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Virtual Reality Human–robot Interaction Technology Acceptance Model for Learning Direct Current and Alternating Current

JOURNAL OF SUPERCOMPUTING(2022)

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Abstract
In this study, we have developed a set of virtual reality (VR) human–robot interaction technology acceptance model for learning direct current and alternating current, aiming to use VR technology to immerse students in the generation, existence, and flow of electricity. We hope that using VR to transform abstract physical concepts into tangible objects will help students learn and comprehend abstract electrical concepts. The VR technology acceptance model was developed using the Unity 3D game kit to be accessed using the HTC Vive VR headset. The scene models, characters, and objects were created using Autodesk 3DS Max and Autodesk Maya, and the 2D graphics were processed in Adobe Photoshop. The results were evaluated using four metrics for our technology acceptance model. The four metrics include the content, design, interface and media content, and practical requirements. The average score of the content is 4.73. The average score of the design is 4.12. The average score of the interface and media content is 4.34. The average score of the practical requirements is 3.72. All the items on the effectiveness questionnaire of the technology acceptance model had average scores in the range 4.25–4.75. Therefore, all teachers were strongly satisfied with the trial teaching activity. The average score of each statement ranged within 3.58–4.03 for the satisfaction with the teaching material contents. Hence, the students were somewhat satisfied with this teaching activity. The average score of each statement ranged from 3.43 to 4.96 for the satisfaction with the implementation of the technology acceptance model. This result shows that the respondents were generally satisfied with the learning outcomes associated with these materials. The average score per question in this questionnaire was 3.92, and most of the questions have an average score greater than 3.8 for the feedback pertaining to satisfaction with the teaching material contents. In summary, a deeply immersive and interactive game was created using tactile somatosensory devices and VR that aim to utilize and enhance the fun and benefits associated with learning from games.
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Key words
Virtual reality (VR),Human–robot interaction,Technology acceptance model,Direct current,Alternating current
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