It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).
Nowadays science is characterized by a phenomenon that has become the link. This trend is digitalization. Ergonomics has also not avoided this trend. The results of these trends are software tools, which include sophisticated digital human models and the latest ergonomic methods. Each instrument has its strengths and weaknesses. Therefore it is not only important to control the software, but also to be able to interpret and apply their outputs. This paper discusses a specific case study of a production workplace model. This model was evaluated with the help of digital human models by means of two software packages (Tecnomatix Jack and Delmia) and theirs ergonomic analysis. Three analyses focused on carrying conditions, lifting and lowering conditions and finally biomechanical conditions were performed. The results from these analyses from both software were compared and eventual differences are explained
The paper focuses on mutual comparison of currently most common methods for time standardization. For comparison of selected methods an experimental research in conditions of automotive assembly production was performed. Compared methods were direct measurement according to REFA methodology and two predetermined time systems MTM-1 and BasicMOST. Mutual comparison of results obtained by means of those 3 methods was performed. The experiment was performed on 21 assembly workplaces where time span of analyzed operations oscillated between 4 to 29seconds. The main goal of the research was to demonstrate reliability, mutual accuracy and deviations of selected methods. A hypothesis needed for verification was stated, that individual methods should have maximal accuracy deviation ± 10%. Findings about time demands for performing the analysis according to selected method was a partial goal of our research
While training in virtual reality is already a relatively common practice for corporate practice, it is still a relatively new area for the emergency services. This paper presents a project of designing, testing and subsequent implementation of selected modules for education and training of selected basic components of the rescue system, namely the medical rescue service. The motivation for the creation of three applications designed primarily for paramedics came from the sudden need caused by the Covid-19 pandemic, which brought the need to accelerate and at the same time flexibilization the training of paramedics, then from the limited resources of trainers for paramedics and the need for standardization of procedures. The aim was to create training modules that would be autonomous and that the proband would be able to go through them according to his/her time availability. At the same time, these are modules that contain both an education and a training component.
The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also prepared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and suggestions are given to duplicate the study with different variables to try to achieve different results.