Adaptive virtual reality-based training: a systematic literature review and framework
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ORIGINAL ARTICLE
Adaptive virtual reality‑based training: a systematic literature review and framework Maryam Zahabi1 · Ashiq Mohammed Abdul Razak1 Received: 19 May 2019 / Accepted: 2 March 2020 © Springer-Verlag London Ltd., part of Springer Nature 2020
Abstract Virtual reality (VR) provides the capability to train individuals to deal with complex situations by immersing them in a virtual environment. VR-based training has been used in many domains; however, in order to be effective, the training should be adapted based on user’s capabilities, performance, and needs. This study provided a framework for adaptive VR-based training including performance measures, adaptive logic, and adaptive variables. A systematic review of literature was conducted using Compendex, Web of Science, and Google Scholar databases to identify the adaptive VR-based training approaches used in different domains. Results revealed that adaptive VR-based training can be improved by using real-time kinematic/kinetic data and physiological measures from the user, incorporating offline measures such as trainee’s profile information, providing adaptations on controlled elements in the simulation, adjusting feedback content, type, and timing, and using reinforcement learning algorithms. The recommendations provided in this study need to be further validated using longitudinal studies comparing adaptive and non-adaptive training approaches. Keywords Virtual reality · Adaptive training · Framework · Personalization
1 Introduction Virtual reality (VR) is defined as a “real or simulated environment in which a perceiver experiences telepresence” (Steuer 1992). Milgram and Kishino (1994) provided a representation of how reality and virtuality are connected, which consisted of a continuum including real and virtual objects and environments. The current study focuses on a particular subclass of VR in which the user is immersed in and able to interact with a synthetic world (virtual environment). Immersion is defined as “the extent to which the computer displays are capable of delivering an inclusive, extensive, surrounding, and vivid illusion of reality to the senses of a human participant” (Slater and Wilbur 1997). The immersive experience provided by VR can be used for numerous purposes such as training, education, therapy, and entertainment. The current study focuses on the use of VR
* Maryam Zahabi [email protected] 1
Industrial and Systems Engineering Department, Texas A&M University, Emerging Technologies Building, College Station, TX 77843‑3131, USA
for training which is defined as provision of knowledge and skills (Antonacopoulou 2001). VR provides the capability to train individuals to deal with complex and dangerous situations by immersing them in a virtual environment and enabling them to learn (i.e., process of acquiring knowledge and skills, Antonacopoulou (2001)) by doing. VR-based training has been used in many domains including patient rehabilitation (Lafond et al. 2010; Rossol et al. 2011), medical training (Pham et al. 2005; Vau
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