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Haptics Use Cases and Applications in VR: Training

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Interhaptics

This article was extracted from the Recommended Practices for Haptics in Enterprise VR published by the Haptics Industry Forum.

Application maturity. A successful virtual training application requires the user company to be familiar with virtual reality technology and to have successfully delivered proof of concepts validating the ROI.

Developer/Integrator capabilities: The developer and integrator capabilities are important factors to consider while engaging with VR training content creation. VR training applications are well served with great user experiences, refined accessibility, and usability features.

● Cost reduction: Reduce real equipment use for training purposes, maintenance cost for training centers, travel cost for trainees.

● Ensure repeatability thanks to the digital format of the learning support.

● Ensure learning consistency thanks to the digital support.

● Increase user retention through increased immersion and gamification techniques.

Skills transfer. Well-designed applications that include haptic feedback in VR training can generate positive learning reinforcement and enhance training effectiveness. This results in a lower error rate during the training process.

Realism. A similar behavior between the virtual and real environment facilitates skill transfer between the virtual and real case. The absence of natural interaction and realistic haptics can generate bad practices or negative learning that must be unlearned in real-life skill implementation.

Immersion. Haptics can enhance user immersion during the execution of the training content. User immersion increases the embodiment and believability of the training scenario, increasing its effectiveness.

User experience. Hand tracking and natural interactions coupled with well-designed haptic feedback can meet or exceed user expectations of interactive content. Interactions can be more precise and realistic, thus reinforcing the sense of presence. This reinforces the “learn by doing” value of VR training. The hand-tracked interaction is transparent and natural, whereas the controller interaction is mediated by a metaphor delivered by the system.

Ergonomics/usability. VR training is accessible to everyone through the use of hands. The use of haptics reduces the friction of the adoption of VR training content.

Wearability. Virtual reality training needs to meet operational targets to justify its ROI. The haptics device used for these applications should be easy to wear, comfortable, and should not impede users’ natural movements.

Embodiment. The ideal haptic device should be transparent while not interacting and perfectly reproduce reality while interacting with VR. System developers should optimize transparency given their budget constraints.

Scalability (hours of use, number of deployments, etc.). One of the key aspects to consider when thinking about haptics in VR is the origin of scalability. Do you need repeatability of the same content on different premises, to target hundreds if not thousands of users? Or are you looking to create a one-of-a-kind setup for critical operation training for specific applications? Both scenarios have different needs and requirements that can be addressed by different haptic devices.

Skills training: hard or soft? Are you planning to teach how to use a simple HMI system? To ease the use of a soft skill training scenario, or to train how to precisely mount an aircraft? These use cases require different levels of haptics starting from optical hand tracking towards a high-fidelity hand haptics device.

Integration of non-haptic peripherals. Increase the fidelity of the training by passive haptics with real objects “dummy objects” with haptic feedback from the device.

Content enablement. The implementation of haptics in existing content requires the specification of the haptics experience to be created. This can be delivered by purchasing existing haptics assets to be combined into the scenario using haptics design software to create the necessary content. Or delivering specialized haptics development with the support of a service provider.

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VR training (VRT) defines a solution using virtual or mixed reality to transfer useful skills to the trainee, by using an extended reality solution.

Ranging from electrical maintenance training operations to automotive assembly training, automotive painting training, satellite assembly training, and realistic first aid training. The role of haptics is focused on accessibility and skill transfer. The outcome is usually positive, and these use cases are in use today.

Use case 1: A well-known electrical equipment provider regularly commercializes low and medium-voltage electrical equipment needing maintenance. The customer’s workforce needs to perform scheduled training to learn and refresh the procedures to perform the maintenance operations. This training is performed at training centers around the globe. The sessions are extremely expensive, involving the workforce traveling to the training center, a few days stay to perform training activities on dummy machines under the trainer’s supervision. The electrical equipment manufacturer developed a haptics training solution to digitize the maintenance and security training for the workforce to bring the training sessions to the customer. The solution also commercializes a VR training system, including haptics and VR equipment, to allow their customer to keep the training scenarios and experience as documentation.

Electrical equipment maintenance and training systems allow trainers to train on novel scenarios

Customer Goals: Risk reduction, skill transfer, reduced costs, increased margins.

Haptic Technologies Used: The system was developed in Unity and incorporated 4 VR Touch (Go Touch VR) gloves. These gloves provide skin indentation feedback to enable tactile sensations primarily related to grasping and manipulation.

Role of Haptics: Haptics was added to the simulation to increase usability and skills transfer. It was initially challenging to communicate this value to the customer. Once the customer understood that haptics does not reproduce reality with perfect fidelity, it became easier to have a pragmatic discussion about the correct use of haptic feedback in the simulation.

Outcome: After two years, the customer is still using the project. The enhanced usability created with haptic feedback is a key reason for the lasting success of this use case.

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Source: https://arvrjourney.com/haptics-use-cases-and-applications-in-vr-training-74a358972265?source=rss—-d01820283d6d—4

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