integrating virtual reality with use-of-force training ... · v abstract this project identifies...
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University of New OrleansScholarWorks@UNO
Senior Honors Theses Undergraduate Showcase
5-2017
Integrating Virtual Reality with Use-of-ForceTraining SimulationsTed MaderUniversity of New Orleans
Follow this and additional works at: http://scholarworks.uno.edu/honors_theses
This Honors Thesis-Unrestricted is brought to you for free and open access by the Undergraduate Showcase at ScholarWorks@UNO. It has beenaccepted for inclusion in Senior Honors Theses by an authorized administrator of ScholarWorks@UNO. For more information, please [email protected].
Recommended CitationMader, Ted, "Integrating Virtual Reality with Use-of-Force Training Simulations" (2017). Senior Honors Theses. 87.http://scholarworks.uno.edu/honors_theses/87
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INTEGRATINGVIRTUALREALITYWITHUSE-OF-FORCETRAININGSIMULATIONS
AnHonorsThesis
Presentedto
theDepartmentofComputerScience
oftheUniversityofNewOrleans
InPartialFulfillment
oftheRequirementsfortheDegreeof
BachelorofScience,withUniversityHighHonors
andHonorsinComputerScience
by
TedMader
May2017
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TableofContents
ListofFigures..............................................................................................................iv
Abstract.......................................................................................................................v
Introduction................................................................................................................1
Motivation..................................................................................................................1
IntroducingVirtualReality.......................................................................................3
RelatedWork..............................................................................................................3
HardwareandTools....................................................................................................4
HTCVive..................................................................................................................5
Headset.......................................................................................................................5
Unity........................................................................................................................6
DevelopmentProcess..................................................................................................7
BuildingtheModule................................................................................................7
ModificationstoSimulation.....................................................................................8
SimulationWalkthrough........................................................................................10
Evaluation.................................................................................................................12
ExperimentalDesign..............................................................................................12
PresenceSurveys...................................................................................................12
EmpaticaE4...............................................................................................................14
Risks..........................................................................................................................14
TestingProcess.........................................................................................................14
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Hypotheses...............................................................................................................15
SurveyData...........................................................................................................15
PhysiologicalData..................................................................................................16
Results......................................................................................................................16
Discussion.................................................................................................................19
Conclusion.................................................................................................................20
Bibliography..............................................................................................................22
Appendix1:PresenceQuestionnaire.........................................................................24
Appendix2:IntroductionVideoScript.......................................................................25
Appendix3:ScreenandKeyboardChecklistandVerbalQuiz.....................................27
GeneralGuidelines.................................................................................................27
Step-by-StepChecklist...........................................................................................27
VerbalQuiz............................................................................................................28
Appendix4:VirtualRealityChecklistandVerbalQuiz................................................29
GeneralGuidelines.................................................................................................29
Step-by-StepChecklist...........................................................................................29
VerbalQuiz............................................................................................................30
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ListofFigures
Figure1.Avirtualenvironmentinthepoliceuse-of-forcetrainingsimulation.................2
Figure2:HTCViveaccessoriesincludeddiagram..............................................................5
Figure3.Diagramoftransformationstopoliceuse-of-forcesimulationbythevirtual
realitymodule....................................................................................................................8
Figure4.Filestructurediagramofvirtualrealitymodule..................................................8
Figure5.Anoverviewofthevirtualenvironmentforthescenario...................................9
Figure6.Dialogueguidesusershowtointeractwithvirtualcharactersandusethegun.
..........................................................................................................................................10
Figure7.Thepoliceofficerinteractswiththesuspect,andthesuspectattacksusinga
knife..................................................................................................................................11
Figure8.Aquestionfromthesurveytocomparethetypesofcontrols.........................13
Figure9.Resultsfrompositivequestions........................................................................17
Figure10.Resultsfromnegativequestions.....................................................................17
Figure11.PhysiologicaldatafromtheEmpaticaE4wristbandforeachparticipant.......18
Figure12.Resultsfromnumbersofparticipantswithsupportingphysiologicaldata.....18
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Abstract
Thisprojectidentifiesimprovementstopresenceandimmersioninasimulation
byintegratingvirtualrealitytechnology.Thissimulationprovidesavirtualenvironment
fortrainingpoliceofficersintheuseofforcewhenresolvingpotentiallydangerous
situations.WeintegratetheHTCVivevirtualrealitysystemwithapreviouslydeveloped
prototype3Dvirtualenvironmentthatusesartificialintelligencetechniquesfor
generatingnarratives.Theinteractionsmadepossiblewithvirtualrealitytechnology
provideaneffectivealternativetotraditionalmouseandkeyboardinput,andthey
evokefeelingsinusersthattheeventsareactuallyoccurringandreacting.Our
hypothesispredictsthatusersexperienceagreatersenseofpresencewhenusingvirtual
realityhardwaretointeractwiththesimulation.
Keywords:computerscienceandtechnology,virtualreality,presence,HTCVive
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Introduction
Thisprojectinvolvesdevelopingahighlyimmersiveinteractivetrainingsimulationbuilt
withcuttingedgecommercialvirtualreality(VR)technology.Thissimulationprovidesavirtual
environmentintendedtotrainpoliceofficersintheuseofforcewhenresolvingpotentially
dangeroussituations.Thepreviousiterationofthissimulationconsistedofaprototype3D
environmentthatplayersviewedonamonitorandcontrolledviamouseandkeyboard.Virtual
realitytechnologyallowsthedevelopmentofanenvironmentthatwillfurtherengageusers.
Providingincreasedrealismimproveseffectivenessofthepoliceuse-of-forcetraining
simulation[1].Thisisaccomplishedbybringingthetrainingsimulationintovirtualrealityby
integrating:
• Ahead-mounteddisplaythatallowsuserstolookaroundatanypartofthevirtual
environmentbyheadmovements.
• Wirelesshandheldcontrollersthatallowuserstointeractwithobjectsinthevirtual
environmentbyhandmotionsandroom-scalemovement.
Improvementsbroughtbytheseintegrationsweremeasuredusingsubjectiveandobjective
metricsforpresenceandimmersion,whichareemergingasstandardmeasuresofthe
effectivenessofVRexperiences[2,3,4].
Motivation
Interactivevirtualenvironmentsprovideusersasettingforexploration,interaction,
learning,andexperiencingconsequences.Thissafeandengagingcontextcanbeutilized
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effectivelyineducationandtraining[5,1,6].Forourpurposes,weleveragedvirtual
environmentsfortrainingnewpoliceofficersinusinganappropriatelevelofforcewhen
resolvingpotentiallydangeroussituations.
Figure1.Avirtualenvironmentinthepoliceuse-of-forcetrainingsimulation.
