Mika Luimula, Jarmo Majapuro, Fahmi Bellalouna, A. Jedidi, Brita Somerkoski, Timo Haavisto
{"title":"Hazardous Training Scenarios in Virtual Reality - A Preliminary Study of Training Scenarios for Massive Disasters in Metaverse","authors":"Mika Luimula, Jarmo Majapuro, Fahmi Bellalouna, A. Jedidi, Brita Somerkoski, Timo Haavisto","doi":"10.54941/ahfe1002062","DOIUrl":"https://doi.org/10.54941/ahfe1002062","url":null,"abstract":"Simulation training in aviation and maritime is widely used in competence training and assessment. These simulator centres have suffered a lot because of COVID-19 pandemic. Due to the rapid progress in technology development and the pandemic disruptive solutions are intensively searched in vocational and professional training. Flight and maritime simulators are examples of training environments where even hazardous scenarios can be trained in safe conditions. In the previous studies, we have shown that virtual reality offers for other fields tools to create training solutions which can be again hazardous such as our virtual fire safety application used in fire escape. In addition, virtual and augmented reality can be used to create digital learning environments in fire safety prevention training combining physical, psychological, social and pedagogic dimensions. In this paper, we will focus also on virtual fire safety training. Aircraft fires require special treatment in firefighting with regards to the burning materials. This is due to the fact that about half of the aircraft consists of fibre composites, which can release many fine particles that are harmful to the lungs during combustion. However, the training of aircraft firefighting is currently only possible with great effort on a few special training grounds. This training application with multiplayer functionalities was created with Unity game engine. In the design phase, emphasis in the creation of the game was in setting up environment where teamwork and leadership is needed to accomplish the scenario. This approach is quite close to the metaverse concept where social communication is combined with hands on training activities among a large group of participants in an immersive digital training environment. The task of the participants is to first assess the situation, extinguish the fire and prevent the fibres from spreading to the surrounding area. This is done by collecting individual smaller pieces of composite debris or covering larger ones with foam so that they can no longer be carried away with the smoke and wind. Aside from distinguishing the fire at the crash site, the firefighters are also trained to collect debris from the crash site and discard it into the bin. Both tasks are equally as important and require a Standard Operational Procedure guideline in order to realistically implement them in the application. Research was needed to find appropriate solutions for multiplayer functionalities, for fire and smoke behavior, and for extinguishing the fire. Photon Unity Networking framework was used to enable multiplayer functionalities. Fire Propagation plugin in turn enabled to make the fire spread, to configure the appearance of the fire including the size, and the location of flames, the amount and the shape of smoke and sparks based on given requirements. Extinguishing the fire required the use of the water particle system with suitable collision detection. We found multipla","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128614822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Houran Zeng, Lijuan Zhao, J. Zhang, Xiaoke Li, Wei Xu
{"title":"An Analysis of User's perceptual preferences in Virtual Reality Home Interface Design","authors":"Houran Zeng, Lijuan Zhao, J. Zhang, Xiaoke Li, Wei Xu","doi":"10.54941/ahfe1003873","DOIUrl":"https://doi.org/10.54941/ahfe1003873","url":null,"abstract":"The home interface of Virtual Reality (VR) human-computer interaction system determines the consumer's first impression of VR, and it is also the core interface for users to perceive and understand the functional distribution and composition of the entire VR system. However, the current VR home interface design ignores the importance of users' perceptual needs and preferences. This paper attempts to study the relationship between perceptual preferences and design elements in the VR home interfaces by Kansei Engineering. Through the semantic evaluation of the home interface of thirty mainstream HMDs, we analyzed and found that the layout, icon style and the number of cards are the factors that affect perceptual preferences the most. Subsequently, we conducted an experiment on the relationship between these interface design elements and perceptual preferences. Based on the experiment results, it is validated that these interface design elements have varying effects on perception: the icon style has the greatest impact on “future” perception, the interface layout has the greatest impact on “comfort” perception, and the number of cards has the greatest impact on “immersion” perception.