Evaluating the efficacy of a virtual reality infused child-pedestrian training

T. Rahman, S. Deb, Anurag Pande, Mouyid Islam
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Abstract

This research has developed a child pedestrian training module using Virtual Reality (VR) system. Children can have an immersive experience of walking on streets in different street-crossing scenarios. Past literature and crash data analysis revealed higher and more severe injury cases for child pedestrians in school zones serving low-income and underrepresented communities. This training was developed to fulfill the needs for a child-pedestrian, living in such communities, to understand basic pedestrian rules and develop safe walking behavior. The training module has been created as a VR "game" where the child played the game as a "player". Each child experienced eight critical street-crossing scenarios named "levels" and numbered from 1 through 8. These levels are designed and developed based on crash data analysis to test the player's decision-making ability. A head-mounted device (HMD) was used to play the game, where a right-hand game controller was used to change levels. As the game was developed, it had to go through a quality test of the developer. Players' experience survey responses were also recorded. These measures were collected to ensure the effectiveness and user-friendliness of the game. Results show that the game was effectively developed to perform it's defined task in the improvement of child-pedestrian behaviors. Future research can include objective measures to evaluate participants' improvement in walking behavior and make the training module more comprehensive with additional crossing scenarios.
评估虚拟现实融入儿童步行训练的效果
本研究开发了一个基于虚拟现实(VR)系统的儿童步行训练模块。孩子们可以在不同的过马路场景中有身临其境的行走体验。过去的文献和碰撞数据分析表明,在低收入和代表性不足的社区服务的学校区域,儿童行人受伤的情况更高、更严重。这项培训是为了满足生活在这些社区的儿童行人的需求,使他们了解基本的行人规则并养成安全的步行行为。训练模块被创建为一个虚拟现实“游戏”,孩子们作为“玩家”玩游戏。每个孩子都经历了8个关键的过马路场景,被称为“关卡”,从1到8编号。这些关卡的设计和开发基于崩溃数据分析,以测试玩家的决策能力。玩家使用头戴式设备(HMD)来玩游戏,使用右手游戏控制器来改变关卡。随着游戏的开发,它必须通过开发者的质量测试。玩家的体验调查结果也被记录下来。收集这些措施是为了确保游戏的有效性和用户友好性。结果表明,该游戏能够有效地执行其在改善儿童行人行为方面的定义任务。未来的研究可以包括客观的措施来评估参与者步行行为的改善,并通过额外的穿越场景使训练模块更加全面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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