An Immersive Virtual Environment for Varying Risk and Immersion for Effective Training

Author(s):  
Derek Harter ◽  
Shulan Lu ◽  
Pratyush Kotturu ◽  
Devin Pierce

We present an immersive virtual environment being developed to study questions of risk perception and their impacts on effective training. Immersion is known to effect the quality of training in virtual environments, and the successful transfer of skills to real world situations. However, the level of perceived immersiveness that an environment invokes is an ill defined concept, and effects of different types of immersion are known to have greater and lesser influences on training outcomes. We concentrate on how immersiveness effects perceived risk in virtual environments, and how risk impacts training effectiveness. Simulated risk can invoke an alief of danger in subjects using a virtual environment. Alief is a concept useful in virtual training that describes situations where the person experiencing a simulated scenario knows it is not real, but suspends disbelief (willingly or unwillingly). This suspension of belief (alief) can cause the person to experience the same sorts of autonomic reactions as if they were experiencing the situation in real life (for example, think of fear invoked on amusement park rides). Alief of risk or danger has been proposed as one phenomenon that can influence training outcomes, like the experience of immersion, when training in virtual environments. In this paper we present work on developing a low-cost virtual environment for the manipulation of immersion and risk for cognitive studies. In this environment we provide several alternative input modalities, from mouse to Wii remote interactivity, to control a virtual avatar’s hand and arm for performing risky every day tasks. Immersion can be manipulated in several ways, as well as the type and risk associated with tasks. Typical tasks include performing kitchen preparation work (using knives or hot items), or wood or metal working tasks (involving manipulation of dangerous tools). This paper describes the development and technologies used to create the virtual environment, and how we vary risk perception and immersion of users for various cognitive tasks. The capabilities and manipulations of immersiveness and risk are presented together with some findings on using Wii motes as input devices in several ways for virtual environments. The paper concludes with some preliminary results of varying perceived risk on cognitive task performance in the developed environment.

2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


Author(s):  
Abner Cardoso Da Silva ◽  
Alberto Barbosa Raposo ◽  
Cesar Augusto Sierra Franco

The easier access to virtual reality head-mounted displays have assisted the use of this technology on research. In parallel, the integration of those devices with eye-trackers enabled new perspectives of visual attention analysis in virtual environments. Different research and application fields found in such technologies a viable way to train and assess individuals by reproducing, with low cost, situations that are not so easily recreated in real life. In this context, our proposal aims to develop a model to measure characteristics of safety professional’s gaze behavior during the hazard detection process.


Author(s):  
Kurt M. Satter ◽  
Alley C. Butler

Competitive usability studies are employed providing empirical results in a design evaluation and review context. Populations of novice and experienced users are tested against benchmarks. Benchmark 1 is used to evaluate error identification and correction. Benchmark 2 is employed to evaluate the user’s ability to understand spatial relationships. Both benchmarks 1 and 2 compare individual performance with performance of teams. Benchmarks 3 measures quantity of errors found in a 4 min time frame. For benchmark 1, there is a statistically significant difference, but for benchmark 2, there is no statistical difference. For benchmark 3, there is a statistically significant increase in errors found. This increase is evaluated for impact as cost avoidance. It is concluded that cost avoidance by using a cave automatic virtual environment (CAVE) immersive virtual environment easily justifies the CAVE system.


