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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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Page 1: DETC2015- 47388 Investigating the Impact of Interactive ... · 1 Investigating the Impact of Interactive Immersive Virtual Reality Environments in Enhancing Task Performance in Online

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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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Presentation Overview

• INTRODUCTION

• RESEARCH MOTIVATION

• LITERATURE

• RESEARCH OBJECTIVE

• METHODOLOGY

• CASE STUDY

• CONCLUSIONS

• FUTURE WORK

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Virtual Learning (e.g., CAD) Tactile Learning (e.g., Product Dissection)

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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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

GroupN

(Sample Size)

Median Completion Time

(in Seconds)Group 1: Immersive VR 29 23.21Group 2: Non-Immersive VR 25 49.04

Mann-Whitney U Test. (p-value = 0.0001)

Immersive VR group

students’ task completion

time significantly less

than non-immersive VR

group students

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Investigate Why Differences Exist

• Three other hypotheses were tested to explore the reasons for the observed difference in performance outcomes between the two groups of students:

–Gender

–Prior level of joystick experience

–Class Standing

Case Study

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Hypothesis: Gender Differences

Hypothesis LevelsStatistical

TestP value Conclusion

Gender Male Mann-

Whitney U Test

0.0002Immersive VR students performed

better than non-immersive VR students

Male - Non-Immersive VR GroupMale - Immersive VR Group

140

120

100

80

60

40

20

0

Task

Co

mp

leti

on

Tim

e (

in s

eco

nd

s)

22.60

47.55

28.95

58.93

Boxplot of Male - Immersive VR Group, Male - Non-Immersive VR Group

Case Study

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>5 years - Non-Immersive VR>5 years - Immersive VR

140

120

100

80

60

40

20

0

Tas

k C

om

ple

tio

n T

ime

(in

sec

on

ds)

23.66

42.66

31.53

56.55

Boxplot of >5 years - Immersive VR, >5 years - Non-Immersive VR

Hypothesis LevelsStatistical

TestP value Conclusion

Prior Level of Joystick

Experience>5 Years

Mann-Whitney U

Test0.0066

Immersive VR students performed better than non-immersive VR

students

Case Study

Hypothesis: Joystick Experience Level

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Hypothesis: Class Standing

Hypothesis Levels Statistical test Conclusion

Class Standing

FreshmanMann-Whitney U

test

Immersive VR students performed better than non-immersive VR

students*

SophomoreMann-Whitney U

test

Immersive VR students performed identical to non-immersive VR

students*

JuniorMann-Whitney U

test

Immersive VR students performed better than non-immersive VR

students*

SeniorMann-Whitney U

test

Immersive VR students performed identical to non-immersive VR

students*

* - Tests performed using small sample sizes – results need further validation

Case Study

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Summary of Students’ Feedback

Case Study

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• Statement 3: Virtual reality technology such as Oculus Rift® can be useful as a classroom tool

• Statement 4: I will be interested in enrolling in a class that uses virtual reality technology such as Oculus Rift®

Case Study

Summary of Students’ Feedback

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Product Design Medicine Flight Training

Chemistry Physics Astronomy

Conclusions

Virtual Reality in Education

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Data Mining Driven Design

Research Extensions

Environment Data Individual’s Data

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Conclusion and Future Work

• Performance outcomes of the students using immersive VR systems are significantly better than students using non-immersive VR systems

• Future work

– Integration of 3D interactive technology with immersive visual displays

– Effectiveness of immersive VR systems among users of different gender and age group

– Extension of immersive VR systems to MOOCs

Conclusion

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Acknowledgement & References

Contributors:-Ajay Karthic Gopinath Bharathi (The Pennsylvania State University)

-Conrad Tucker (The Pennsylvania State University)

Acknowledgement:-Penn State Center for Online Innovation and Learning (COIL) Grant

-Bryan Dickens, Steven Sellers, Gabe Harms, Owen Shartle

(The Pennsylvania State University)

References

[1] Moshell, J.M., Hughes, C.E., 2002. Virtual environments as a tool for academic learning.

Handbook of virtual environments: Design, implementation, and applications 893–910

[2] Tashiro, J.S., Dunlap, D., 2007, The impact of realism on learning engagement in educational

games, in: Proceedings of the 2007 Conference on Future Play. ACM, pp. 113–120.

[3] Pantelidis, V.S., 1995. Reasons to use virtual reality in education. VR in the Schools 1 (1), 9.

[4] Çaliskan, O., 2011. Virtual field trips in education of earth and environmental sciences. Procedia-

Social and Behavioral Sciences 15, 3239–3243.

[5] Ramasundaram, V., Grunwald, S., Mangeot, A., Comerford, N., Bliss, C., 2005. Development of

an environmental virtual field laboratory. Computers & Education 45, 21–34.

References

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Questions

Research Extensions