Theprototype3DvirtualenvironmentdevelopedbythePIandcomputerscience
graduatestudentsleveragesartificialintelligencetechniquesforadaptationandpersonalization
ofthevirtualenvironment’snarrative,basedonuserbehavior.Thesetechniquesrelyon
algorithmicsolutionsforgeneratingandadaptingstructureforeffectivenarratives.Allowing
participantstotaketheroleofacharacterandengageinandconstructnarrativewithvirtual
agentsthroughtheiractionsenhancesagencyinthevirtualenvironment[7].However,this
prototypeusesconventionalkeyboardandmouseasinputdevicesandamonitorfordisplay,
anditseffectivenesscouldbeimprovedwithvirtualrealitytechnology.Allowingauserto
interactusingtheirhead,hands,andfeetwouldimprovethevirtualenvironment’sabilityto
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generateafeelingofpresence–thesubjectiveexperienceofbeinginadifferentenvironment
thanone’scurrentrealworldlocation[2,3,8].
IntroducingVirtualReality
Companieshaverecentlybeendevelopingaffordable,widely-availablevirtualreality
hardware.Thetechnology’spotentialrisesasbusinessescontinuetoaggressivelyinvestin
virtualrealityhardwaredevelopment.Furthermore,existingsoftwaretoolsalloweasy
integrationofthehardware,providinganopportunityforbuildingonthepoliceuse-of-force
trainingsimulation.
Afterintroducingahead-mounteddisplayandwirelesshandheldcontrollerstothe
existingsimulation,astudywasconductedtocomparetheabilityofVRtechnologytoinvoke
feelingsofpresenceandengagementagainstthatoftraditionalinputdevices.Thestudy
measuredtheseabilitiesusingestablishedsubjectiveandobjectivemetricsduringthe
evaluationofthesimulation’seffectiveness[3,4].
RelatedWork
Simulationsareaneffectivemethodofpreparingprofessionalsforhighlycomplex
workingenvironments[1].Digitaltrainingsystemsprovidecost-effectivesolutionsforpreparing
business,academia,industry,andmilitarypersonnelforfunctioninginreal-worldscenariosthat
aredifficulttoreplicateinaclassroomenvironment[6].However,theeffectivenessofvirtual
realitysimulationsdependsontheirabilitytoelicitingrealisticbehaviorinusers.Slater
identifiestwoimportantfactorsforinfluencingrealisminvirtualrealitysimulations:plausibility
illusionandplaceillusion[8].
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Evokingfeelingsinusersthattheeventswithinthesimulationareactuallyoccurringand
reactingtotheusercreatesplausibilityillusion.Artificialintelligencetechniquesforgenerating
narrativesareutilizedtoimproveplausibilityinthepoliceuse-of-forcetrainingsimulation[9].
Creatingthesenseofbeingactuallypresentinthevirtualenvironmentattributestoplace
illusion,whichwewillrefertoaspresence[6].Thisprojectfocusesonimprovingpresencein
thesimulationbyprovidingamoreconvincingenvironmentusingvirtualrealitytechnology.
HardwareandTools
Beforetherecentmassiveresurgenceofvirtualrealitytechnology,fordecades,previous
attemptsatcreatingcommerciallysuccessfulvirtualhardwarehavefailed[10].Thesefailures
havebeenattributedtoproblemssuchashighcosts,lackofcompatiblesoftware,andmotion
sicknessinusers.However,sinceOculus’ssuccessfulcrowd-fundingoftheirRiftvirtualreality
headsetonKickstarter,businessessuchasGoogle,Facebook,Microsoft,Sony,HTC,and
Samsunghavebegunaggressivelyinvestingintheresearchanddevelopmentofvirtualreality
technology.Thishasledtothereleaseofseveralaffordable,widelysupportedvirtualreality
systems.
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HTCVive
TheHTCVive1isavirtualrealitysystemdevelopedbyHTCandValveCorporation.It
allowsuserstointeractwithvirtualworldsasthemselves,ratherthanacharacterintheworld.
TheHTCVivebundleincludesavirtualrealityheadset,twowirelesshandheldcontrollers,and
two‘Lighthouse’cameras.Theheadsetcontainsscreensforeacheyeandsensorsformotion
tracking.Eachcontrolleriswirelessandbatterypowered,allowinguserstointeractwiththe
virtualworldusingamulti-functiontrackpad,dual-stagetrigger,gripbuttons,andmenubutton.
Twowirelessinfrared“Lighthouse”camerasperformmotiontrackingfortheVivevirtualreality
system.Theseareideallyplacedincornersoftheroom,andfollowatotalof70infrared
sensors.Thecompletekitcontainsnineteentotalitems:
A. ‘Lighthouse’camerasB. SyncCableC. Basestationpoweradapterx2D. MountingkitE. LinkboxF. LinkboxmountingpadG. LinkboxpoweradapterH. HDMIcableI. USBcableJ. EarbudsK. AlternatefacecushionL. CleaningclothM. DocumentationN. Headsetwith3-in-1,audiocablesO. Controller(withlanyard)x2P. MicroUSBchargerx2
1“VIVE™|DiscoverVirtualRealityBeyondImagination,”https://www.vive.com/us/
Figure2:HTCViveaccessoriesincludeddiagram
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Headset
TheHTCViveheadsetcontainsa1080×1200,90Hzscreenforeacheye,havingenough
pixeldensitytopreventthescreendooreffect,i.e.,linesseparatingpixelsbecomevisible.The
displayusesatalleraspectratiothanotherheadsets,providingmoreverticalareaforusersto
lookaroundwithoutneckmovements.Thecurrentversionrequiresconnectingabundleof
cablestofunction,includingaHDMI,USB,andpowercable,anditincludesa3.5mmjackfor
headphones.Theheadsetcontains37sensors,includingagyrosensor,accelerometer,andlaser
positiontrackers.
Unity
ThesimulationprototypeisbuiltonUnity2,“across-platformgameenginewithabuilt-
inIDE(integrateddevelopmentenvironment)developedbyUnityTechnologies.Itisusedto
developvideogamesforwebplugins,desktopplatforms,consolesandmobiledevices.”
Additionally,theHTCViveandUnityareextremelycompatibleforvirtualrealitydevelopment,
withtheassistanceofafewlibraries.TheSteamVRSDK3,anofficiallibrarydevelopedbyValve,
providesasetoftoolsforsimplifyingUnitydevelopmentwithallmajorvirtualrealityheadsets.
AnotherusefullibraryisVRTK4,atoolkitforbuildingVRsolutionsinUnity.Itprovidesa
collectionofusefulscriptsandconceptstocoveranumberofcommonsolutionssuchas
movement,interactionusingtouchingorgrabbing,andcontrolsmapping.
