Dawei Jia
Deakin University
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Publication
Featured researches published by Dawei Jia.
Behaviour & Information Technology | 2014
Dawei Jia; Asim Bhatti; Saeid Nahavandi
This study developed and tested a research model which examined the impact of user perceptions of self-efficacy (SE) and virtual environment (VE) efficacy on the effectiveness of VE training systems. The model distinguishes between the perceptions of ones own capability to perform trained tasks effectively and the perceptions of system performance, regarding the established parameters from literature. Specifically, the model posits that user perceptions will have positive effects on task performance and memory. Seventy-six adults participated in a VE in a controlled experiment, designed to empirically test the model. Each participant performed a series of object assembly tasks. The task involved selecting, rotating, releasing, inserting and manipulating 3D objects. Initially, the results of factor analysis demonstrated dimensionality of two user perception measures and produced a set of empirical validated factors underlining the VE efficacy. The results of regression analysis revealed that SE had a significant positive effect on perceived VE efficacy. No significant effects were found of perceptions on performance and memory. Furthermore, the study provided insights into the relationships between the perception measures and performance measures for assessing the efficacy of VE training systems. The study also addressed how well users learn, perform, adapt to and perceive the VE training, which provides valuable insight into the system efficacy. Research and practical implications are presented at the end of the paper.
ieee international workshop on haptic audio visual environments and games | 2009
Dawei Jia; Asim Bhatti; Saeid Nahavandi
Virtual training systems are attracting paramount attention from the manufacturing industries due to their potential advantages over the conventional training practices. Significant cost savings can be realized due to the shorter times for the development of different training-scenarios as well as reuse of existing designed engineering (math) models. This paper presents a newly developed virtual environment (VE) for training of procedure tasks i.e. object assembly. Unlike existing VE systems, the presented idea tries to imitate real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world. These physical constrains are imposed by the haptics devices in the virtual environment. As a result, in contrast to the existing VE systems that are capable of providing knowledge generally about assembly sequences only, the proposed system helps in cognitive learning and procedural skill development due to its high physically interactive nature. In addition a novel evaluation framework has also been proposed to evaluate system efficacy through a large scale of user-testing, which is often been neglected by design experts in the field of VEs. Results confirm the practical significance of evaluating a VE design by involving sample of real and representative users through the effective discovery of critical usability problems and system deficiencies. Results also indicate benefits of collecting multimodal information for accurate and comprehensive assessment of system efficacy. Evaluation results and improvement of existing design are also presented.
international conference on human-computer interaction | 2009
Dawei Jia; Asim Bhatti; Chris Mawson; Saeid Nahavandi
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.
australasian computer-human interaction conference | 2009
Dawei Jia; Asim Bhatti; Saeid Nahavandi
In the current era increased attention and interest of utilizing advanced computer technologies for training and education at all managerial levels and functional areas is apparent. One of such technologies, virtual environment (VE), is perceived to be effective in enhancing human abilities to learn abstract concept and complex procedural tasks. Despite its adaptation for training and fast-paced technological advancements, ways in which to evaluate efficacy of such technology are unclear. We have approached this problem by developed a new evaluation method focus on cognitive, affective and skill-based learning dimensions, based on traditional usability evaluation methods but tailored to specifically suit for the quantification of 3D VE system. We first describe the construct of the new method and then report a study utilizing the method in the context of quantifying a VE efficacy in an object assembly task. At last, we discuss the implications of such a method.
World Conference on Innovative Virtual Reality (2011 : Milan, Italy) | 2011
Dawei Jia; Asim Bhatti; Saeid Nahavandi
Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users’ perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.Copyright
international conference on knowledge based and intelligent information and engineering systems | 2010
Saeid Nahavandi; Dawei Jia; Asim Bhatti
In this information age computer modelling and simulation is proving an indispensable tool for system design, operation, analysis, decision-making, optimisation, education and training. World leading operations are increasingly relying on modelling and simulation to develop more efficient systems and to produce higher quality products and services. Modelling and simulation allows scientists and engineers a better understanding of three-dimensional and time-dependent phenomena, as well as providing a platform for predicting future behaviour. This paper covers aspects of a keynote speech delivered by Saeid Nahavandi which focus on the challenges associated with the modelling and simulation of engineered systems and discusses how knowledge visualisation can provide effective communication to various levels of organisational management. Through examining the concepts of knowledge visualization, performance and spatial cognition and its relationship with user performance, perceptions and feedback on a series of assembly operations, tangible benefits of knowledge creation and representation of a 3 dimensional engineered system for training of complex motor and technical skills are shown.
IEEE Transactions on Haptics | 2013
Dawei Jia; Asim Bhatti; Saeid Nahavandi; Ben Horan
Simulation Technology and Training Conference (2008 : Melbourne, Vic.) | 2008
Dawei Jia; Asim Bhatti; Saeid Nahavandi
SimTecT 2008 : Simulation - Maximising Organisational Benefits Conference Proceedings | 2008
Dawei Jia; Asim Bhatti; Saeid Nahavandi
Contemporary issues in systems science and engineering | 2015
Dawei Jia; Asim Bhatti; Saeid Nahavandi