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Kleygrewe L, Hutter RIV, Koedijk M, Oudejans RRD. Changing perspectives: enhancing learning efficacy with the after-action review in virtual reality training for police. ERGONOMICS 2024; 67:628-637. [PMID: 37440434 DOI: 10.1080/00140139.2023.2236819] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/11/2023] [Accepted: 07/08/2023] [Indexed: 07/15/2023]
Abstract
The After-Action Review (AAR) in Virtual Reality (VR) training for police provides new opportunities to enhance learning. We investigated whether perspectives (bird's eye & police officer, bird's eye & suspect, bird's eye) and line of fire displayed in the AAR impacted the officers' learning efficacy. A 3 x 2 ANOVA revealed a significant main effect of AAR perspectives. Post hoc pairwise comparisons showed that using a bird's eye view in combination with the suspect perspective elicits significantly greater learning efficacy compared to using a bird's eye view alone. Using the line of fire feature did not influence learning efficacy. Our findings show that the use of the suspect perspective during the AAR in VR training can support the learning efficacy of police officers.Practitioner summary: VR systems possess After-Action Review tools that provide objective performance feedback. This study found that reviewing a VR police training scenario from the bird's eye view in combination with the suspect perspective enhanced police officers' learning efficacy. Designing and applying the After-Action Review effectively can improve learning efficacy in VR.
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Affiliation(s)
- Lisanne Kleygrewe
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Amsterdam, the Netherlands
- Institute of Brain and Behaviour Amsterdam, Amsterdam, the Netherlands
| | - R I Vana Hutter
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Amsterdam, the Netherlands
- Institute of Brain and Behaviour Amsterdam, Amsterdam, the Netherlands
- Netherlands Institute for the Study of Crime and Law Enforcement (Nederlands Studiecentrum Criminaliteit en Rechtshandhaving, NSCR), Amsterdam, the Netherlands
| | - Matthijs Koedijk
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Amsterdam, the Netherlands
- Institute of Brain and Behaviour Amsterdam, Amsterdam, the Netherlands
| | - Raôul R D Oudejans
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Amsterdam, the Netherlands
- Institute of Brain and Behaviour Amsterdam, Amsterdam, the Netherlands
- Faculty of Sports and Nutrition, Amsterdam University of Applied Sciences, Amsterdam, the Netherlands
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Moinnereau MA, Oliveira AA, Falk TH. Quantifying time perception during virtual reality gameplay using a multimodal biosensor-instrumented headset: a feasibility study. FRONTIERS IN NEUROERGONOMICS 2023; 4:1189179. [PMID: 38234469 PMCID: PMC10790866 DOI: 10.3389/fnrgo.2023.1189179] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/18/2023] [Accepted: 06/29/2023] [Indexed: 01/19/2024]
Abstract
We have all experienced the sense of time slowing down when we are bored or speeding up when we are focused, engaged, or excited about a task. In virtual reality (VR), perception of time can be a key aspect related to flow, immersion, engagement, and ultimately, to overall quality of experience. While several studies have explored changes in time perception using questionnaires, limited studies have attempted to characterize them objectively. In this paper, we propose the use of a multimodal biosensor-embedded VR headset capable of measuring electroencephalography (EEG), electrooculography (EOG), electrocardiography (ECG), and head movement data while the user is immersed in a virtual environment. Eight gamers were recruited to play a commercial action game comprised of puzzle-solving tasks and first-person shooting and combat. After gameplay, ratings were given across multiple dimensions, including (1) the perception of time flowing differently than usual and (2) the gamers losing sense of time. Several features were extracted from the biosignals, ranked based on a two-step feature selection procedure, and then mapped to a predicted time perception rating using a Gaussian process regressor. Top features were found to come from the four signal modalities and the two regressors, one for each time perception scale, were shown to achieve results significantly better than chance. An in-depth analysis of the top features is presented with the hope that the insights can be used to inform the design of more engaging and immersive VR experiences.