2“Unity–GameEngine,”https://unity3d.com 3“SteamVR,”https://developer.valvesoftware.com/wiki/SteamVR4“VRTK“Unity–GameEngine,”https://unity3d.com–VirtualRealityToolkit,”https://vrtoolkit.readme.io
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DevelopmentProcess
Atthestartofthedevelopmentprocess,Ihadbeensituatedinmyownlabspace,
separatedfromateamofgraduatestudentsinthedepartmentofcomputersciencethat
workedondevelopingthecoresimulationfeatures.Giventhis,Idecidedcreatinganoptional
virtualrealitymodulewithoutalteringthecodebaseofthecoresimulationitselfwouldbethe
bestapproach.Thiswouldnotonlyresultinapotentiallyreusablemoduleforaccomplishing
similarsolutionsforfutureprojectsbythePI,butpreventconflictingworkbetweenmyselfand
thepartneringteam.
BuildingtheModule
Idesignedastructurewhereobjectsinthecoresimulationwouldbeselectively
transformed,configured,ordestroyedforavirtualrealityenvironment.Ascriptcalled
VRManagerperformstransformationstoobjectsinthemainsimulationforcompatibilitywith
thevirtualrealityfeatures,whereasascriptcalledVRControlshandlesreconfiguringkeyboard
andmousecontrolsforinputusingthehandheldcontrollers.
InUnity,scenescontaintheobjectsofthevirtualworld.Theobjectshandlingtheseprocedures
werepackagedintoascene,whichIdesignedtobeloadedwiththescenecontainingthemain
scenarioobjects.Unityprovidestheabilitytoloadmultiplescenesatonce,allowingthistobe
possible.Beforemakinganydesiredchangestothemainsimulation,wehadaworking,
independentvirtualrealitymoduletoperformtheneededchanges.However,tocreatethe
bestexperience,changesweredonetothevirtualworldofthemainsimulationtobetter
accommodatethenewmeansofinteraction.
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Figure3.Diagramoftransformationstopoliceuse-of-forcesimulationbythevirtualrealitymodule
Figure4.Filestructurediagramofvirtualrealitymodule
ModificationstoSimulation
Eventually,thePIrelocatedmeintothemainlabandintegratedmewiththepartnering
teamofgraduatestudents.DrivenbyfeedbackandrequestsbythePI,myteamintroduced
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variousminorchangestothemainsimulationtobetteraccommodatetransformationsapplied
bythevirtualrealitymodule,whilstretainingitsindependencefromthevirtualrealityfeatures.
Initially,thescenariospacewasmuchlargerthantheroomareaandrequiredameansof
repositioningtheplayareaaroundthegameworld,otherwiseuserswouldnothaveenough
real-worldspacetonavigatethevirtualenvironment.Iimplementedameansof“teleporting”
aroundtheenvironment,whichwaseventuallydiscardedinfavorofreducingtheareaofthe
scenarioworld.ThePIdeterminedtheteleportationfeaturewouldnegativelyaffectimmersion.
Initscurrentiteration,userscanfullynavigatethevirtualenvironmentbyonlymovingaround
therealworld.Anotherchangetothescenarioincludedrescalingtheworldtomatchthe
perceptionofthevirtualrealityusersothatobjectsdidnotappeartoosmallorlarge.Scripts
forthesimulationcontrolswereuncoupledtoalloweasierreconfiguration.Toimprove
immersion,improvedplayerhandmodels,additionalfloraanddistantlandscapessurrounding
thescenarioarea,ambientsounds,andwindeffects,wereaddedtothevirtualenvironment.
Figure5.Anoverviewofthevirtualenvironmentforthescenario.
Atransitionscenewasaddedtohandleproperpositioningoftheuserintherealworld
beforethestartingthescenario.Inthevirtualenvironment,thetransitionsceneinstructsthe
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usertostandinadesignatedarea,reflectingtheidealrealworldstartinglocation.This
preventedawkwardinteractionsresultingfromtheplayerstandingfarfromtheintended
startinglocation.
SimulationWalkthrough
Theiterationofthesimulationweusedtocollectdataincludestutorial,transition,and
scenariostages.Inthevirtualrealitysimulation,thetransitionstagerequiresuserstoposition
themselvesbeforethetutorialandeachattemptatthescenario.Inthemouseandkeyboard
simulation,userscansimplycontinuebypressingabuttononthekeyboard.
Figure6.Dialogueguidesusershowtointeractwithvirtualcharactersandusethegun.
Thetutorialwalksusersthroughthecontrolsusingguideddialogues,describinghowto
movearound,interactwithvirtualcharacters,anddraw,fire,orholsteragun.Thetutorial
displaysdialoguespecifictothetypeofinputused.Afterthetutorial,anexplanationofthe
scenarioispresented:
Twominutesago,dispatchreceivedthiscallfromadistressedwoman:“My
sonhasbeenlivingwithmefortwomonths,andtodayItriedtokickhimout
ofmyhouse.Buthewon’tleave!Hegotangry,andIgotscared,soIlocked
myselfinthehouse,buthe’sstilloutsidepoundingonthedoor.Ithinkhehas
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aknife.Pleasehelpme.”Youaretheclosestpoliceofficertothataddressand
areonyourwaytorespond.
Usersbeginthescenariowhenready.Userstaketheroleofapoliceofficerandhavethe
optiontotalktoasuspect,aswellasdrawtheirgunandfire.Ifthepoliceofficergetstooclose
orpointsthegunatthesuspect,hewillbeginadvancingtowardstheofficerandattackwitha
knifeifinrange.Iftheofficerretreatstocover,thesuspectsurrenders.
Figure7.Thepoliceofficerinteractswiththesuspect,andthesuspectattacksusingaknife.
Attheendofeveryattempt,ascoreona0to4scaleisdisplayed.Thefollowingscores
areawardedbasedonspecificcriteria:
• Score0ifofficerdied.
• Score1ifsuspectdiedanddidnotthreatentheofficer.
• Score2ifthesuspectdiedanddidthreatentheofficer.
• Score3ifsuspectsurrenderedandthreatenedtheofficer.
• Score4ifsuspectsurrenderedanddidnotthreatentheofficer.
Thesimulationkeepstrackofthenumberofattemptsandsendsuserstothetransitionstage
wheretheycanreattemptthescenariowhenready.
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Evaluation
ExperimentalDesign
Myteamperformedaresearchstudytogatherdataforawithinsubjectsexperimentto
testtheeffectivenessofthevirtualpolicetrainingsimulation.Participationinvolvedusers
playingthetwoversionsofthesimulation:thedesktopversionusingkeyboardandmouse
inputandtheversionusingvirtualrealityequipment.Thesessionswereexpectedtolastabout
halfanhour,withuserscappedattenplaysessionsperversion.Thestudyrequiredparticipants
tobeatleast18yearsofageandwillbeabletochoosetowithdrawatanytimeduringthe
study.Wecollectedthreekindsofdata:
• Theactionstheparticipanttakeswhileplayingthesimulation.
