Abstract

This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. Moreover, it also intended to demonstrate that exits a moderating effect of performance improvement when the user experience is taken as a feed-back for the student. The results can provide important information to increase the operator performance during the training of welding complex machines to reduce accidents and waste of test material.

Highlights

  • This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention

  • There are different research and technologies that allow the link between the use of virtual reality tools and activities of the manufacturing industry (Ong & Nee, 2004).A group of researchers from the University of Iowa (Stone, McLaurin, Zhong, & Watts, 2013) conducted a study in which they designed a virtual course using virtual reality tools, which was integrated into the learning program welding, not found significant differences between different educational formats

  • Another work published 2015 IEEE Virtual Reality (VR), a study of Onew360, which is tool formatted virtual reality that functions as coach welding was exposed, this meets the standards of interaction, quality of graphics, interactivity and sense of immersion (Benkai, Qiang & Liang, 2015).In the study "Virtual Reality-based Training System for Metal Active Gas Welding" argument is presented that virtual reality can help increase the quality in welding processes (Hwa, Zahari, Hui & Chee, 2014).Graph theory is actively used in various areas biochemistry, engineering and computer sciences; that give hints about its use in problem solving

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Summary

Introduction

This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. A common problem at the welding workshop in technical schools is to show the students how to use the material in a safety way and to optimize the basic resources. There are many research papers claiming that thanks to information technologies can improve learning efficiency using tools such as virtual laboratories, platforms educational administration tools and multimedia format which are focused mainly strengthen academic content. These technologies have been validate through the performance of students in different research works. This measure how can be for a user complete a task for each design (Mendoza, Alvarez, Mendoza, Acosta, & Muñoz, 2015)

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