16 research outputs found

    Social presence as a training resource: comparing VR and traditional training simulations

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    From immersive simulations to interactive tutorials, Virtual Reality (VR) is transforming the way we learn and practise new skills. Especially for social skills training, a growing number of simulations have been designed in which trainees learn to master difficult communicative situations. One of the factors to which the effectiveness of VR as a learning technology is attributed to is the users’ feeling of social presence during the simulated interaction. This paper presents the evaluation of (1) a role play training, (2) a learning app and (3) a VR training application in a workshop series. Social presence was perceived as equally convincing and engaging for the prototypical VR scene as for the traditional form of role play, although the course of the interaction in VR was highly determined compared to the interaction dynamics of a human role play. In our interpretation, this confirms social presence as a valuable resource for training social interaction, which spans across various learning settings and methods in increasingly blended or hybrid learning and working contexts

    Preparing medical first responders for crises: a systematic literature review of disaster training programs and their effectiveness.

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    BACKGROUND Adequate training and preparation of medical first responders (MFRs) are essential for an optimal performance in highly demanding situations like disasters (e.g., mass accidents, natural catastrophes). The training needs to be as effective as possible, because precise and effective behavior of MFRs under stress is central for ensuring patients' survival and recovery. This systematic review offers an overview of scientifically evaluated training methods used to prepare MFRs for disasters. It identifies different effectiveness indicators and provides an additional analysis of how and to what extent the innovative training technologies virtual (VR) and mixed reality (MR) are included in disaster training research. METHODS The systematic review was conducted according to the PRISMA guidelines and focused specifically on (quasi-)experimental studies published between January 2010 and September 2021. The literature search was conducted via Web of Science and PubMed and led to the inclusion of 55 articles. RESULTS The search identified several types of training, including traditional (e.g., lectures, real-life scenario training) and technology-based training (e.g., computer-based learning, educational videos). Most trainings consisted of more than one method. The effectiveness of the trainings was mainly assessed through pre-post comparisons of knowledge tests or self-reported measures although some studies also used behavioral performance measures (e.g., triage accuracy). While all methods demonstrated effectiveness, the literature indicates that technology-based methods often lead to similar or greater training outcomes than traditional trainings. Currently, few studies systematically evaluated immersive VR and MR training. CONCLUSION To determine the success of a training, proper and scientifically sound evaluation is necessary. Of the effectiveness indicators found, performance assessments in simulated scenarios are closest to the target behavior during real disasters. For valid yet inexpensive evaluations, objectively assessible performance measures, such as accuracy, time, and order of actions could be used. However, performance assessments have not been applied often. Furthermore, we found that technology-based training methods represent a promising approach to train many MFRs repeatedly and efficiently. These technologies offer great potential to supplement or partially replace traditional training. Further research is needed on those methods that have been underrepresented, especially serious gaming, immersive VR, and MR

    Heterogeneity in making: Findings, approaches, and reflections on inclusivity in making and makerspaces

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    Making, that is, the hobbyist and technologically based creation of things, has been associated with many benefits. It is considered to contribute to the development of skills and to enable participation in innovation, and even democracy. At the same time, institutionalized making (in makerspaces, FabLabs) is known to be exclusive as members of such spaces are very often young well-educated white men. This is in contradiction to the promise and self-understanding of the maker culture, which aims to be open and inclusive. In the past 3 years, we, a group of researchers, makers, fablab employees, hackerspace operators, and artists, have engaged with such disparities in a collaborative research project. We inquired into barriers that women* and other underrepresented groups experience, created visions to change the status quo, and implemented smaller and bigger interventions in different spaces (fablab, hackerspace, and makers' homes) to explore their impacts. This article discusses findings, approaches, and foremost, reflections and experiences. In addition to presenting selected insights from our explorations, we pay particular attention to the tensions and challenges that we encountered during our research endeavors. Many of those are rooted in our own roles, perspectives, and backgrounds, which are multiple, sometimes conflicting, troubling, frustrating, yet enriching, and rewarding. In the form of a written conversation among project members, we present those different viewpoints, connect them where possible, and oppose them where needed. We conclude by articulating tensions that we see as characteristic regarding making and the research around it

    Marcus or Mira - Investigating the Perception of Virtual Agent Gender in Virtual Reality Role Play-Training