• Physiologicaldata,includingheartrate,skintemperature,andskinconductance.
• Answerstosurveyquestionsaftersessions.
Thesemeasureshavebeenproposedaseffectivemethodsofgaugingeffectivenessofvirtual
realityenvironments[11].Thecollecteddataremainedcompletelyanonymous,andtherewere
nomeansofconnectingnamesofparticipantswiththedata.Theresultsoftheresearchmaybe
publishedwithoutuseoftheidentitiesofparticipants.
PresenceSurveys
Builtontheunderlyingfactorsofpresence,apresencequestionnairemeasuresthe
senseofpresenceinusersinvirtualrealityenvironments.Experimentationusingthis
questionnairesupportsreliableandconsistentresultsthatallowtheevaluationofexperienced
presenceinusers[3].Thequestionsaskedbythepresencequestionnairecanbeviewedin
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appendixI.Tocollectdataforthewithinsubjectsexperiment,wecreatedasurveyusingthe
originalLikertScale5(1to7)questionsfromthepresencequestionnaire.
Figure8.Aquestionfromthesurveytocomparethetypesofcontrols.
InsteadofusingtheLikertScale,weaskeduserstocomparethetwotypesofcontrols.Foreach
question,participantsselectediftheyfavoredthevirtualrealitycontrols,mouseandkeyboard
controls,orneither.Thequestionswereframedeitherpositivelyornegatively.Examplesof
positivequestionsare:
• “Inwhichversiondidthemechanismwhichcontrolledthemovementthroughthe
environmentseemmorenatural?”
• “Whichenvironmentseemedmoreconsistentwithyourreal-worldexperiences?”
• “Inwhichversionwereallyoursensesmoreengaged?”
Examplesofnegativequestionsare:
• “Inwhichversionwastheinformationcomingfromyoursensesmoreinconsistentor
disconnected?”
• “Inwhichversionwereyoumoreawareofeventsoccurringintherealworldaround
you?”
5“LikertScale|SimplyPsychology,”https://www.simplypsychology.org/likert-scale.html
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EmpaticaE4
TheE4wristbandfromEmpaticamonitorsphysiologicalsignalsinreal-time.The
wristbandcollectsdatatobestoredininternalmemoryandretrievedviaUSBthroughprovided
software.Thedevicemeasuresheartrate,skintemperature,andskinconductance.Eachof
thesephysiologicalmeasuresdeterminethefollowing[11]:
• Increasedstress,intensityofemotions,anddefensiveresponses,i.e.fight-or-flight,
increaseheartrate.
• Increasedstressresultsinsweatonthepalms,whichincreasesskinconductance.
• Increasedstressdecreasesskintemperatureasheatmovestothebody’score.
Risks
Thisstudyinvolvedminimalriskstoparticipants.Dependingonchoices,usersmayhave
experiencedviolentcontentinthesimulation,suchasattackingorbeingattacked.Whenusing
thevirtualrealityequipment,usersmayhaveexperiencedmotionsickness.Participantswere
abletowithdrawatanytimeiffeelingdisturbedoruncomfortable.Participantsmayhave
trippedorwalkedintowallsorfurniturewhenusingthevirtualrealityequipment,andwere
discouragedtorunorjump.Aninvestigatorassistedtopreventtheseproblemsfromoccurring.
TestingProcess
Ideally,thePIwaspresentduringastudy.However,asingleteammemberwasableto
carryouttherequiredsteps.Werequiredtheparticipanttoreadandsignaninformedconsent
form,whichwillbekeptbytheinvestigators,andtheparticipantreceivedanunsignedpersonal
copyoftheform.Wepresentedtheparticipantwithavideoaboutthestudyandassociated
risks.Thescriptforthisvideocanbeviewedinappendix3.Beforethefirstplaysession,
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investigatorsensuredtheparticipantwaswearingheadphonesandtheactivatedsensor
wristband.Inordertoincreaserandomnessinthedata,thePIdecidedtohaveparticipantsplay
themouse-keyboardandvirtualrealitysimulationsindifferingorders.Whenmonitoring
participantsduringthevirtualrealitysimulation,investigatorspreventedthemfromtrippingon
cablesorcollidingwithrealworldobjects.Afterthetutorialstage,aninvestigatorperformeda
verbalquiztomakesuresubjectsunderstandhowtointeractwiththesimulation.Inthesecond
session,theparticipantplayedtheotherversion.Afterwards,theparticipanttookasurvey
containingquestionsthatwillcomparetheexperiences.Checklistsforthetestingprocesssteps
andtheverbalquizzesforbothsimulationscanbeviewedinappendices4and5.Intotal,22
peopleparticipatedinourstudy.
Hypotheses
SurveyData
Ournullhypothesisstateswecanclearlymeasurethattherearenodifferencesin
experiencedpresencebetweenusingvirtualrealitycontrolsandnon-virtualrealitycontrols.
Thealternativehypothesisstatesthatpeopleexperiencehigherpresencewhen
interactingwiththesimulationusingvirtualrealitycontrols.Inthefinalsurvey,eachquestion
servedasindividualhypothesestosupportourgeneralalternativehypothesis.Weexpected
thatuserswillselectthevirtualrealitysimulationasresponsestopositivequestions,andthe
mouseandkeyboardsimulationtothenegativequestions.Weconsideredresultssignificant
when𝑝 < 0.05.
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PhysiologicalData
Thenullhypothesisstateswecanclearlymeasurethatpeopledonotexperienceany
differencesinheartrate,skintemperature,orskinconductancebetweenusingvirtualreality
controlsandnon-virtualrealitycontrols.
Thealternativehypothesisstatesthatpeopleexperiencehigherheartrateandskin
conductanceandlowerskintemperaturewhenusingthevirtualrealitycontrols.Weconsidered
resultssignificantwhen𝑝 < 0.05.
Results
Usingthecollecteddatafromthepositivequestions(responseswithvirtualreality
controlsareconsideredsuccessful)andthebinomialexacttest6,wederivedthefollowing
results:
Question P-value SuccessorFailure
Inwhichversiondidyourinteractionswiththeenvironmentseemmorenatural?
<0.0001 Success
Inwhichversiondidthemechanismwhichcontrolledthemovementthroughtheenvironmentseemmorenatural?
<0.0001 Success
Whichenvironmentseemedmoreconsistentwithyourreal-worldexperiences?
