Developing Design Guidelines for Virtual Reality based Decision-Making Training for Team Sports

2021 ◽  
Author(s):  
Farah Ditha Farizi ◽  
Thuong Hoang ◽  
Shaun Bangay ◽  
Stefan Greuter
2008 ◽  
Author(s):  
Pedro J. M. Passos ◽  
Duarte Araujo ◽  
Keith Davids ◽  
Ana Diniz ◽  
Luis Gouveia ◽  
...  

2021 ◽  
Vol 36 ◽  
pp. 12-23
Author(s):  
Sofia Garcia Fracaro ◽  
Philippe Chan ◽  
Timothy Gallagher ◽  
Yusra Tehreem ◽  
Ryo Toyoda ◽  
...  

Author(s):  
James Tittle ◽  
William Elm ◽  
Scott Potter

Many environments require humans and robots operating together to accomplish complex and dangerous tasks, but technology-centered designs often support robot navigation but not the mission goals of the organization using the robot. Urban Search and Rescue (USAR) is a particularly valuable domain to identify general functional requirements for effective HRI, and our purpose in this paper is to demonstrate how a CSE approach can lead to valuable design guidelines that more effectively support decision making within Human-Robot teams. Our analysis of HRI in USAR lead us to identify several important guidelines for supporting effective coordination for Human-Robot teams: including (i) enable individual problem holders to have direct control over point-of-view to facilitate active information seeking, and (ii) create common reference frames on shared imagery so different problem holders can remotely coordinate information and actions. Designs based on these guidelines will support a broad class of coordinated activities between team members.


Author(s):  
Uma V. Mahajan ◽  
Kerrin S. Sunshine ◽  
Eric Z. Herring ◽  
Collin M. Labak ◽  
James M. Wright ◽  
...  

2021 ◽  
pp. 59-80
Author(s):  
Benjamin Knoke ◽  
◽  
Moritz Quandt ◽  
Michael Freitag ◽  
Klaus-Dieter Thoben

The purpose of this research is to aggregate and discuss the validity of challenges and design guidelines regarding industrial Virtual Reality (VR) training applications. Although VR has seen significant advancements in the last 20 years, the technology still faces multiple research challenges. The challenges towards industrial VR applications are imposed by a limited technological maturity and the need to achieve industrial stakeholders' technology acceptance. Technology acceptance is closely connected with the consideration of individual user requirements for user interfaces in virtual environments. This paper analyses the current state-of-the-art in industrial VR applications and provides a structured overview of the existing challenges and applicable guidelines for user interface design, such as ISO 9241-110. The validity of the identified challenges and guidelines is discussed against an industrial training scenario on electrical safety during maintenance tasks.


Blood ◽  
2019 ◽  
Vol 134 (Supplement_1) ◽  
pp. 3402-3402 ◽  
Author(s):  
Lori E. Crosby ◽  
Francis J Real ◽  
Bradley Cruse ◽  
David Davis ◽  
Melissa Klein ◽  
...  

