Integrating Virtual Reality with Use-of-Force Training ... · v Abstract This project identifies...

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University of New Orleans ScholarWorks@UNO Senior Honors eses Undergraduate Showcase 5-2017 Integrating Virtual Reality with Use-of-Force Training Simulations Ted Mader University of New Orleans Follow this and additional works at: hp://scholarworks.uno.edu/honors_theses is Honors esis-Unrestricted is brought to you for free and open access by the Undergraduate Showcase at ScholarWorks@UNO. It has been accepted for inclusion in Senior Honors eses by an authorized administrator of ScholarWorks@UNO. For more information, please contact [email protected]. Recommended Citation Mader, Ted, "Integrating Virtual Reality with Use-of-Force Training Simulations" (2017). Senior Honors eses. 87. hp://scholarworks.uno.edu/honors_theses/87

Transcript of 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.