0.0004 Success
Inwhichversiondidyouadjusttotheenvironmentmorequickly? 0.4159 FailureInwhichversionwereallyoursensesmoreengaged? <0.0001 SuccessInwhichversiondidyoufeelmoreinvolved? <0.0001 SuccessInwhichversionwereyoubetterabletolearnnewtechniquesthatenabledyoutoimproveyourperformance?
0.5841 Failure
Inwhichversionwereyoumorelikelytohavelosttrackoftime? <0.0001 SuccessInwhichenvironmentwasiteasiertosurveyorsearchtheenvironmentusingvision?
0.0022 Success
Whichenvironment'svisualaspectsinvolvedyoumore? <0.0001 SuccessInwhichversionwereyoubetterabletoexamineobjects? <0.0001 Success
6“Signandbinomialtest–GraphPad,”https://graphpad.com/quickcalcs/binomial1.cfm
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Inwhichversionwasiteasiertoexaminetheobjectsfrommultipleviewpoints?
0.0262 Success
Inwhichversionwasyoursenseofobjectsmovingthroughspacemorecompelling?
<0.0001 Success
Inwhichenvironmentwasyoursenseofmovingaroundmorecompelling? <0.0001 SuccessWhichenvironmentallowedyoutocontroleventsmore? 0.4159 FailureWhichenvironmentwasmoreresponsivetoactionsthatyouinitiated? 0.4159 FailureInwhichenvironmentwasiteasiertoanticipatewhatwouldhappennextinresponsetotheactionsthatyouperformed?
0.4159 Failure
Inwhichenvironmentdidyouexperiencelessdelaybetweenyouractionsandexpectedoutcomes?
0.2617 Failure
Attheendofwhichversiondidyoufeelmoreproficientinmovingandinteractingwiththeenvironment?
0.0669 Failure
Inwhichversiondidtheauditoryaspectsoftheenvironmentinvolveyoumore?
0.0669 Failure
Inwhichversionwereyoubetterabletoidentifysounds? 0.2617 FailureInwhichversionwereyoubetterabletolocalizesounds? 0.2617 FailureInwhichversionwasiteasiertoconcentrateontheassignedtaskorrequiredactivityratherthanthemechanismusedtoperformthattaskoractivity?
0.1431 Failure
Figure9.Resultsfrompositivequestions.
Usingthecollecteddatafromthenegativequestions(responseswithmouseand
keyboardcontrolsareconsideredsuccessful)andthebinomialexacttest,wederivethe
followingresults:
Question P-value SuccessorFailure
Whichversion'svisualdisplayqualitydistractedyoumorefromperformingassignedtasksorrequiredactivities?
0.9978 Failure
Whichversion'scontroldevicesinterferedwiththeperformanceofassignedtasksorwithotheractivitiesmore?
0.9978 Failure
Inwhichversionwastheinformationcomingfromyoursensesmoreinconsistentordisconnected?
0.7383 Failure
Inwhichversionwereyoumoreawareofeventsoccurringintherealworldaroundyou?
0.7383 Failure
Figure10.Resultsfromnegativequestions.
UsingthecollecteddatafromtheEmpaticaE4wristband,wedeterminedthefollowing
physiologicalmeasuresofeachparticipantforeachtypeofcontrols:
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ScreenandKeyboardControls VirtualRealityControls Avg.Heart
RateAvg.SkinConductance
Avg.SkinTemperature
Avg.HeartRate
Avg.SkinConductance
Avg.SkinTemperature
1 92.36077 1.274387948 29.68203 89.21679 2.272121741 29.32172 76.68999 2.26369234 30.57542 97.34781 0.007058844 30.084383 69.54255 0.173946012 29.55234 93.28822 0.14598 29.863564 101.843 0.505350189 31.20191 77.61375 1.026217515 30.65655 66.59121 11.54714801 32.08922 76.29338 12.26386446 31.469216 71.96516 3.101729086 32.72039 87.13103 5.263905096 31.815967 66.74796 4.285835635 32.67378 77.847 7.380404994 32.218288 92.206 1.514237731 30.68759 92.50182 1.872756067 30.034739 54.05715 2.03460883 30.50059 87.67895 1.758665643 29.8052610 89.58912 0.20347604 32.7041 83.19086 0.378058451 31.9664811 85.84356 0.217890239 33.0517 95.15121 0.178347525 31.8699612 90.21457 3.998313096 31.72339 90.32761 2.304212966 31.3272713 84.39114 0.129377925 32.50263 88.4671 0.298714755 31.7297914 78.33746 0.554526781 30.71204 85.19854 0.694904573 31.0699215 85.44402 10.53729823 30.36633 77.78777 13.53612226 30.4247716 97.82346 0.642728136 32.68742 87.23371 0.240282793 32.0588917 104.13 0.704708484 33.0955 96.65304 0.529796355 33.6034618 66.8685 0.174966849 27.83869 86.71173 0.213470654 28.0513419 71.16255 0.28133171 31.674 100.1707 0.240097054 31.2841220 72.39835 2.216489594 32.15044 76.23893 2.654827589 30.9476621 76.03564 2.962413193 32.8247 90.08419 3.063555467 32.6300722 89.01866 1.299854505 31.05527 93.73348 1.961813843 31.71859Figure11.PhysiologicaldatafromtheEmpaticaE4wristbandforeachparticipant.
Usingthephysiologicaldatafromthe22participants,wecountedthenumberof
participantswhorespondedmorestronglywhenusingthevirtualrealitycontrolstodetermine
thefollowingresults:
PhysiologicalMeasure ScreenandKeyboard
VirtualReality(SupportsHypothesis)
P-value SuccessorFailure
HigherAvg.HeartRate 6 16 0.0262 SuccessHigherAvg.SkinConductance 8 14 0.1431 FailureLowerAvg.Skintemperature 6 16 0.0262 SuccessFigure12.Resultsfromnumbersofparticipantswithsupportingphysiologicaldata.
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Discussion
Thebinomialexacttestanddatacollectedfromsurveyssupportthefollowing
improvementstopresencebyvirtualrealitytechnology:
• Interactingwiththeenvironmentseemedmorenatural.
• Controllingtheenvironmentwiththeinputdeviceseemedmorenatural.
• Theenvironmentseemedmoreconsistentwithreal-worldexperiences.
• Sensesandinvolvementintheenvironmentwereheightened.
• Visuallyexploringtheenvironmentseemedeasierandmorecompelling.
• Navigatingtheenvironmentseemedmorecompelling.
• Usersexperiencedmoreunexpectedstimuli.
Theseimprovementstothevisualimmersionandnavigationofthevirtualenvironmentsupport
ourgeneralalternativehypothesisstatingthatpeopleexperiencehigherpresencewhen
interactingwiththesimulationusingvirtualrealityequipment.
