Virtual reality human–robot interaction technology acceptance model for learning direct current and alternating current

被引:0
|
作者
Chih-Min Lo
Jian-Hong Wang
Hsing-Wen Wang
机构
[1] National Taipei University of Business,Department of Digital Multimedia Design
[2] Shandong University of Technology,School of Computer Science and Technology
[3] National Changhua University of Education,Department of Business Administration
来源
关键词
Virtual reality (VR); Human–robot interaction; Technology acceptance model; Direct current; Alternating current;
D O I
暂无
中图分类号
学科分类号
摘要
In this study, we have developed a set of virtual reality (VR) human–robot interaction technology acceptance model for learning direct current and alternating current, aiming to use VR technology to immerse students in the generation, existence, and flow of electricity. We hope that using VR to transform abstract physical concepts into tangible objects will help students learn and comprehend abstract electrical concepts. The VR technology acceptance model was developed using the Unity 3D game kit to be accessed using the HTC Vive VR headset. The scene models, characters, and objects were created using Autodesk 3DS Max and Autodesk Maya, and the 2D graphics were processed in Adobe Photoshop. The results were evaluated using four metrics for our technology acceptance model. The four metrics include the content, design, interface and media content, and practical requirements. The average score of the content is 4.73. The average score of the design is 4.12. The average score of the interface and media content is 4.34. The average score of the practical requirements is 3.72. All the items on the effectiveness questionnaire of the technology acceptance model had average scores in the range 4.25–4.75. Therefore, all teachers were strongly satisfied with the trial teaching activity. The average score of each statement ranged within 3.58–4.03 for the satisfaction with the teaching material contents. Hence, the students were somewhat satisfied with this teaching activity. The average score of each statement ranged from 3.43 to 4.96 for the satisfaction with the implementation of the technology acceptance model. This result shows that the respondents were generally satisfied with the learning outcomes associated with these materials. The average score per question in this questionnaire was 3.92, and most of the questions have an average score greater than 3.8 for the feedback pertaining to satisfaction with the teaching material contents. In summary, a deeply immersive and interactive game was created using tactile somatosensory devices and VR that aim to utilize and enhance the fun and benefits associated with learning from games.
引用
收藏
页码:15314 / 15337
页数:23
相关论文
共 50 条
  • [41] Surfing in virtual reality: An application of extended technology acceptance model with flow theory
    Huang, Yu-Chih
    Li, Ling-Ni
    Lee, Hsiao-Yun
    Browning, Matthew H. E. M.
    Yu, Chia-Pin
    COMPUTERS IN HUMAN BEHAVIOR REPORTS, 2023, 9
  • [42] Model-Free Energy Management System for Hybrid Alternating Current/Direct Current Microgrids
    Brandao, Danilo I.
    dos Santos, Rhonei P.
    Silva, Waner Wodson A. G.
    Oliveira, Thiago R.
    Donoso-Garcia, Pedro Francisco
    IEEE TRANSACTIONS ON INDUSTRIAL ELECTRONICS, 2021, 68 (05) : 3982 - 3991
  • [43] Human-robot interaction with indoor virtual model
    Jo, Sangwoo
    Ki, Jeongseok
    Jeon, Kyeong-Won
    Kwon, Yong-Moo
    Ahn, Sang Chu
    2007 RO-MAN: 16TH IEEE INTERNATIONAL SYMPOSIUM ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, VOLS 1-3, 2007, : 492 - 497
  • [44] The Influence of Interaction Technology on the Learning of Assembly Tasks Using Virtual Reality
    Velaz, Yaiza
    Rodriguez Arce, Jorge
    Gutierrez, Teresa
    Lozano-Rodero, Alberto
    Suescun, Angel
    JOURNAL OF COMPUTING AND INFORMATION SCIENCE IN ENGINEERING, 2014, 14 (04)
  • [45] Evaluating the influence of interaction technology on procedural learning using Virtual Reality
    Noblecourt, Sylvain
    Bourgoin, Geoffrey
    Havard, Vincent
    Baudry, David
    PROCEEDINGS OF 27TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY, VRST 2021, 2021,
  • [46] Understanding Human Behaviour in Industrial Human-Robot Interaction by Means of Virtual Reality
    Fratczak, Piotr
    Goh, Yee Mey
    Kinnell, Peter
    Soltoggio, Andrea
    Justham, Laura
    HALFWAY TO THE FUTURE SYMPOSIUM (HTTF 2019), 2019,
  • [47] Simultaneous Application of Transcranial Direct Current Stimulation during Virtual Reality Exposure
    Van 't Wout-Frank, Mascha
    Philip, Noah S.
    JOVE-JOURNAL OF VISUALIZED EXPERIMENTS, 2021, (167): : 1 - 18
  • [48] The Current Status of the Application of Virtual Reality Technology in Display Design: A Bibliometric Analysis
    Liu, Jingyi
    HCI INTERNATIONAL 2024 POSTERS, PT I, HCII 2024, 2024, 2114 : 47 - 55
  • [49] Handshake: Realistic Human-Robot Interaction in Haptic Enhanced Virtual Reality
    Wang, Zheng
    Giannopoulos, Elias
    Slater, Mel
    Peer, Angelika
    Buss, Martin
    PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 2011, 20 (04) : 371 - 392
  • [50] Virtual Reality and Photogrammetry for Improved Reproducibility of Human-Robot Interaction Studies
    Murnane, Mark
    Breitmeyer, Max
    Matuszek, Cynthia
    Engel, Don
    2019 26TH IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2019, : 1092 - 1093