ABSTRACT

The adoption of virtual reality (VR) systems for training and performance evaluation has a long history due to the ability of such systems to evaluate in real time trainee performance and to compute and provide feedback along a training protocol. The technological improvements and the reduction of costs of such systems have paved the way to more Ÿexibility in system design, easier investigation in experimentation strategies, and increased functional realism with smaller effort. In parallel to hardware advancements, software frameworks have improved in the direction of more

Introduction ............................................................................................................ 155 Objectives and Architecture ................................................................................... 156

Architecture ....................................................................................................... 157 Pedagogical Engine ........................................................................................... 159 Performance Extraction ..................................................................................... 159 Off-Line Analysis .............................................................................................. 159 Information Flow............................................................................................... 160 Information Storage .......................................................................................... 161 Management for Skills ...................................................................................... 162

Data Organization ......................................................................................... 162 Variable Types .............................................................................................. 163 WorkŸow and Skill Schemas ........................................................................ 163 Data Processing ............................................................................................ 165 Skill-Processing Toolbox .............................................................................. 166

Rowing Case Study ................................................................................................ 166 Real-Time Management .................................................................................... 167 Off-Line Management ....................................................................................... 168

Conclusions and Perspectives ................................................................................ 168 Acknowledgments .................................................................................................. 169 References .............................................................................................................. 169

Ÿexibility in supporting sensor and rendering systems reducing the typical complexity of VR system setup. There is an aspect that has received a less systematic investigation: data management for virtual environments (VEs). The focus of this chapter is on the peculiarities of data management for dealing with the evaluation of subject performance in skill training scenarios and the overall management of training. This application domain presents the unique convergence of general data management aspects with VE data and architectural elements and aspects of skill training.