Accordingtoourcollectedphysiologicaldata,Usersexperiencedincreasedheartrateand
decreasedskintemperaturewhenusingvirtualrealitycontrols.Thesephysiologicalmeasures
supportthefollowing:
• Usersexperiencedincreasedstress.
• Usersfeltmoreintenseemotions.
• Usersreactedtostimulimorefrequentlywithdefensiveresponses,i.e.fight-or-flight
response.
However,thecollecteddatacannotsupportthefollowingimprovementstopresence:
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• Adjustingtotheenvironmentandnavigatingwithinitseemedeasier.
• Concentratingonandlearningnewtechniquesseemedeasier.
• Theenvironmentseemedmoreresponsiveandanticipatable.
• Auditoryaspectsseemedmoreidentifiableandcompelling.
Therearemanypotentialreasonswhyourcollecteddatadoesnotsupportthese
improvements.Themostlikelyoftheseare:
• Currentvirtualrealityhardwarelimitedimmersion.Someusershaddifficultyadjusting
tounfamiliarcontrols,whilemostwerefamiliarwiththescreen,mouse,andkeyboard.
Aspeoplebecomemorefamiliarwithvirtualrealityinteractions,futureiterationsof
virtualrealityhardwarewillbringimprovementsinthisarea.
• Userslackedtimetoprepareforthescenario.Infutureversions,wecouldexpandon
thetutorialtobetterprepareusersforinteractionwiththevirtualenvironment.
• Userswereunfamiliarorfascinatedwiththevirtualrealityhardware.Thiscould
attributetodifficultyadjustingtonewcontrolsandfocusingontheassignedtask.
Conclusion
UsingtheHTCViveandcompatiblesoftware,weintegratedvirtualrealitytechnology
withanimmersiveinteractivetrainingsimulation.Myteamconductedaresearchstudyto
comparethechangeswiththescreenandkeyboardversionofthesimulation.Accordingtothe
collecteddatafrompresencequestionnaires,virtualrealitytechnologybroughtimprovements
topresencebymakingtheenvironmentseemmorecompelling,naturaltointeractwith,and
visuallyimmersive.Thisimprovesthesimulation’sabilitytoelicitrealisticbehaviorinusers.As
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virtualrealityhardwarecontinuestoimproveandusersbecomemorefamiliarwithinteracting
withenvironmentsusingvirtualrealitysystems,thepotentialforthistechnologytobring
improvementstovirtualenvironmentswillonlyincrease.
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Bibliography
[1] R.T.HaysandM.J.Singer,SimulationFidelityinTrainingSystemDesign:BridgingtheGap
BetweenRealityandTraining,NewYorkCity:SpringerScience&BusinessMedia,2012.
[2] C.ConstantinandD.Grigorovici,"VirtualenvironmentsandthesenseofBeingThere:an
SEMmodelofpresence,"Proceedingsofthe6thAnnualInternationalWorkshopon
Presence,2003.
[3] B.G.WitmerandM.J.Singer,"Measuringpresenceinvirtualenvironments:apresence
questionnaire,"Presence:TeleoperatorsandVirtualEnvironments,vol.7,no.3,pp.225-
240,1998.
[4] J.v.BarenandW.A.IJsselsteijn,"Measuringpresence:aguidetocurrentmeasurement
approaches,"OmnipresProject,2008.
[5] C.Dede,"Theevolutionofconstructivistlearningenvironments:Immersionindistributed,
virtualworlds,"EducationalTechnology,vol.35,no.5,pp.46-52,1995.
[6] D.B.Maxwell,"GaugingTrainingEffectivenessofVirtualEnvironmentSimuationBased
ApplicationsforanInfantrySoldierTrainingTask,"UniversityofCentralFlorida,Orlando,
2015.
[7] N.Wardrip-Fruin,M.Mateas,S.DowandS.Sali,"Agencyreconsidered,"Proceedingsof
theDigitalGamesResearchAssociation,2009.
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[8] M.Slater,"Placeillusionandplausibilitycanleadtorealisticbehaviourinimmersive
virtualenvironments,"PhilosophicalTransactionsoftheRoyalSocietyofLondonB:
BiologicalSciences,vol.364,no.1535,pp.3549-3557,12Dec2009.
[9] R.M.Young,S.G.Ware,B.A.CassellandJ.Robertson,"Plansandplanninginnarrative
generation:areviewofplan-basedapproachestothegenerationofstory,discourseand
interactivityinnarratives,"SpracheundDatenverarbeitung,SpecialIssueonFormaland
ComputationalModelsofNarrative,vol.37,no.1-2,pp.41-42,2013.
[10]R.T.Azuma,"ASurveyofAugmentedreality,"Presence:TeleoperatorsandVirtual
Environments,pp.202-205,1997.
[11]B.E.Insko,"Measuringpresence:subjective,behavioralandphsyiologicalmethods,"
BeingThere:concepts,effectsandmeasurementofuserpresenceinsynthetic
environments,vol.5,pp.109-120,2003.
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Appendix1:PresenceQuestionnaire
• Doyouevergetextremelyinvolvedinprojectsthatareassignedtoyoubyyourbossoryourinstructor,totheexclusionofothertasks?
• Howeasilycanyouswitchyourattentionfromthetaskinwhichyouarecurrentlyinvolvedinanewtask?
• Howfrequentlydoyougetemotionallyinvolved(angry,sad,orhappy)inthenewsstoriesthatyoureadorhear?
• DoyoueasilybecomedeeplyinvolvedinmoviesorTVdramas?• Doyoueverbecomesoinvolvedinatelevisionprogramorbookthatpeoplehaveproblems
gettingyourattention?• Howmentallyalertdoyoufeelnow?• Doyoueverbecomesoinvolvedinamoviethatyouarenotawareofthingshappening
aroundyou?• Howfrequentlydoyoufindyourselfcloselyidentifyingwiththecharactersinastoryline?• Doyoueverbecomesoinvolvedinavideogamethatitisasifyouareinsidethegame
ratherthanmovingajoystickandwatchingthescreen?• Onaverage,howmanybooksdoyoureadforenjoymentinamonth?• Howphysicallyfitdoyoufeeltoday?• Howgoodareyouatblockingoutexternaldistractionswhenyouareinvolvedinsomething?• Whenwatchingsports,doyoueverbecomesoinvolvedinthegamethatyoureactasifyou
wereoneoftheplayers?• Doyoueverbecomesoinvolvedinadaydreamthatyouarenotawareofthingshappening
aroundyou?• Doyoueverhavedreamsthataresorealthatyoufeeldisorientedwhenyouawake?• Whenplayingsports,doyoubecomesoinvolvedinthegamethatyoulosetrackoftime?• Howwelldoyouconcentrateonenjoyableactivities?• Howoftendoyouplayarcadeorvideogames?(OFTENshouldbetakentomeaneveryday
oreverytwodays,onaverage.)• Howwelldoyouconcentrateondisagreeabletasks?• HaveyouevergottenexcitedduringachaseorfightsceneonTVorinthemovies?• HaveyouevergottenscaredbysomethinghappeningonaTVshoworinamovie?• Haveyoueverremainedapprehensiveorfearfullongafterwatchingascarymovie?• HowfrequentlydoyouwatchTVsoapoperasordocu-dramas?• Doyoueverbecomesoinvolvedindoingsomethingthatyoulosealltrackoftime?
