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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Virtual communities are online spaces with potential of integration of (member-generated) content and conversations [7,8]. In our research project we are interested in the adoption and building of virtual communities in organized sports, that is to say in the voluntary sports clubs (VSCs) in the Netherlands. Since these VSCs have massively transferred their communication with members from paper club magazines to online channels, these virtual communities arise from the use of a growing number of websites, e-mail and social network sites (SNSs). Although virtual communities are broadly investigated, such as social communities, brand communities, and public communities, there is little scholarly interest in virtual communities of member organizations that VSCs are an example of. The study that is to be presented at SECSI 2019 concerns the clubs’ use of SNSs (ClubSNSs), such as Facebook and Twitter, within the virtual communities. These SNSs are increasingly used by the VSCs to facilitate organizational communication and to obtain a good internal climate [9]. However, academic understanding of the impact of ClubSNSs’ content and conversations on the organizational performance of the VSC is in its infancy. In our study, we examined this impact of ClubSNSs use on the involvement among members and whether we can explain this by members’ identification with the club. Furthermore, we have tried to categorize ClubSNSs by content types, such as informative, conversational or sociable ClubSNSs, and their role in stimulating the use of ClubSNSs. In this way we attempted to gain insight into the effect of types of ClubSNSs’ content and conversations on membership involvement and the mediating role of identification with the club. This insight can help VSCs to develop effective ClubSNS channels that contribute to organizational goals such as supportive and loyal membership.
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This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.
Aaltjes: automatisch classificeren en tellen. Agrariërs laten bodemmonsters analyseren op onder meer aanwezigheid van aaltjes. Deze bodemanalyse is voor agrariërs cruciaal om de bodemgezondheid- en vruchtbaarheid vast te stellen maar behelst een grote kostenpost. Het identificeren, analyseren en tellen van aaltjes (nematoden) in een bodemmonster geschiedt in een gespecialiseerd laboratorium. Dit is tijdrovend, specialistisch en seizoensgebonden werk. Het tellen- en analyseren van aaltjes is mensenwerk en vergt training en ervaring van de laborant. Daarnaast hebben de laboratoria te maken met personeelstekort en de laboranten met sterk fluctuerende werkdruk. Derhalve is het speciaal voor dit project opgerichte samenwerkingsverband tussen Fontys GreenTechLab, ROBA Laboratorium en CytoSMART voornemens om een oplossing te ontwikkelen voor het automatisch classificeren en tellen van aaltjes. Dit project richt zich op de ontwikkeling van een proof of concept van een analysescanner. Het werk van de laboranten wordt grotendeels geautomatiseerd waarbij door de scanner de bodemmonsters middels toepassing van deep learning en virtual modeling kan worden geanalyseerd. Daarmee wordt beoogd een oplossing te bieden waarmee het personeelstekort wordt tegengegaan, de werkdruk kan worden verlaagd, mensenwerk wordt geautomatiseerd (waardoor de kans op fouten wordt verkleind) en de kosten voor agrariërs worden verlaagd.
In het RAAK-mkb project ‘First-time-right’ zijn diverse technieken, waaronder augmented en virtual reality, onderzocht en succesvol toegepast. Een aantal studenten is door de mogelijkheden van virtual reality gegrepen en heeft een Take-off onderzoeksvoorstel geschreven dat gericht is op een technische haalbaarheidsstudie t.b.v. het commercieel aanbieden van virtual reality technieken voor het geven van training. Bij Hogeschool Inholland geloven we sterk in de enorme potentie van augmented reality en willen onze studenten en partners in een vroeg stadium vertrouwd maken met de mogelijkheden die augmented reality biedt bij het optimaliseren van het composietproductieproces. Om dit te ondersteunen is het nodig een demo-opstelling te bouwen waar studenten, docenten, en mkb-partners kennis kunnen maken met augmented reality. Deze demo is cruciaal voor een verdere ontwikkeling van het gebruik van augmented reality in het composietonderwijs en in het mkb.
In the last decade, the automotive industry has seen significant advancements in technology (Advanced Driver Assistance Systems (ADAS) and autonomous vehicles) that presents the opportunity to improve traffic safety, efficiency, and comfort. However, the lack of drivers’ knowledge (such as risks, benefits, capabilities, limitations, and components) and confusion (i.e., multiple systems that have similar but not identical functions with different names) concerning the vehicle technology still prevails and thus, limiting the safety potential. The usual sources (such as the owner’s manual, instructions from a sales representative, online forums, and post-purchase training) do not provide adequate and sustainable knowledge to drivers concerning ADAS. Additionally, existing driving training and examinations focus mainly on unassisted driving and are practically unchanged for 30 years. Therefore, where and how drivers should obtain the necessary skills and knowledge for safely and effectively using ADAS? The proposed KIEM project AMIGO aims to create a training framework for learner drivers by combining classroom, online/virtual, and on-the-road training modules for imparting adequate knowledge and skills (such as risk assessment, handling in safety-critical and take-over transitions, and self-evaluation). AMIGO will also develop an assessment procedure to evaluate the impact of ADAS training on drivers’ skills and knowledge by defining key performance indicators (KPIs) using in-vehicle data, eye-tracking data, and subjective measures. For practical reasons, AMIGO will focus on either lane-keeping assistance (LKA) or adaptive cruise control (ACC) for framework development and testing, depending on the system availability. The insights obtained from this project will serve as a foundation for a subsequent research project, which will expand the AMIGO framework to other ADAS systems (e.g., mandatory ADAS systems in new cars from 2020 onwards) and specific driver target groups, such as the elderly and novice.