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    Immersive virtual training environments are used in various domains. In this work we focus on role-play training in virtual reality. In virtual role-play training conversations and interactions with virtual agents are often fundamental to the training. Therefore, the appearance and behavior of the agents plays an important role when designing role-play training.We focus on the gender appearance of agents, as gender is an important aspect for differentiation between characters. We conducted a study with 40 participants in which we investigated how agents gender appearance influences the perception of the agents® personality traits and the self-perception of a participants’ assumed role in a training for social skills. This work contributes towards understanding the design-space of virtual agent design, virtual agent gender identity, and the design and development of immersive virtual reality role-play training

    Tinatel mobil - Analyse, Entwicklung und Evaluation eines mobilen KommunikationsgerĂ€tes fĂŒr eine Anwenderin mit motorischer Behinderung

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    Abweichender Titel laut Übersetzung der Verfasserin/des VerfassersZsfassung in engl. SpracheIn dieser Arbeit wurde ein mobiles KommunikationsgerĂ€t, fĂŒr eine nicht sprechende Anwenderin mit motorischen Behinderungen entwickelt. Als GerĂ€t wird ein Netbook verwendet, welches am Rollstuhl der Anwenderin montiert ist und mit einem Kopfstabbedient wird. Die Entwicklung wurde als User Centred Design Prozess mit Verwendung der UserFIT-Methodologie und des "Scenario based Design" Ansatzes von Benyon und Macaulay durchgefĂŒhrt. In enger Kooperation mit der Anwenderin wurde erhoben, welche Anforderungen das KommunikationsgerĂ€t abdecken soll. Auf Basis dieser Anforderungen wurden Szenarios entwickelt, ein Prototyp entworfen und implementiert. Das resultierende System deckt Text to Speech Kommunikation mit anwesenden Personen und ĂŒber Telefon, sowie textbasierte Kommunikation ĂŒber SMS, Email und Instant Messaging ab. Insbesondere wurde eine Schnittstelle entwickelt, welche es ermöglicht, aus Text synthetisierte Stimme (Text to Speech) ĂŒber eine digitale Telefonverbindung (Voice over IP) zu ĂŒbertragen. Die SprechqualitĂ€t ist dabei ein wichtiger Faktor und wurde im Detail evaluiert. Die Studien zur SprechqualitĂ€t zeigen, dass eine ausreichende SprechqualitĂ€t mit mobilem Internet (3G) nicht erreicht wird, und daher Text to Speech Kommunikation ĂŒber Voice over IP noch nicht flĂ€chendeckend möglich ist. Im Rahmen eines ersten Usability Tests mit der Anwenderin konnte gezeigt werden, dass das System erfolgreich verwendet werden kann. Allerdings zeigte sich nach einer Langzeitevaluierung, dass noch Probleme bei der Kommunikation im mobilen Kontext bestehen. Lokal befindet sich das System erfolgreich im Einsatz. In Zusammenarbeit mit der Anwenderin wurde erarbeitet, wie das System verbessert werden kann. Insbesondere eine Änderung der Eingabemethode auf Einzelschalter wurde von der Anwenderin vorgeschlagen. Als Bachelorarbeit am AAT wurde von Kollegen eine Plattform mit Scan-Matrix und Einzelschalter entwickelt, auf dieser soll das System in Zukunft zum Einsatz kommen.In this work, a mobile Alternative Augmentative Communication (AAC) device for a dedicated speech impaired user was developed. The device is an off-the-shelf Netbook mounted on the user's wheelchair and is controlled with a stick mounted on the head (headstick). This work is done as a user centred design process, based on the UserFit-Methodology and a scenario based design approach by Benyon und Macaulay. After a survey about the state of the art and related commercial products a requirement analysis in strong cooperation with the user was conducted. The requirements where translated into scenarios and a prototype was designed and developed. The resulting system provides communication over text-to-speech technology with persons in the same room and over the telephone using Voice over IP (VoIP) technology. Apart from text-to-speech communication, text based communication via short message service, email and instant messaging is possible as well. Especially, an interface was developed that allows transmission of text-to-speech synthesis over a digital telephone connection with Voice over IP. The quality of service of text to speech communication in an important factor and thus was analysed in detail. Results show that text to speech over VoIP is possible, but a certain bandwidth is needed. Thus, a limitation of the system is that it cannot be used with mobile internet (3G). The system has been deployed and evaluated in strong cooperation with the user. A first usability test showed that the system can be used successfully. A six month long term evaluation revealed that there are problems with communication in a mobile context. In a local context the system is used successfully. Based on these results ideas for further improvement have been collected. Especially a change of input method to single-switch was recommended by the user. By other students a platform with scan-matrix and single switch was developed as a bachelor-thesis at the Centre for Applied Assistive Technology (AAT), which shall be the base for the system in the future.13