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Appendix2:IntroductionVideoScript
ThankyouforparticipatingintheUniversityofNewOrleans,ComputerScience,PoliceUseofForceSimulation.Duringyoursessionwithus,you’llbeinteractingwithaprototypeofapolicetrainingsimulationviabothMonitor,Keyboard,andmouseandvirtualrealityheadsetwithcontrollers.Theexpecteddurationofyoursessionwillbeapproximately30minutes.Pleasenote,dependingonthechoicesmade,youmayexperienceviolentacts.Tostartoff,youwilltakeabriefquestionnaire.Datareceivedinthisstudywillberecordedanonymouslyusingyourparticipantnumber.Aresearcherwillbewithyoualwaysincaseyouneedanyassistance.Youwillthenbedirectedtoyourfirstroundofsimulations.YouwillfirstplaythroughaTutorial,whereyouwillfamiliarizeyourselfwiththecontrols.Oncecompleted,anintroductiontothescenariowillappear,andthenthesimulationwillcommence.Whenthesimulationiscomplete,youwillreceiveascore.Youwillrepeatthesimulationatleastonce,butfeelfreetoplayasmanytimesasyoulike.Whenyouarereadytoleave,pleasetellyouraccompanyingresearcher.Youwillthenbeaskedtocompleteasecondquestionnaire.Oncecompleted,youwillthenbedirectedtoplaythesimulationagain,thistimeusingadifferentsetofcontrols.Justlikethepreviousround,youwillplaythroughthesimulationatleast2times,andcanplayasmanytimesasyoulike.Attheendofthesimulation,youwillthenbeaskedtofilloutthethirdandfinalquestionnaire.Oncecompleted,youwillbedonewiththestudy.Beforegettingstarted,hereareafewthingsyoushouldknow.Inthisstudy,weareusingtheHTCViveVirtualRealityHeadset,Camera,andControllers.Yourmovementsandactionsintherealworldwillbetrackedinthesimulation.However,withtheheadseton,yourperceptionoftheenvironmentaroundyouwillbeimpaired.Theheadsetiswiredtoacomputerwhichmaybeapotentialtrippinghazard.Aresearcherwillbewithyoualways,monitoringyouandthecableasyoumovearound.Becauseofthis,weaskthatyoumoveslowlyanddeliberatelywhenyouhavethevirtualrealityheadseton.Asyouapproachawallintheroom,abluegridrepresentingthewallwillalsoappearinthesimulation.Pleasedonotattempttomovebeyondthisgrid.Whenusingthevirtualrealitycontrols,youwillhavealeftandrightcontroller.Thesimulationuses:
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• thetrackpadontopofthecontroller• thetriggeronthebottomofthecontroller• andeitherofthegripbuttonsonthesideofthecontroller.
WhenusingtheMonitor,Keyboard,andMouse,thekeysWASDorUp/Down/Left/RightArrowandSpacebarwillbeusedonthekeyboard.MouseMovementandLeftandRightMouseButtonswillalsobeused.Thankyouverymuch!Weappreciateyourparticipationinourstudy!
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Appendix3:ScreenandKeyboardChecklistandVerbalQuiz
GeneralGuidelines
• Youaretheinvestigator.Thepersonplayingistheparticipant.• Youcananswerquestionsaboutthepurposeofthisstudy,butonlyafteritisoverandnotinthe
presenceofwaitingparticipants.• Youcannotmakesuggestionsaboutwhatactionstheparticipantshouldtake,eveniftheyask
forhelporhints.Ifasked,youcansay“Ican’tanswerthatquestionuntilafterthestudyifover.”
• Youcananswerquestionsaboutthecontrols.• Youcantelltheparticipantthatthegoalistoget4outof4andthatitispossibletoachievethis
score.Step-by-StepChecklist
� Ideally,Dr.Wareispresent.Atleastoneofthefollowingpeoplemustbepresent:ETGarcia,DharmeshDesai,orTedMader.
� TheparticipantMUSTreadandsignaninformedconsentform.� Keepthesignedconsentform.� Givetheparticipantasecondcopyoftheconsentformtotakehome.Itdoesnotneedtobe
signed.� AssignauniqueIDnumbertotheparticipantandwritesitatthetopofthispage.� AsktheparticipanttositatComputer1andputontheheadphones.� Showtheparticipanttheintroductionvideo.� Whilethevideoisplaying,setupthefirstsurveyonComputer2andentertheparticipant’s
numberonthefirstscreen.� Afterthevideoisfinished,straptheEmpaticawatchtotheirarm.Pressandholdthebuttonfor
twosecondsuntilthelightturnsgreen.� AsktheparticipanttotakethefirstsurveyonComputer2.� Whiletheparticipantistakingthefirstsurvey,setupthescreenandkeyboardsimulationon
Computer1.� Aftertheparticipantfinishesthefirstsurvey,bringtheparticipantbacktoComputer1.� Makesuretheimagedisplayingthecontrolsisvisibleonthesecondscreen.� Puttheheadphonesontheparticipant.� Theparticipantplaysthescreenandkeyboardversionofthesimulation.� Whentheparticipantisfinishedwiththetutorial,givethemtheverbalquizaboutthecontrols.� Whentheparticipantisfinishedplaying,setupthesecondsurveyonComputer2andenterthe
participantnumberonthefirstpage.� TheparticipanttakesthesecondsurveyonComputer2.� Whiletheparticipantistakingthesecondsurvey,setupthevirtualrealityversionofthe
simulationonComputer1andconfirmthatsoundiscomingthroughtheheadphones.� Aftertheparticipantfinishesthesecondsurvey,bringtheparticipantbacktoComputer1.� ShowtheparticipanttheVivehandcontrollersbutdonothandthemtotheparticipantyet.