Background: Although hydroxyurea (HU) is an effective disease modifying treatment for sickle cell disease (SCD), uptake remains low in pediatric populations in part due to parental concerns such as side-effects and safety. NHLBI Guidelines recommend shared decision making for HU initiation to elicit family preferences and values; however, clinicians lack specific training. A HU shared decision-making (H-SDM) toolkit was developed to facilitate such discussions (NCT03442114). It includes: 1) decision aids to support parents (brochure, booklet, video narratives, and an in-visit issue card [featuring issues parents reported as key to decision-making about HU]); 2) quality improvement tools to monitor shared decision-making performance; and 3) a curriculum to train clinicians in advanced communication skills to engage parents in shared decision-making. This abstract describes the development and preliminary evaluation of the virtual reality (VR) component of the clinician curriculum. Objectives: The goals are to: 1) describe the development of a VR simulation for training clinicians in advanced communication skills, and 2) present preliminary data about its tolerability, acceptability, and impact. Methods: Immersive VR simulations administered via a VR headset were created. The VR environment was designed to replicate a patient room, and graphical character representatives (avatars) of parents and patients were designed based on common demographics of patients with SCD (Figure 1). During simulations, the provider verbally counseled the avatars around HU initiation with avatars' verbal and non-verbal responses matched appropriately. The H-SDM in-visit issue card was incorporated into the virtual environment to reinforce practice with this tool. The VR curriculum was piloted for initial acceptability with parents of a child with SCD and clinicians at a children's hospital. Evaluation: Hematology providers participated in the workshop training that included information on facilitating shared decision-making with subsequent deliberate practice of skills through VR simulations. Each provider completed at least one VR simulation. The view through the VR headset was displayed on to a projector screen so others could view the virtual interaction. Debriefing occurred regarding use of communication skills and utilization of the issue card. To assess tolerability, providers reported side effects related to participation. To assess acceptability, providers completed a modified version of the Spatial Presence Questionnaire and described their experience. Impact was assessed by self-report on a retrospective pre-post survey of confidence in specific communication skills using a 5-point scale (from not confident at all to very confident). Differences in confidence were assessed using Wilcoxon Signed-ranks tests. Results: Nine providers (5 pediatric hematologists and 4 nurse practitioners at 3 children's hospitals) participated. Tolerability: The VR experience was well tolerated with most providers reporting no side effects (Table 1). Acceptability: All providers agreed or strongly agreed that the VR experience captured their senses and that they felt physically present in the VR environment. Providers described the experience as "enjoyable", "immersive", and "fun". One provider noted, "It (the VR simulation) put me in clinic to experience what it felt like to discuss HU and use the tool." Impact: Providers' self-reported confidence significantly improved after VR simulations on 4 of 5 communication skills: confirming understanding, Z =1.98, p = .05, r = .44, eliciting parent concerns/values, Z = 2.22, p = .03, r = .50, using an elicit-provide-elicit approach, Z =1.8, p = .02, r = .50, minimizing medical jargon, Z = 1.8, p = .07, r = .40, and using open-ended questions, Z =1.98, p = .05, r = .44. Median scores changed by one-point for all responses and effects were medium to large (see Figure 2). Discussion: The VR curriculum was rated as immersive, realistic, and well-tolerated. Providers endorsed it as a desirable training method. Self-report of confidence in shared decision making-related communication skills improved following completion of VR simulation. Thus, initial data support that VR may be an effective method for educating providers to engage parents in shared decision making for HU. Disclosures Quinn: Amgen: Other: Research Support; Celgene: Membership on an entity's Board of Directors or advisory committees.


2021 ◽  
Vol 28 (4) ◽  
pp. 458-469
Author(s):  
Eun Ju Lee ◽  
Min Jung Ryu

Purpose: This study was conducted to develop and examine the effects of a nursing education program using virtual reality to enhance clinical decision-making ability in respiratory disease nursing care by assessing students’ confidence in performance, clinical decision-making ability, practice flow, class evaluations, and simulation design evaluations.Methods: This study was developed based on the Jeffries simulation model and 5E learning cycle model, blending a virtual reality simulation and high-fidelity simulation. The participants were 41 third-year nursing students with no virtual reality and simulation education experience. The experimental group (n=21) received the virtual reality program, while the control group (n=20) received traditional simulation education. Data were collected from March 8 to May 28, 2021 and analyzed using SPSS version 27 for Windows.Results: Statistically significant differences were found between the experimental group and the control group post-intervention in confidence in performance (F=4.88, p=.33) and clinical decision-making ability (F=18.68, p<.001). The experimental group showed significant increases in practice flow (t=2.34, p=.024) and class evaluations (t=2.99, p=.005) compared to the control group.Conclusion: Nursing education programs using virtual reality to enhance clinical decision-making ability in respiratory disease nursing care can be an effective educational strategy in the clinical context.