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115576594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Application of Virtual Reality to Instructions of Manual Lifting Analysis","authors":"Byungjoon Kim, Jinkun Lee, E. Kloth","doi":"10.54941/ahfe1002064","DOIUrl":"https://doi.org/10.54941/ahfe1002064","url":null,"abstract":"Application of virtual and augmented reality has been popular in various areas such as education, entertainment, training, communication, design, therapy, and more. In education, particularly, virtual reality (VR) has been widely used by researchers or educators to create interactive instructions for interesting problem in alternatively real-like environments. Educators have recognized the potentials of VR to educational instructions in traditional classrooms where the environment of instructions would be limited to two-dimensional space and third-person’s view to a problem. Application of VR can allow students to be placed themselves into a virtual environment of interest with more immersive perception of problem conditions and application of instructions. In the literature, a considerable number of studies have applied digitalization technologies including virtual and augmented reality in design of process of workstations, manufacturing workplaces, and maintenance activities. In general, most of studies evaluated potentials of application of virtual reality from the perspective of fidelity, usability, and cost, but not from the perspective of effectiveness of instructions. In traditional instructions of manual lifting analysis, workplace or task conditions for manual lifting are usually given by statements, sometimes with pictorial descriptions. From the perspective of learners who need to investigate and analyze lifting tasks, it would be necessary to convert two-dimensional descriptions of task conditions into three-dimensional spaces for better understanding of tasks. However, the conversion would be limited with individual’s capability of imaginary perception. Providing virtual task environment for lifting task conditions to learners would be very helpful to understand underlying conditions for lifting task. The objective of this study was to design a teaching aid to improve instructions in virtual reality environments and to compare effectiveness of instructions between traditional instructions and virtual reality instructions. One exemplary lifting task published by Centers for Disease Control and Prevention was designed by using the Unity software. This example may be used by other educators to develop their own virtual instructions for different task analyses.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127534522","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fahmi Bellalouna, R. Langebach, Volker Stamer, Mike Prakash, Mika Luimula, A. Jedidi, F. Gargouri
{"title":"VR-based Serious Games Approach for a Virtual Installation of an Ammonia Compressor Pack in the Industrial Refrigeration","authors":"Fahmi Bellalouna, R. Langebach, Volker Stamer, Mike Prakash, Mika Luimula, A. Jedidi, F. Gargouri","doi":"10.54941/ahfe1002061","DOIUrl":"https://doi.org/10.54941/ahfe1002061","url":null,"abstract":"Extended Reality technology (xR) contains Augmented, Virtual and Mixed Reality Technology (AR / VR / MR) is one of the key technologies of digital transformation. Thanks to the existing powerful immersive hardware systems, complex technical and natural systems can be digitally represented in a realistic virtual environment. This enables users to completely immerse in the virtual environment and to observe and interact with the systems and objects contained therein without major restrictions, or to augment real products and systems with digital data in runtime. This creates new opportunities to present the behaviour and functionalities of complex systems in a tangible and understandable way. Therefore, the xR technology has the ability to revolutionize learning and training methods, especially in the qualification of specialists and experts. Within the international project “International Cooperation on VR/AR Projects” (IC xR-P) – cooperation between University of Applied Sciences Karlsruhe from Germany, Turku University of Applied Sciences from Finland, and Higher Institute of Computer Science and Multimedia Sfax from Tunisia – the application of the VR technology in the training area in terms of supporting of cognitive skills will be investigated. IC xR-P focuses on the implementation of VR training apps for medical training, rescue and knowledge transfer. This paper presents and discusses the implementation of a VR-Training App for the installation of an industrial refrigeration Ammonia Compressor Pack (ACP). The VR app has been developed in cooperation with the German refrigeration technology manufacturer BITZER Kühlmaschinenbau GmbH. The implemented VR training App has been developed in terms of a feasibility study to demonstrate the aibilty of the VR technology to train Bitzer's customers to install the ACP worldwide. The VR app should support the customers engineers to perform an error-free installation of the ACP based on simplified and tangible virtual process description and virtual instruction. The VR training app comprises four main modules: VR logging and reception room, VR delivery and unloading process for the ACP, VR installation of the ACP, and VR visualization room for the refrigerant flow and technical details of the ACP. The VR app can be used as a single and multiplayer mode. A summary of the app evaluation by the engineers of BITZER will be presented at the end of the paper.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131415080","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Verónica-Gabriela Maldonado-Garcés, Elking Araujo, Mayra Carrión, Marco Santórum, Patricia Acosta-Vargas, Diana López, Mahatma Quijano, Luis Llanganate