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� Lettheparticipantknowyouwilltaptheirshouldertotalktothem.� HelptheparticipantputontheViveheadset.� HandtheparticipanttheVivehandcontrollersoneatatime.Makesuretheirwristsarethrough
thewriststrapsdotheydon’tdropthecontrollers.� Puttheheadphonesontheparticipant.� Watchtheparticipantthewholetimetheyareplaying.Focusonthecableandtheparticipant,
notthescreen,wheneverpossible.� Whentheparticipanthasfinishedthetutorial,givethemtheverbalquizaboutthecontrols.� Whiletheparticipantisplaying,setupthethirdsurveyonComputer2andentersthe
participantnumberonthefirstpage.� TheparticipanttakesthethirdsurveyonComputer2.� PressandholdthebuttonontheEmpaticawatchfor2secondsuntilthelightturnsoff.Remove
thewatchfromtheparticipant.� MakesureyouhavethesignedconsentformandgiveittoDr.Ware.� MakesureyouremovedtheEmpaticawatchfromtheparticipant.� MakesurebothgamelogsandtheEmpaticadataarecommittedtoSVN.� Attheendoftheday,cleanallequipment.� Attheendoftheday,makesuretheVivehandcontrollersandtheEmpaticawatchareplugged
inandcharging.VerbalQuiz
Askthesequestionsafterthetutorial,butbeforetheactualsimulationstarts.Theparticipantmustshowyoutheanswerratherthanjustsayit.Forexample,theparticipantshouldpressthegripbuttonratherthanjustsay“gripbutton.”Iftheparticipantgetsaquestionwrong,showandtellthemtheanswer.Attheendofthequiz,iftheparticipantgotanyquestionswrong,repeatituntiltheygetallquestionsright.Q:Howdoyouwalkaround? A:WiththeW,A,S,andDkeysorthearrowkeys.Q:Howdoyoudrawthegun?
A:Leftmousebutton.Q:Howdoyouraisethegun? A:Leftmousebutton.Q:Howdoyoufirethegun? A:Leftmousebutton.Q:Howdoyoulowerthegun? A:Rightmousebutton.Q:Howdoyouputthegunaway? A:Rightmousebutton.Q:Howdoyoutalktoothercharacters? A:Spacebar.Q:Howdoyouswitchbetweendialogoptionswhentalking? A:Arrowkeys.
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Appendix4:VirtualRealityChecklistandVerbalQuiz
GeneralGuidelines
• Youaretheinvestigator.Thepersonplayingistheparticipant.• Youcananswerquestionsaboutthepurposeofthisstudy,butonlyafteritisoverandnotinthe
presenceofwaitingparticipants.• Youcannotmakesuggestionsaboutwhatactionstheparticipantshouldtake,eveniftheyask
forhelporhints.Ifasked,youcansay“Ican’tanswerthatquestionuntilafterthestudyifover.”
• Youcananswerquestionsaboutthecontrols.• Youcantelltheparticipantthatthegoalistoget4outof4andthatitispossibletoachievethis
score.Step-by-StepChecklist
� Ideally,Dr.Wareispresent.Atleastoneofthefollowingpeoplemustbepresent:ETGarcia,DharmeshDesai,orTedMader.
� TheparticipantMUSTreadandsignaninformedconsentform.� Keepthesignedconsentform.� Givetheparticipantasecondcopyoftheconsentformtotakehome.Itdoesnotneedtobe
signed.� AssignauniqueIDnumbertotheparticipantandwritesitatthetopofthispage.� AsktheparticipanttositatComputer1andputontheheadphones.� Showtheparticipanttheintroductionvideo.� Whilethevideoisplaying,setupthefirstsurveyonComputer2andentertheparticipant’s
numberonthefirstscreen.� Afterthevideoisfinished,straptheEmpaticawatchtotheirarm.Pressandholdthebuttonfor
twosecondsuntilthelightturnsgreen.� AsktheparticipanttotakethefirstsurveyonComputer2.� Whiletheparticipantistakingthefirstsurvey,setupthevirtualrealityversionofthesimulation
onComputer1andconfirmthatsoundiscomingthroughtheheadphones.� Aftertheparticipantfinishesthefirstsurvey,bringtheparticipantbacktoComputer1.� ShowtheparticipanttheVivehandcontrollersbutdonothandthemtotheparticipantyet.� Lettheparticipantknowyouwilltaptheirshouldertotalktothem.� HelptheparticipantputontheViveheadset.� HandtheparticipanttheVivehandcontrollersoneatatime.Makesuretheirwristsarethrough
thewriststrapsdotheydon’tdropthecontrollers.� Puttheheadphonesontheparticipant.� Watchtheparticipantthewholetimetheyareplaying.Focusonthecableandtheparticipant,
notthescreen,wheneverpossible.� Whentheparticipanthasfinishedthetutorial,givethemtheverbalquizaboutthecontrols.� Whentheparticipantisfinishedplaying,setupthesecondsurveyonComputer2andenterthe
participantnumberonthefirstpage.
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� TheparticipanttakesthesecondsurveyonComputer2.� Whiletheparticipantistakingthesecondsurvey,setupthescreenandkeyboardsimulationon
Computer1.� Makesuretheimagedisplayingthecontrolsisvisibleonthesecondscreen.� Aftertheparticipantfinishesthesecondsurvey,bringtheparticipantbacktoComputer1.� Puttheheadphonesontheparticipant.� Theparticipantplaysthescreenandkeyboardversionofthesimulation.� Whentheparticipantisfinishedwiththetutorial,givethemtheverbalquizaboutthecontrols.� Whiletheparticipantisplaying,setupthethirdsurveyonComputer2andentersthe
participantnumberonthefirstpage.� TheparticipanttakesthethirdsurveyonComputer2.� PressandholdthebuttonontheEmpaticawatchfor2secondsuntilthelightturnsoff.Remove
thewatchfromtheparticipant.� MakesureyouhavethesignedconsentformandgiveittoDr.Ware.� MakesureyouremovedtheEmpaticawatchfromtheparticipant.� MakesurebothgamelogsandtheEmpaticadataarecommittedtoSVN.� Attheendoftheday,cleanallequipment.� Attheendoftheday,makesuretheVivehandcontrollersandtheEmpaticawatchareplugged
inandcharging.VerbalQuiz
Askthesequestionsafterthetutorial,butbeforetheactualsimulationstarts.Theparticipantmustshowyoutheanswerratherthanjustsayit.Forexample,theparticipantshouldpressthegripbuttonratherthanjustsay“gripbutton.”Iftheparticipantgetsaquestionwrong,showandtellthemtheanswer.Attheendofthequiz,iftheparticipantgotanyquestionswrong,repeatituntiltheygetallquestionsright.Q:Howdoyouwalkaround? A:Bywalkingaroundtheroom.Q:Howdoyoudrawthegun?
A:Rightgripbuttonwhilehandisatyourside.Q:Howdoyoufirethegun? A:Righttrigger.Q:Howdoyouputthegunaway? A:Righttriggerwhilethegunisatyourside.Q:Howdoyoutalktoothercharacters? A:Pressthetrackpad.Q:Howdoyouswitchbetweendialogoptionswhentalking? A:Tapthetrackpad.