Abstract
This study assessed the utility of measures of Self-efficacy (SelfEfficacy) and Perceived VE efficacy (PVEefficacy) for quantifying how effective VEs are in procedural task training. SelfEfficacy and PVEefficacy have been identified as affective construct potentially underlying VE efficacy that is not evident from user task performance. The motivation for this study is to establish subjective measures of VE efficacy and investigate the relationship between PVEefficacy, SelfEfficacy and User task performance. Results demonstrated different levels of prior experience in manipulating 3D objects in gaming or computer environment (LOE3D) effects on task performance and user perception of VE efficacy. Regression analysis revealed LOE3D, SelfEfficacy, PVEefficacy explain significant portions of the variance in VE efficacy. Results of the study provide further evidence that task performance may share relationships with PVEefficacy and SelfEfficacy, and that affective constructs, such as PVEefficacy, and SelfEfficacy may serve as alternative, subjective measures of task performance that account for VE efficacy.
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Jia, D., Bhatti, A., Mawson, C., Nahavandi, S. (2009). User-Centered Evaluation of a Virtual Environment Training System: Utility of User Perception Measures. In: Shumaker, R. (eds) Virtual and Mixed Reality. VMR 2009. Lecture Notes in Computer Science, vol 5622. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02771-0_23
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DOI: https://doi.org/10.1007/978-3-642-02771-0_23
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