TY - GEN
T1 - Watch this!
T2 - CHI '24 : CHI Conference on Human Factors in Computing Systems
AU - Fitton, Izzy
AU - Dark, Elizabeth
AU - Oliveira Da Silva, Manoela
AU - Dalton, Jeremy
AU - Proulx, Michael
AU - Clarke, Christopher
AU - Lutteroth, Christof
PY - 2024/5/11
Y1 - 2024/5/11
N2 - Virtual Reality (VR) holds great potential for psychomotor training, with existing applications using almost exclusively a ‘learning-by-doing’ active learning approach, despite the possible benefits of incorporating observational learning. We compared active learning (n=26) with different variations of observational learning in VR for a manual assembly task. For observational learning, we considered three levels of visual similarity between the demonstrator avatar and the user, dissimilar (n=25), minimally similar (n=26), or a self-avatar (n=25), as similarity has been shown to improve learning. Our results suggest observational learning can be effective in VR when combined with ‘hands-on’ practice and can lead to better far skill transfer to real-world contexts that differ from the training context. Furthermore, we found self-similarity in observational learning can be counterproductive when focusing on a manual task, and skills decay quickly without further training. We discuss these findings and derive design recommendations for future VR training.
AB - Virtual Reality (VR) holds great potential for psychomotor training, with existing applications using almost exclusively a ‘learning-by-doing’ active learning approach, despite the possible benefits of incorporating observational learning. We compared active learning (n=26) with different variations of observational learning in VR for a manual assembly task. For observational learning, we considered three levels of visual similarity between the demonstrator avatar and the user, dissimilar (n=25), minimally similar (n=26), or a self-avatar (n=25), as similarity has been shown to improve learning. Our results suggest observational learning can be effective in VR when combined with ‘hands-on’ practice and can lead to better far skill transfer to real-world contexts that differ from the training context. Furthermore, we found self-similarity in observational learning can be counterproductive when focusing on a manual task, and skills decay quickly without further training. We discuss these findings and derive design recommendations for future VR training.
UR - http://www.scopus.com/inward/record.url?scp=85194822930&partnerID=8YFLogxK
U2 - 10.1145/3613904.3642550
DO - 10.1145/3613904.3642550
M3 - Chapter in a published conference proceeding
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems
A2 - Floyd Mueller, Florian
A2 - Kyburz, Penny
A2 - Williamson, Julie R.
A2 - Sas, Corina
A2 - Wilson, Max L.
A2 - Toups Dugas, Phoebe
A2 - Shklovski, Irina
CY - New York, U. S. A.
Y2 - 11 May 2024 through 16 May 2024
ER -