{"title":"Designing a Serious Game to enhancement of musical skills of children using iPlus methodology","authors":"Verónica-Gabriela Maldonado-Garcés, Elking Araujo, Mayra Carrión, Marco Santórum, Patricia Acosta-Vargas, Diana López, Mahatma Quijano, Luis Llanganate","doi":"10.54941/ahfe1002074","DOIUrl":"https://doi.org/10.54941/ahfe1002074","url":null,"abstract":"Serious Games have become a popular tool for knowledge transfer, behavioral, perceptual, or cognitive change, and valuable for developing or improving a specific area. The use of serious games for educational purposes can have a very positive effect; in our case, this area is related to the educational or psychological field, and its purpose is to strengthen the psychoeducational processes, allowing the achievement of an optimal and motivating learning process in the different stages of development of the human being. The current research focuses on constructing a serious game for the enhancement of musical skills of children using iPlus methodology. This game is aimed at children from 8 to 12 years old; however, it is not ruled out to be applied to adolescents, middle-aged, and elderly adults. The game is suitable for practicing and improving musical abilities such as memory, attention, and spatial perception by recognizing notes on the staff. The possibility of strengthening two essential psychological processes is also offered, not only for the acquisition of learning but also to solve life problems.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127797635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The analysis of effect of visual cues in a binary decision making environment","authors":"Amirreza Bagherzadeh, Farnaz Tehranchi","doi":"10.54941/ahfe1003874","DOIUrl":"https://doi.org/10.54941/ahfe1003874","url":null,"abstract":"In this study, we plan to answer the fundamental question of what factors affect the human utility function and decision-making strategy. Utility function is an internally assigned value to each state to reflect the satisfaction of moving to that state. Decision Time (i.e., Reaction Time) is the time required for a user to make a decision after observing the current state. The assessment of human decision-making and Decision time has been frequently discussed in the fields such as psychology, neuroscience, and ergonomics.One of the most commonly used experiments to analyze the decision-making process is the choice task, where a set of choices are presented to users, and they need to select one of these choices. For the purpose of this study, we consider only two choices and assign a probabilistic reward to each choice. The task is named “Bias Coin Flip Game”, a web-based coin flip game where one side of the coin is more likely to appear. In another word, the coin is biased. Users are not aware of this bias and are asked to win as much as they can in the course of 250 tries. Probability Learning studies have indicated that after a sufficient number of tries, people are capable of learning the bias. However, the number of tries needed to learn the bias, the time spent between each try (e.g., Decision Time), and the strategy (e.g., matching and maximizing) users would choose to follow are highly susceptible to the visual cues represented to users. We consider multiple factors such as (a) the hidden/unhidden Win rate, (b) showing four last recent coin results, and (c) the order of visual cues. We analyze the effect of these cues on decision-making strategy and decision-making time on different genders and age groups using Factorial ANOVA (i.e., a statistical experimental design to analyze the significance of each cue). Results indicate how each visual cue affects the decision-making strategy chosen by users to design an environment that optimizes the chance of the optimality of the decisions made by the user, avoids convergence to suboptimal strategies, and controls reflection on the utility function. Finally, we suggest the relationship between the complexity of the utility function and the decision time for each environment with different sets of visual cues.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126074742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Verification of Human-Machine Interaction Design of Intelligent Connected Vehicles Based on Augmented Reality","authors":"Zhang Heng, Yuanbo Sun, Z. Boyang, Yinan Che","doi":"10.54941/ahfe1002081","DOIUrl":"https://doi.org/10.54941/ahfe1002081","url":null,"abstract":"Firstly, compared with the traditional vehicle interactive verification methods, it is concluded that the real vehicle test scheme has the disadvantages of high cost, poor experience of pure physical bench scheme and lack of force feedback of pure virtual reality scheme. Augmented reality plus physical bench scheme has potential. Through the disassembly of automobile interactive verification process, the factors affecting the effect of automobile interactive verification are summarized. Secondly, conduct investigation and interview on the automobile active interactive users and the subjects of verification experiment, summarize the form and scope of automobile human-computer interaction design, as well as the design strategies and difficulties of interactive verification experiment, so as to determine the functional requirements of automobile interactive design verification bench. Then the feasibility of augmented reality technology applied to automotive human-computer interaction design verification is discussed and practiced.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114630498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Edwin Ricardo Gamboa, Mathias Bauer, Muhammad Reham Khawaja, Matthias Hirth
