The skillsets of production workers are crucial for the effective adoption of smart technologies which are largely shaped by work design. However, current literature lacks comprehensive insights into the skills and work designs of production workers, hindering the adoption of Industry 5.0. Grounded in work design and skills literature this study explores the required skills of employees and perceived work design characteristics for adoption of AI, AR/VR, and Robotics in Dutch Manufacturing SMEs. This qualitative study involved semi-structured interviews with experts, managers and production workers. Results reveal a need to reassess traditional job profiles, as two distinct production workers roles emerge from AI, AR/VR and robotics adoption. Machine operators face potential deskilling through low feedback from the job, low task variety and low job complexity. Foremanproduction workers require additional skills due to job enlargement and enrichment. However, they seem to be put in this job role due to the lack of various professional and transversal skills to fully utilize smart technologies, and to accommodate a viable return on the technology investment. This highlights the importance of balancing job resources and requirements in work design, training programs for I5.0 skill development, and understanding contextual design elements of manufacturing systems contributing to viable I5.0 adoption in SMEs. Finally, sustainability, self-awareness, and self-reflection skills are not considered by professionals, displaying unawareness of its importance for I5.0 implementation practices.
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ObjectiveRepeated practice, or spacing, can improve various types of skill acquisition. Similarly, virtual reality (VR) simulators have demonstrated their effectiveness in fostering surgical skill acquisition and provide a promising, realistic environment for spaced training. To explore how spacing impacts VR simulator-based acquisition of surgical psychomotor skills, we performed a systematic literature review.MethodsWe systematically searched the databases PubMed, PsycINFO, Psychology and Behavioral Sciences Collection, ERIC and CINAHL for studies investigating the influence of spacing on the effectiveness of VR simulator training focused on psychomotor skill acquisition in healthcare professionals. We assessed the quality of all included studies using the Medical Education Research Study Quality Instrument (MERSQI) and the risk of bias using the Cochrane Collaboration’s risk of bias assessment tool. We extracted and aggregated qualitative data regarding spacing interval, psychomotor task performance and several other performance metrics.ResultsThe searches yielded 1662 unique publications. After screening the titles and abstracts, 53 publications were retained for full text screening and 7 met the inclusion criteria. Spaced training resulted in better performance scores and faster skill acquisition when compared to control groups with a single day (massed) training session. Spacing across consecutive days seemed more effective than shorter or longer spacing intervals. However, the included studies were too heterogeneous in terms of spacing interval, obtained performance metrics and psychomotor skills analysed to allow for a meta-analysis to substantiate our outcomes.ConclusionSpacing in VR simulator-based surgical training improved skill acquisition when compared to massed training. The overall number and quality of available studies were only moderate, limiting the validity and generalizability of our findings.
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With a growing interest in immersive technologies to elevate digital spectating experiences, Virtual Reality (VR) is viewed by many academics and industry actors as the future of esport spectatorship. The majority of the esport fans are the same group that show interest in immersive technologies as VR. This group is, therefore, expected to accept the technology and adopt it in their spectating experience. However, given the fact that this target group is mostly used to utilize interactive VR for gaming purposes, it is not clear how they would experience a passive non-interactive VR experience, and to what extent the technology could contribute to enhancing their viewing experience. This study compared two versions of the same summary recording of the livestream of an esport competition: a 2D version and a VR version: 92 participants watched the esport competition either on a 2D screen or in VR, then they had to answer questions regarding their experience. Compared to 2D, the VR experience scored higher on immersion, presence, social presence, emotional contagion, and enjoyment. This paper confirms the potential of VR to efficiently enhance the digital spectating experiences of esports, while highlighting the need for more research in how to produce the content to best fit VR and increase VR adoption intention.
