{"title":"评估虚拟现实融入儿童步行训练的效果","authors":"T. Rahman, S. Deb, Anurag Pande, Mouyid Islam","doi":"10.54941/ahfe1002191","DOIUrl":null,"url":null,"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.","PeriodicalId":402751,"journal":{"name":"Human Factors and Systems Interaction","volume":"83 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Evaluating the efficacy of a virtual reality infused child-pedestrian training\",\"authors\":\"T. Rahman, S. Deb, Anurag Pande, Mouyid Islam\",\"doi\":\"10.54941/ahfe1002191\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":402751,\"journal\":{\"name\":\"Human Factors and Systems Interaction\",\"volume\":\"83 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Human Factors and Systems Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.54941/ahfe1002191\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Factors and Systems Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1002191","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Evaluating the efficacy of a virtual reality infused child-pedestrian training
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.