpY2FjacOzbiBkZSBhcnTDrWN1bG9zLiBQcm92ZWUgYWNjZXNvIGxpYnJlIGlubWVkaWF0byBhIHN1IGNvbnRlbmlkbyBiYWpvIGVsIHByaW5jaXBpbyBkZSBxdWUgaGFjZXIgZGlzcG9uaWJsZSBncmF0dWl0YW1lbnRlIGludmVzdGlnYWNpw7NuIGFsIHDDumJsaWNvIGFwb3lhIGEgdW4gbWF5b3IgaW50ZXJjYW1iaW8gZGUgY29ub2NpbWllbnRvIGdsb2JhbC4=