Author(s):  
Eder Govea ◽  
Hugo I. Medellín-Castillo

Virtual Reality (VR) is one of the areas of knowledge that have taken advantage of the computer technological development and scientific visualization. It has been used in different applications such as engineering, medicine, education, entertainment, astronomy, archaeology and arts. A main issue of VR and computer assisted applications is the design and development of the virtual environment, which comprises the virtual objects. Thus, the process of designing virtual environment requires the modelling of the virtual scene and virtual objects, including their geometry and surface characteristics such as colours, textures, etc. This research work presents a new methodology to develop low-cost and high quality virtual environments and scenarios for biomechanics, biomedical and engineering applications. The proposed methodology is based on open-source software. Four case studies corresponding to two applications in medicine and two applications in engineering are presented. The results show that the virtual environments developed for these applications are realistic and similar to the real environments. When comparing these virtual reality scenarios with pictures of the actual devices, it can be observed that the appearance of the virtual scenarios is very good. In particular the use of textures greatly helps in assessing specific features such as simulation of bone or metal. Thus, the usability of the proposed methodology for developing virtual reality applications in biomedical and engineering is proved. It is important to mention that the quality of the virtual environment will also depend on the 3D modelling skills of the VR designer.


2020 ◽  
Vol 20 (1) ◽  
pp. 21-32
Author(s):  
Nicolas Ribeiro ◽  
Camille Sagnier ◽  
Véronique Quaglino ◽  
Yannick Gounden ◽  
Emilie Loup-Escande

Virtual reality immerses individuals in 3D environments where spatial properties are similar to those of real life. Virtual reality can therefore be effective and relevant in the study of memory processing, especially when spatial properties are involved. We studied the effect of a 20-minute rest period on memory performance for associative and relational learnings. Eighty-one participants were placed in a virtual environment in which they learned 24 associations implicating objects and their respective precise location. As expected, the performance of associative memory was improved by a rest period between study and test phases. We discuss these results and the benefits of using an immersive virtual environment for such memory investigation. In addition, elaborating our environment was highly informative and led to several recommendations that we believe could be useful for researchers who would like to rely on virtual reality for investigating memory.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Guillaume Loup ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).


2005 ◽  
Vol 14 (4) ◽  
pp. 379-393 ◽  
Author(s):  
Jeremy N. Bailenson ◽  
Kim Swinth ◽  
Crystal Hoyt ◽  
Susan Persky ◽  
Alex Dimov ◽  
...  

The current study examined how assessments of copresence in an immersive virtual environment are influenced by variations in how much an embodied agent resembles a human being in appearance and behavior. We measured the extent to which virtual representations were both perceived and treated as if they were human via self-report, behavioral, and cognitive dependent measures. Distinctive patterns of findings emerged with respect to the behavior and appearance of embodied agents depending on the definition and operationalization of copresence. Independent and interactive effects for appearance and behavior were found suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent (and vice versa) can lead to misleading conclusions. Consistent with the results of previous research, copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent.


2020 ◽  
Author(s):  
Marc Aurel Schnabel

© 2002 IEEE. Recently, virtual environments (VE) have been increasingly used as settings for design and research. Using VE to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. The goal of the authors' studies was to identify how designers use and communicate early design ideas by using immersive three-dimensional (3D) VEs and how they describe 3D volumes using a different media. A series of experiments were undertaken, including navigation- and perception-tasks, designing in IVE, transcription of design, remote communication between design partners and controlled observations. They explored initial intentions of 3D-immersive design schemes, textual descriptions and collaborations within IVE. They discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio, and how this approach of design studio enables to understand volumes and spatial relationships.


Author(s):  
P. A. Hancock ◽  
Claudia Hendrix ◽  
Eric Arthur

Spatial mental representations learned by the study of maps are thought to be orientation specific. Studies have shown that people have difficulty in making judgments from an orientation which is different from the orientation of the map itself. It has been hypothesized that such alignment effects can be attributed to differences in the number of viewpoints encountered during learning. The current study used virtual environments to test this hypothesis. Participants were presented several objects located on a plain within an immersive virtual environment. They learned the environment to a criterion level. The critical task for all experiments was to judge the accuracy with which subjects could identify correct triads of object layouts as well as the response latency to make the judgment. The results of the first experiment showed a linear increase in judgment time as the amount of normalization required of the stimulus increased thus supporting the multiple views theory. The results of the second experiment suggested that four viewpoints were needed for simple spacial configurations before orientation specificity could be eliminated.


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