    Augmented and Virtual Reality Applied for Innovative, Inclusive and Efficient Participatory Planning

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    The research project VR-Planning aims to investigate improvements in participatory planning processes through the use of Augmented Reality (AR) and Virtual Reality (VR) to allow stakeholders to experience designs of buildings and public spaces before they are built. The biggest challenge for participatory planning is to include stakeholders from various backgrounds and with diverse knowledge. Thus VR-Planning examines how AR and VR can be used to optimally support participation in different application areas at different planning phases to facilitate a swift and effective decision-making process. This paper summarizes results from three user experience workshops with citizens and a workshop with an interdisciplinary group of professional planners and academics. Finally, an outlook with usage scenarios in future planning and design projects is provided

    From Bottom-up Insights to Feature Ideas: A Case Study into the Office Environments of Older Knowledge Workers

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    Part 2: EnvironmentInternational audienceGiven recent demographic changes, adapting the office environments of older knowledge workers to their needs has become increasingly important in supporting an extension of working life. In this paper, we present a case study research of older knowledge workers in Romania, with the goal of gaining bottom-up insights that support the ideation, design, and development of features for a smart work environment. Utilizing a multi-method approach, we combine (1) contextual interviews and observations, (2) an analysis of needs and frictions for deriving insights, (3) an ideation workshop for eliciting potential features, (4) an online survey among experts for evaluating the final feature ideas, and (5) early stage prototyping of selected feature ideas. Following this comprehensive yet efficient approach, we were able to gain a rich understanding of the work realities and contexts of older knowledge workers and to transform that understanding into a concrete set of prioritized feature ideas

    Making Access: Increasing Inclusiveness in Making

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    In this one-day workshop we are going to make access. We aim to counteract the phenomenon that access to making (e.g., in makerspaces, fablabs, etc.) is not equally distributed, with certain groups of people being underrepresented (e.g., women∗1). After brief introductions from participants and a set of three impulse keynotes, we will envision and "make"interventions together, such as speculative or provocative objects and actions. The workshop takes a constructive stance with the goal to not rest on empirical and theoretical findings or individual experiences, but to translate those into viable interventions. These serve as exemplars of findings with the clear goal of being deployed soon after.</p

    Preparing medical first responders for crises: a systematic literature review of disaster training programs and their effectiveness

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    Background: Adequate training and preparation of medical first responders (MFRs) are essential for an optimal per‐ formance in highly demanding situations like disasters (e.g., mass accidents, natural catastrophes). The training needs to be as effective as possible, because precise and effective behavior of MFRs under stress is central for ensuring patients’ survival and recovery. This systematic review offers an overview of scientifically evaluated training methods used to prepare MFRs for disasters. It identifies different effectiveness indicators and provides an additional analysis of how and to what extent the innovative training technologies virtual (VR) and mixed reality (MR) are included in disaster training research. Methods: The systematic review was conducted according to the PRISMA guidelines and focused specifically on (quasi‐)experimental studies published between January 2010 and September 2021. The literature search was con‐ ducted via Web of Science and PubMed and led to the inclusion of 55 articles. Results: The search identified several types of training, including traditional (e.g., lectures, real‐life scenario training) and technology‐based training (e.g., computer‐based learning, educational videos). Most trainings consisted of more than one method. The effectiveness of the trainings was mainly assessed through pre‐post comparisons of knowl‐ edge tests or self‐reported measures although some studies also used behavioral performance measures (e.g., triage accuracy). While all methods demonstrated effectiveness, the literature indicates that technology‐based methods often lead to similar or greater training outcomes than traditional trainings. Currently, few studies systematically evalu‐ ated immersive VR and MR training. Conclusion: To determine the success of a training, proper and scientifically sound evaluation is necessary. Of the effectiveness indicators found, performance assessments in simulated scenarios are closest to the target behavior during real disasters. For valid yet inexpensive evaluations, objectively assessible performance measures, such as accuracy, time, and order of actions could be used. However, performance assessments have not been applied often. Furthermore, we found that technology‐based training methods represent a promising approach to train many MFRs repeatedly and efficiently. These technologies offer great potential to supplement or partially replace traditional training. Further research is needed on those methods that have been underrepresented, especially serious gaming, immersive VR, and MR
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