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The COVID-19 pandemic forced universities to shift their in-person lab courses to remote delivery, which presented several challenges for instructors and students. This article analyzed 33 peer-reviewed research articles to identify the various approaches taken by universities to migrate lab courses to remote platforms, as well as the difficulties encountered during the transition. The review revealed that technology and internet issues, workload constraints, academic integrity, and the overall educational experience were among the challenges faced. The authenticity and completeness of online labs were inferior to in-person labs, resulting in mixed opinions on the effectiveness of online labs. Students found labs that incorporated video recordings and simulations on a synchronous platform to be the most engaging. However, home labs provided limited hands-on experience, depending on the circumstances. Further research is required to investigate the cognitive, physical, and temporal demands posed by these technologies to develop a more compelling online lab experience.more » « less
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null (Ed.)A social media phenomenon that has received limited research attention is the advent and propagation of viral online challenges. Several of these challenges entail self-harming behavior, which, combined with their viral nature, poses physical and psychological risks for both participants and viewers. The objective of this study is to identify the nature of what people post about the social media challenges that vary in their level of risk. To do so, we conducted a qualitative analysis of three viral social media challenges, the Blue Whale, Tide Pod, and Ice Bucket challenges, based on 180 YouTube videos, 3,607 comments on those YouTube videos, and 450 Twitter posts. We identified common themes across the YouTube videos, comments, and Twitter posts: (1) promoting education and awareness, (2) criticizing the participants, (3) providing detailed information about the participants, (4) giving viewers a tutorial on how to participate, and (5) attempting to understand this seemingly senseless online behavior. We used social norm theory to discuss what leads people to post about the challenges and how posts intended to raise awareness about harmful challenges could potentially create a contagion effect by spreading knowledge about them, thereby increasing participation. Finally, we proposed design implications that could potentially minimize the risks and propagation of harmful social media challenges.more » « less
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Insurance loss prevention survey, specifically windstorm risk inspection survey is the process of investigating potential damages associated with a building or structure in the event of an extreme weather condition such as a hurricane or tornado. This process is performed by a trained windstorm risk engineer who physically goes to a facility to assess the wind vulnerabilities associated with it. This process is highly subjective, and the accuracy of findings depends on the experience and skillsets of the engineer. Although using sensors and automation enabled systems help engineers gather data, their ability to make sense of this information is vital. Further, their Situation Awareness (SA) can be affected by the use of such systems. Using a between-subjects experimental design, this study explored the use of various context-based visualization strategies to support the SA requirements and performance of windstorm risk engineers. The independent variable included in this study is the type of context-based visualizations used (with 3 levels: no visual aids, checklist based and predictive display based visual aids). We measured SA using SAGAT and performance using a questionnaire. SA and performance were found to be higher for the predictive display and checklist based conditions. The findings from this study will inform the design of context-based decision aids to support the SA of risk engineers.more » « less
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null (Ed.)Fully immersive virtual reality, with the unique ability to replicate the real world, could potentially aid in real-time communication. Geographically separated teams can collaborate using virtual reality. To test the viability of using virtual reality for remote collaboration, we designed a system called “WeRSort” where teams sorted cards in a virtual environment. Participants performed the task as a team of 2 in one of three conditions-controls-only condition, generic embodiment and full embodiment. Objective measures of performance, time and percentage match with master cards showed no significant difference. Subjective measures of presence and system usability also showed no statistical significance. However, overall work-load obtained from NASA-TLX showed that fully immersive virtual reality resulted in lower workload in comparison with the other two. Qualitative data was collected and analyzed to understand collaboration using the awareness evaluation model.more » « less
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null (Ed.)In this study, we empirically evaluated the effects of presentation method and simulation fidelity on task performance and psychomotor skills acquisition in an immersive bimanual simulation towards precision metrology education. In a 2 × 2 experiment design, we investigated a large-screen immersive display (LSID) with a head-mounted display (HMD), and the presence versus absence of gravity. Advantages of the HMD include interacting with the simulation in a more natural manner as compared to using a large-screen immersive display due to the similarities between the interactions afforded in the virtual compared to the real-world task. Suspending the laws of physics may have an effect on usability and in turn could affect learning outcomes. Our dependent variables consisted of a pre and post cognition questionnaire, quantitative performance measures, perceived workload and system usefulness, and a psychomotor assessment to measure to what extent transfer of learning took place from the virtual to the real world. Results indicate that the HMD condition was preferable to the immersive display in several metrics while the no-gravity condition resulted in users adopting strategies that were not advantageous for task performance.more » « less
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