Dienst van SURF
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Virtual training systems provide highly realistic training environments for police. This study assesses whether a pain stimulus can enhance the training responses and sense of the presence of these systems. Police officers (n = 219) were trained either with or without a pain stimulus in a 2D simulator (VirTra V-300) and a 3D virtual reality (VR) system. Two (training simulator) × 2 (pain stimulus) ANOVAs revealed a significant interaction effect for perceived stress (p =.010, ηp2 =.039). Post-hoc pairwise comparisons showed that VR provokes significantly higher levels of perceived stress compared to VirTra when no pain stimulus is used (p =.009). With a pain stimulus, VirTra training provokes significantly higher levels of perceived stress compared to VirTra training without a pain stimulus (p <.001). Sense of presence was unaffected by the pain stimulus in both training systems. Our results indicate that VR training appears sufficiently realistic without adding a pain stimulus. Practitioner summary: Virtual police training benefits from highly realistic training environments. This study found that adding a pain stimulus heightened perceived stress in a 2D simulator, whereas it influenced neither training responses nor sense of presence in a VR system. VR training appears sufficiently realistic without adding a pain stimulus.
Abstract Background People with epilepsy and mild intellectual disability have a limited adaptive capacity resulting in difficulties in communication and social skills. Virtual Reality (VR) has the potential to help this group of people to learn how to manage difficult situations. SEIN (Expertise Center for Epilepsy) provides training to the residents to improve their social and communication skills. The purpose of the exploratory study was to establish whether VR could be a suitable digital means to provide a more efficient blended training. Methods Online interviews were conducted with healthcare professionals from SEIN: two coordinators, three psychologists and two coaches. The participants were asked about their ideas for improving the social skills of the residents and their view on using VR to do so. Interviews were recorded, transcribed and analyzed using thematic analysis approach. In addition, observations were conducted during a training session to get a realistic sense of its process and contents. Observations were noted in a logbook. Findings The participants are positive to use VR in the training but point out that it is not suitable for all the residents. VR glasses were ruled out because it put the resident alone in a virtual setting. VR with a tablet is preferred to allow the residents and the healthcare professional to simultaneously view 3D simulated situations and allowing opportunities to talk about it. The development of VR contents and simulations using tablet will need to take into account relevant VR guidelines dedicated to people with epilepsy. Appropriate training for the healthcare professionals also needs to be provided. Conclusions The use of Virtual Reality in training programs to improve communication and social skills of adults with intellectual disabilities and epilepsy is promising, We advocate to utilize user-centered design and co-creation approaches with all concerned parties for further development of tablet-based VR solutions
Aaltjes: automatisch classificeren en tellen. Agrariërs laten bodemmonsters analyseren op onder meer aanwezigheid van aaltjes. Deze bodemanalyse is voor agrariërs cruciaal om de bodemgezondheid- en vruchtbaarheid vast te stellen maar behelst een grote kostenpost. Het identificeren, analyseren en tellen van aaltjes (nematoden) in een bodemmonster geschiedt in een gespecialiseerd laboratorium. Dit is tijdrovend, specialistisch en seizoensgebonden werk. Het tellen- en analyseren van aaltjes is mensenwerk en vergt training en ervaring van de laborant. Daarnaast hebben de laboratoria te maken met personeelstekort en de laboranten met sterk fluctuerende werkdruk. Derhalve is het speciaal voor dit project opgerichte samenwerkingsverband tussen Fontys GreenTechLab, ROBA Laboratorium en CytoSMART voornemens om een oplossing te ontwikkelen voor het automatisch classificeren en tellen van aaltjes. Dit project richt zich op de ontwikkeling van een proof of concept van een analysescanner. Het werk van de laboranten wordt grotendeels geautomatiseerd waarbij door de scanner de bodemmonsters middels toepassing van deep learning en virtual modeling kan worden geanalyseerd. Daarmee wordt beoogd een oplossing te bieden waarmee het personeelstekort wordt tegengegaan, de werkdruk kan worden verlaagd, mensenwerk wordt geautomatiseerd (waardoor de kans op fouten wordt verkleind) en de kosten voor agrariërs worden verlaagd.
In het RAAK-mkb project ‘First-time-right’ zijn diverse technieken, waaronder augmented en virtual reality, onderzocht en succesvol toegepast. Een aantal studenten is door de mogelijkheden van virtual reality gegrepen en heeft een Take-off onderzoeksvoorstel geschreven dat gericht is op een technische haalbaarheidsstudie t.b.v. het commercieel aanbieden van virtual reality technieken voor het geven van training. Bij Hogeschool Inholland geloven we sterk in de enorme potentie van augmented reality en willen onze studenten en partners in een vroeg stadium vertrouwd maken met de mogelijkheden die augmented reality biedt bij het optimaliseren van het composietproductieproces. Om dit te ondersteunen is het nodig een demo-opstelling te bouwen waar studenten, docenten, en mkb-partners kennis kunnen maken met augmented reality. Deze demo is cruciaal voor een verdere ontwikkeling van het gebruik van augmented reality in het composietonderwijs en in het mkb.
In the last decade, the automotive industry has seen significant advancements in technology (Advanced Driver Assistance Systems (ADAS) and autonomous vehicles) that presents the opportunity to improve traffic safety, efficiency, and comfort. However, the lack of drivers’ knowledge (such as risks, benefits, capabilities, limitations, and components) and confusion (i.e., multiple systems that have similar but not identical functions with different names) concerning the vehicle technology still prevails and thus, limiting the safety potential. The usual sources (such as the owner’s manual, instructions from a sales representative, online forums, and post-purchase training) do not provide adequate and sustainable knowledge to drivers concerning ADAS. Additionally, existing driving training and examinations focus mainly on unassisted driving and are practically unchanged for 30 years. Therefore, where and how drivers should obtain the necessary skills and knowledge for safely and effectively using ADAS? The proposed KIEM project AMIGO aims to create a training framework for learner drivers by combining classroom, online/virtual, and on-the-road training modules for imparting adequate knowledge and skills (such as risk assessment, handling in safety-critical and take-over transitions, and self-evaluation). AMIGO will also develop an assessment procedure to evaluate the impact of ADAS training on drivers’ skills and knowledge by defining key performance indicators (KPIs) using in-vehicle data, eye-tracking data, and subjective measures. For practical reasons, AMIGO will focus on either lane-keeping assistance (LKA) or adaptive cruise control (ACC) for framework development and testing, depending on the system availability. The insights obtained from this project will serve as a foundation for a subsequent research project, which will expand the AMIGO framework to other ADAS systems (e.g., mandatory ADAS systems in new cars from 2020 onwards) and specific driver target groups, such as the elderly and novice.