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Investigating the impact of scenario and interaction fidelity on training experience when designing immersive virtual reality-based construction safety training

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dc.contributor.authorLuo, Yanfang-
dc.contributor.authorAhn, Seungjun-
dc.contributor.authorAbbas, Ali-
dc.contributor.authorSeo, JoonOh-
dc.contributor.authorCha, Seung Hyun-
dc.contributor.authorKim, Jung In-
dc.date.accessioned2023-12-11T07:30:49Z-
dc.date.available2023-12-11T07:30:49Z-
dc.date.issued2023-12-
dc.identifier.issn2666-1659-
dc.identifier.issn2666-1659-
dc.identifier.urihttps://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/32100-
dc.description.abstractSafety training is an effective method to reduce safety issues. Immersive virtual reality (IVR) for safety training has gained attention in high-risk industries, but the trade-off between realism and abstraction in IVR-based training is not fully understood. This study investigated the impact of scenario and interaction fidelity on IVR-based forklift safety training, focusing on presence and usability. Scenario fidelity varied the Level of Development (LOD) in IVR model (high LOD vs. low LOD), while interaction fidelity varied the control interface (steering wheel and pedals vs. keyboard). A 2-by-2 experiment with 120 participants examined high/low scenario and interaction fidelity. Results showed scenario fidelity enhanced presence and usability significantly, while interaction fidelity had no effect. The realism of training scenarios is more influential for presence and immersion than control interface realism. These findings aim to balance IVR simulation fidelity and learning outcomes and help guide the development of cost-efficient IVR-based safety training. © 2023 The Authors-
dc.language영어-
dc.language.isoENG-
dc.publisherElsevier Ltd-
dc.titleInvestigating the impact of scenario and interaction fidelity on training experience when designing immersive virtual reality-based construction safety training-
dc.typeArticle-
dc.publisher.location네델란드-
dc.identifier.doi10.1016/j.dibe.2023.100223-
dc.identifier.scopusid2-s2.0-85170434502-
dc.identifier.wosid001078586400001-
dc.identifier.bibliographicCitationDevelopments in the Built Environment, v.16-
dc.citation.titleDevelopments in the Built Environment-
dc.citation.volume16-
dc.type.docTypeArticle-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaConstruction & Building Technology-
dc.relation.journalResearchAreaEngineering-
dc.relation.journalWebOfScienceCategoryConstruction & Building Technology-
dc.relation.journalWebOfScienceCategoryEngineering, Civil-
dc.subject.keywordPlusUSABILITY EVALUATION-
dc.subject.keywordPlusOCCUPATIONAL-HEALTH-
dc.subject.keywordPlusVIDEO GAMES-
dc.subject.keywordPlusENVIRONMENTS-
dc.subject.keywordPlusDISPLAY-
dc.subject.keywordPlusSYSTEM-
dc.subject.keywordPlusSKILLS-
dc.subject.keywordPlusINTERFACE-
dc.subject.keywordPlusFRAMEWORK-
dc.subject.keywordAuthorFidelity-
dc.subject.keywordAuthorImmersive virtual reality (IVR)-
dc.subject.keywordAuthorPresence-
dc.subject.keywordAuthorSafety training-
dc.subject.keywordAuthorUsability-
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