ownership to them and allows try and errors
repeatedly. Fourth, participants mentioned they felt
safe to work on VRETS comparing to real engine
situation.
Figure 12: Mean and SD of Satisfaction scores.
5 CONCLUSIONS
In this study, a virtual reality based engine training
system (VRETS) is proposed. We used Oculus Rift
and Leap Motion to provide natural interaction during
engine disassembling and assembling simulation.
Through these VR devices, VRETS use can see their
hand on the content, which is a result of real time
tracking. In addition, VRETS user can experience 360
degree of virtual world by turning his/her head with
Oculus Rift and can manipulate the parts with his/her
hands as if he/she interacts with objects in real world.
Immediate feedback with sound was provided in the
content.
The results of user test show high interest,
immersion, satisfaction, and perceived learning
effectiveness to VRETS. Participants also reported
that VRETS was easy to operate, interaction was
natural, and they had full control of the content. We
suggest that realistic virtual environment is important
for users’ immersion, interest and satisfaction from
the results of this study. Designing natural interaction
would be also critical to enhance user experience with
virtual reality training system. We suggest that true
value of virtual reality based training as creating real
world like demonstration and experiment for users in
a safe virtual environment.
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