The specifics of cognitive perception processes in education: Identification of the relationship between the accuracy of solving the problem of simple visual-motor tracking and the technology of information presentation
2 University of National and World Economy
Introduction. The article presents research findings on the comprehension of perceptively simple visual information in two -dimensional and three -dimensional spaces. The purpose of the article is to identify the relationship between the accuracy of solving the problem of simple visual and motor monitoring of a moving object and the technology of presenting information: using a helmet of virtual reality and on a standard electronic display.
Materials and Methods. The study used theoretical (system analysis) and empirical (experimental) research methods as well as mathematical statistics techniques and cluster analysis.
Results. The study has summarized the experience of using virtual reality technologies for instruction and vocational training of operators for various industries. The importance of ensuring the adequacy of the perception of the virtual object, taking into account the physiological characteristics of the visual perception of the subject is emphasized. The authors provide recommendations for using virtual media and information on electronic displays in various operator situations.
Conclusions. The article concludes that the use of virtual reality technology does not lead to a statistically significant change in accuracy of solving simple visual-motor problems in comparison with the technology of presenting information on the screen of a standard video monitor. Thus, the widespread replacement of information display equipment from electronic displays with means of displaying virtual content to solve simple visual-motor problems in the process of training operators of remote equipment is not appropriate.
Professional training; Effectiveness of operator activities; Accuracy of visual and motor testing; Reaction to a moving object; Reaction to an approaching object; Immersion; Virtual reality technologies; Training simulators.
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