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This qualitative research note reports two neglected themes in research on virtual reality tourism experiences, i.e. its potentially addictive nature and temporary sense of isolation. Existing work on virtual reality tourism experiences has applied existing knowledge and theories and has solely tested how VR applications can positively mediate or moderate the tourist experience. This study adopted an inductive approach, analyzing contents of reviews and blogs, and consequently uncovered a temporary sense of isolation and the addictive nature of virtual reality as hidden themes within virtual reality tourism experiences. We stress the importance of further work on addiction and a sense of isolation in terms of their nature, role, and effects
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In recent years, a step change has been seen in the rate of adoption of Industry 4.0 technologies by manufacturers and industrial organizations alike. This article discusses the current state of the art in the adoption of Industry 4.0 technologies within the construction industry. Increasing complexity in onsite construction projects coupled with the need for higher productivity is leading to increased interest in the potential use of Industry 4.0 technologies. This article discusses the relevance of the following key Industry 4.0 technologies to construction: data analytics and artificial intelligence, robotics and automation, building information management, sensors and wearables, digital twin, and industrial connectivity. Industrial connectivity is a key aspect as it ensures that all Industry 4.0 technologies are interconnected allowing the full benefits to be realized. This article also presents a research agenda for the adoption of Industry 4.0 technologies within the construction sector, a three-phase use of intelligent assets from the point of manufacture up to after build, and a four-staged R&D process for the implementation of smart wearables in a digital enhanced construction site.
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Memory forms the input for future behavior. Therefore, how individuals remember a certain experience may be just as important as the experience itself. The peak-and-end-rule (PE-rule) postulates that remembered experiences are best predicted by the peak emotional valence and the emotional valence at the end of an experience in the here and now. The PE-rule, however, has mostly been assessed in experimental paradigms that induce relatively simple, one-dimensional experiences (e.g. experienced pain in a clinical setting). This hampers generalizations of the PE-rule to the experiences in everyday life. This paper evaluates the generalizability of the PE-rule to more complex and heterogeneous experiences by examining the PE-rule in a virtual reality (VR) experience, as VR combines improved ecological validity with rigorous experimental control. Findings indicate that for more complex and heterogeneous experiences, peak and end emotional valence are inferior to other measures (such as averaged valence and arousal ratings over the entire experiential episode) in predicting remembered experience. These findings suggest that the PE-rule cannot be generalized to ecologically more valid experiential episodes.
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There has been limited adoption of Immersive Journalism (IJ) by the audience; simultaneously, the audience’s perspective is rarely considered in the production and research of IJ. At this point, however, it is crucial to incorporate an audience perspective to identify potentially unintended effects of IJ and improve on the innovation of IJ. This study investigates the audience’s experience and evaluation of IJ by qualitatively analyzing their thoughts after viewing two IJ cases. Our results indicate that the audience may pick up on intended effects, such as a sense of presence and an intense emotional experience, but some also express unease towards these effects. Furthermore, the audience struggles to comprehend this study’s two immersive journalistic cases as part of the journalistic genre. These findings provide insight into the gap between the initial hype and the current reality of IJ and provide the basis for propositions for future IJ productions.
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Background: Sexual deviance is regarded as an important risk factor for sexual offending. However, little is known about the development of deviant sexual interests. The transfer of arousal between emotions, i.e., excitation transfer, could attribute sexual salience to stimuli that would otherwise not be sexual in nature. As such, excitation transfer could contribute to the very beginning of unusual or deviant sexual interests. The current protocol proposes a study to investigate to what extent excitation transfer occurs, i.e., to what extent genital and subjective sexual arousal to sexual stimuli is higher in an emotional state than in a neutral state. Following a prior pilot study, several adjustments were made to the study protocol, including a stronger emotional manipulation by using 360-degree film clips and the inclusion of a larger and more sexually diverse sample. Methods: We will recruit 50 adult male volunteers with diverse sexual interests. We will induce sexual arousal in four different emotional states (aggression/dominance, endearment, fear, disgust) and a neutral state. Sexual arousal will be measured genitally using penile plethysmography and subjectively via self-report. Using paired samples t-tests, sexual arousal in the emotional states will be compared with sexual arousal in the neutral state. Discussion: We aim to show that arousal in response to emotional stimuli that are initially nonsexual in nature, can enhance sexual arousal. These findings have potentially important implications for the development of unusual and/or deviant sexual interests and possibly for the treatment of such sexual deviant interests in people who have committed sexual offenses.
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