{"title":"Rather Multifaceted than Disruptors: Exploring Gamification User Types of Crowdworkers","authors":"Edwin Ricardo Gamboa, Mathias Bauer, Muhammad Reham Khawaja, Matthias Hirth","doi":"10.54941/ahfe1002069","DOIUrl":"https://doi.org/10.54941/ahfe1002069","url":null,"abstract":"Crowdsourcing allows individuals and organizations to outsource tasks to an anonymous group of individuals called crowdworkers, who are paid when completing the tasks. The quality of task results depends on factors like task complexity, task instruction quality, and crowdworker-related aspects, like their motivation towards the task. In this context, gamification, i.e., the use of game elements in non-ludic contexts, could foster the crowdworkers’ motivation besides monetary incentives. Nevertheless, identifying the audience’s gamification preferences is important to maintain their motivation in the long term. Although gamification has been used in crowdsourcing, to the best of our knowledge, it has not been based on crowdworkers’ preferences. The User Types HEXAD scale is suitable to identify those preferences and is designed explicitly for gamification. In our research, we investigated which HEXAD user types characterize crowdworkers. To aim this, we conducted a large-scale user study on two well-known crowdsourcing platforms, Amazon Mechanical Turk and Microworkers. Crowdworkers completed a demographic questionnaire, an image annotation task, and the HEXAD scale. The results show that crowdworkers are a multifaceted audience since all user types are exhibited. Therefore, we argue that one gamification approach might already satisfy a broad range for crowdworkers.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121681987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Replacing Common Picking Devices from Augmented Reality Scenarios at Warehouses by a Laser Projection System","authors":"Jan Finke, Sebastian Hoose, J. Jost, Moritz Roidl","doi":"10.54941/ahfe1002065","DOIUrl":"https://doi.org/10.54941/ahfe1002065","url":null,"abstract":"The human worker will still play a major part in the factory of the future. The number of tasks to accomplish is constantly rising in modern production facilities and warehouses, whereas the shortage of skilled workers is increasing. As a result, fewer professionals must work alongside with many roustabouts at highly complex technical systems and in short clock cycles. Therefore, in this paper, we present a laser projection system as a new way of provision of information to guide the worker through the processes. Further, we demonstrate the usage of the system in a common logistic process and compare it with other established interaction modalities","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130519550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Rehabilitation behavior intention of upper extremity stroke patients by IMVT","authors":"Wen-Chi Chen, Chih-Fu Wu","doi":"10.54941/ahfe1003870","DOIUrl":"https://doi.org/10.54941/ahfe1003870","url":null,"abstract":"In recent years, studies have shown that mirror therapy can improve the rehabilitation effect of upper extremity stroke patients. On the other hand, with the advancement of virtual reality technology, relevant rehabilitation medical researchers have widely introduced virtual reality technology into the rehabilitation medical system. This pilot study investigates the effect of the integration of mirror therapy and virtual reality technology (IMVT) with somatosensory game elements on upper extremity stroke patients. Based on research ethics, patients with upper extremity stroke were first consulted about their willingness to participate in the experiment, and the experiment was carried out with the patients’ consents. In this preliminary study, a total of 38 upper limb stroke patients were willing to participate in this ethical research investigation. Thirty-eight patients included 21 males and 17 females, with an average age of 53.8 and 55.4, respectively, are shown a demonstration video, made by the physical health personnel, of how to operate the equipment integrating mirror therapy and virtual reality before participating the experiment. The upper limb stroke patients who agreed to participate in the experiment after browsing the video are given a questionnaire survey on the rehabilitation behavior intention of the patients. The questionnaire used in this research is based on the literature survey of extending the unified theory of acceptance and use of technology II(UTAUT2) proposed by Venkatesh et al. (2012), and the questionnaire items are selected through interviews with rehabilitation medical experts from accredited institutions. The content of the questionnaire included five exogenous variables, namely, \"performance expectation\", \"effort expectation\", \"social influence\", \"hedonic motivation\" and \"game setting\", one endogenous variable of \"behavioral intention\" as well as twenty indicators. The statistical tool PLS-smart was used to perform PLS-SEM (Structural Equation Modeling) analysis on the data. The analysis results found that \"hedonic motivation\" has a significant impact on \"behavior intention\" in the SEM model. According to patient interviews and SEM analysis, it can be inferred that the increase in content of hedonic motivation can improve patients’ rehabilitation behavior intentions. In contrast, since upper limb stroke patients still question this novel rehabilitation method, performance expectations, effort expectations, social influence, as well as, game setting, are insignificant in behavioral intention.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115863779","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}