2019 ◽  
Vol 2 (1) ◽  
pp. 24 ◽  
Author(s):  
Jin Hong

Even experienced mountain climbers underestimate key dangers and make poor decisions in stressful, high-risk situations when climbing, leading to injury and death. My own experience indicates that effective education can play a key role in managing these risks and improving experienced climber’s decision making. Current educational approaches for climbers, however, are generally limited to textbooks and ‘on the mountain’ learning. It is vital, therefore, that new approaches and methods are developed to improve learning.    My own experience and emergent case studies indicate that AR (Augmented), VR (Virtual Reality) and MR (Mixed Reality), have affordances (possibilities offered by the technology) to underpin new forms of learning and therefore have the potential to enhance education for high-risk environments. Emergent use of MR immersive technologies includes classroom learning, firefighting and military training. An initial review of literature has indicated though that there are very limited examples of rigorous research on the design and application of MR technologies in authentic education, especially for extreme situations such as mountaineering i.e., no one has rigorously designed for these technologies for learning in extreme environments, evaluated learning outcomes and theorised about how learning can be enhanced.    In response to this gap/opportunity, this research explores the potential of MR technologies to effectively enhance learning for authentic, high-risk situations. The research will use a Design-based research methodology (DBR) to develop design principles informed by key learning theories as they offer recognised and critical approaches for a new way of learning in an extreme environment.  Underpinned by a Constructivist paradigm, initial theoretical frameworks identified include Authentic Learning and Heutagogy (student-determined learning).Herrington and co-authors (2009) recommended 11 design principles for the incorporation of mobile learning into a higher education learning environment, and Blaschke and Hase (2015)’s 10 principles of designing learning for heutagogy. Other theories and frameworks include Constructivist Learning and the ZPD (the Zone of Proximal Development), design for mobile MR learning and user-centred design. Activity Theory will also be utilised in the data analysis.   Initial design principles will be developed by the DBR methodology. These design principles will be tested through the implementation and evaluation of an MR ‘prototype’ app design solution.’ The prototype solution will be iteratively redesigned using further evaluation and feedback from sample cohorts of end-users. Data will be collected from key participant interviews, researcher observation/reflections and biometric feedback. Methodological triangulation (multimodal data approach) will be used to evaluate learning outcomes. The iterative development will lead to transferable design principles and further theorising that can be transferred to other learning situations involving preparation and decision-making as well as knowledge in high-risk contexts.    Reference   Amiel, T., & Reeves, T. (2008). Design-Based Research and Educational Technology:   Rethinking Technology and the Research Agenda. Educational Technology                & Society, 11(4), 29-40.    Blaschke, L., & Hase, S. (2015). Heutagogy, Technology, and Lifelong Learning for Professional   and Part-Time Learners. In A. Dailey-Hebert & K. S. Dennis (Eds.), Transformative Perspectives   and Processes in Higher Education (Vol. 6, pp. 75-94). Switzerland: Springer                   International Publishing.   Cochrane, T., et al., (2017) ‘A DBR framework for designing mobile virtual reality learning  environments’, Australasian Journal of Educational Technology, vol. 33,  6, pp. 27–40. doi: 10.14742/ajet.3613    Engeström, Y. (2015). Learning by expanding: An activity-theoretical approach      to developmental research (2nd ed.). Cambridge, UK: Cambridge University Press.   Hase, S & Kenyon, C. (2001). Moving from andragogy to heutagogy: implications for VET',  Proceedings of Research to Reality: Putting VET Research to Work: Australian  Vocational Education and Training Research Association (AVETRA), Adelaide,  SA, 28-30 March, AVETRA, Crows Nest, NSW.   Kesim, M & Ozarslan (2012), Y. Augmented Reality in Education: Current                 Technologies and the Potential for Education, Procedia - Social and            Vygotsky, L. S. (1978). Mind in society: The development of higher psychological  processes. Cambridge, MA: Harvard University Press.     Behavioral Sciences volume 47, 2012, 297-302.  


2019 ◽  
Vol 18 (1) ◽  
pp. 1-23 ◽  
Author(s):  
Lars Magnus Hvattum

AbstractThe increasing availability of data from sports events has led to many new directions of research, and sports analytics can play a role in making better decisions both within a club and at the level of an individual player. The ability to objectively evaluate individual players in team sports is one aspect that may enable better decision making, but such evaluations are not straightforward to obtain. One class of ratings for individual players in team sports, known as plus-minus ratings, attempt to distribute credit for the performance of a team onto the players of that team. Such ratings have a long history, going back at least to the 1950s, but in recent years research on advanced versions of plus-minus ratings has increased noticeably. This paper presents a comprehensive review of contributions to plus-minus ratings in later years, pointing out some key developments and showing the richness of the mathematical models developed. One conclusion is that the literature on plus-minus ratings is quite fragmented, but that awareness of past contributions to the field should allow researchers to focus on some of the many open research questions related to the evaluation of individual players in team sports.


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