What is it about?
There are different ways to record actions in 3D authoring tools, but no one has thoroughly compared these methods. We created a new tool that helps both experts and beginners to record their actions in Virtual Reality. This tool makes it easier to create training programs, for example, to learn how to operate a difficult machine. It also makes it easier to evaluate how well trainees perform. We developed the tool using two different methods: one based on tracking the full state of the system (state-based) and another based on recording only user inputs (input-based). We tested these methods in a virtual environment to see how they compare in three areas: how much memory they use, how fast they are, and how accurately they can replay recorded actions. Interestingly, the state-based method used less memory than the input-based method. There is no big difference in speed between the approaches. However, the state-based method was better at replaying actions accurately. The input-based method had some inaccuracies in replaying actions, partly because of unpredictable behavior in the used software.
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Why is it important?
Training is an essential part of the industrial sector, as when done properly, it helps to ensure product quality and avoid unplanned shutdowns. However, traditional training requires expensive machine time while binding experts, resulting in less productivity and often a significant consumption of energy and resources. Furthermore, recreating hazardous conditions for safety training is difficult or even impossible in traditional training setups. Virtual Reality training solutions, such as the one we propose, overcome these issues and allow for a scalable, engaging, and precisely controllable training experience, which is accessible everywhere and takes place in a safe environment. Furthermore, we provide a comparison of two techniques for implementing such a solution in terms of multiple performance indicators. There currently are only very few such comparisons in literature.
Read the Original
This page is a summary of: Investigation into Recording, Replay and Simulation of Interactions in Virtual Reality, March 2024, ACM (Association for Computing Machinery),
DOI: 10.1145/3657547.3657557.
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