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Affiliation(s)
- Marc-Antoine Moinnereau
- Institut National de la Recherche Scientifique (INRS-EMT), University of Québec, Montréal, QC, Canada
| | - Alcyr A. Oliveira
- Graduate Program in Psychology and Health, Federal University of Health Sciences of Porto Alegre, Porto Alegre, Brazil
| | - Tiago H. Falk
- Institut National de la Recherche Scientifique (INRS-EMT), University of Québec, Montréal, QC, Canada
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Enhancing Operational Police Training in High Stress Situations with Virtual Reality: Experiences, Tools and Guidelines. MULTIMODAL TECHNOLOGIES AND INTERACTION 2023. [DOI: 10.3390/mti7020014] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Abstract
Virtual Reality (VR) provides great opportunities for police officers to train decision-making and acting (DMA) in cognitively demanding and stressful situations. This paper presents a summary of findings from a three-year project, including requirements collected from experienced police trainers and industry experts, and quantitative and qualitative results of human factor studies and field trials. Findings include advantages of VR training such as the possibility to safely train high-risk situations in controllable and reproducible training environments, include a variety of avatars that would be difficult to use in real-life training (e.g., vulnerable populations or animals) and handle dangerous equipment (e.g., explosives) but also highlight challenges such as tracking, locomotion and intelligent virtual agents. The importance of strong alignment between training didactics and technical possibilities is highlighted and potential solutions presented. Furthermore training outcomes are transferable to real-world police duties and may apply to other domains that would benefit from simulation-based training.
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Pistol Shooting Performance Correlates with Respiratory Muscle Strength and Pulmonary Function in Police Cadets. SUSTAINABILITY 2022. [DOI: 10.3390/su14127515] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Breathing patterns play a crucial role in shooting performance; however, little is known about the respiratory muscle strength and pulmonary capacities that control these patterns. The present study aimed to examine the relationship between shooting performance, respiratory muscle strength, and pulmonary function and to determine differences in respiratory capacities according to the shooting performance categories in police cadets. One hundred sixty-seven police cadets were recruited to assess respiratory muscle strength, pulmonary function, and shooting performance in a well-controlled environment. Measurements included maximal inspiratory pressure (MIP), maximal expiratory pressure (MEP), forced expiratory volume in 1 s (FEV1), forced vital capacity (FVC), slow vital capacity (SVC), maximal voluntary ventilation (MVV), and pistol shooting scores. The shooting score had a moderate positive correlation with MIP (ρ = 0.33) and MEP (ρ = 0.45). FVC (ρ = 0.25), FEV1 (ρ = 0.26), SVC (ρ = 0.26) (p < 0.001) and MVV (ρ = 0.21) (p < 0.05) were slightly correlated with shooting score. There were differences between shooting performance categories in MIP, MEP, FVC, FEV1, SVC, and MVV (p < 0.001, p < 0.05). The results imply that both strong respiratory muscles and optimal pulmonary function may be one of the necessary prerequisites for superior shooting performance in police.
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Moinnereau MA, de Oliveira AA, Falk TH. Immersive media experience: a survey of existing methods and tools for human influential factors assessment. QUALITY AND USER EXPERIENCE 2022; 7:5. [PMID: 35729990 PMCID: PMC9198412 DOI: 10.1007/s41233-022-00052-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/23/2021] [Indexed: 06/15/2023]
Abstract
Virtual reality (VR) applications, especially those where the user is untethered to a computer, are becoming more prevalent as new hardware is developed, computational power and artificial intelligence algorithms are available, and wireless communication networks are becoming more reliable, fast, and providing higher reliability. In fact, recent projections show that by 2022 the number of VR users will double, suggesting the sector was not negatively affected by the worldwide COVID-19 pandemic. The success of any immersive communication system is heavily dependent on the user experience it delivers, thus now more than ever has it become crucial to develop reliable models of immersive media experience (IMEx). In this paper, we survey the literature for existing methods and tools to assess human influential factors (HIFs) related to IMEx. In particular, subjective, behavioural, and psycho-physiological methods are covered. We describe tools available to monitor these HIFs, including the user's sense of presence and immersion, cybersickness, and mental/affective states, as well as their role in overall experience. Special focus is placed on psycho-physiological methods, as it was found that such in-depth evaluation was lacking from the existing literature. We conclude by touching on emerging applications involving multiple-sensorial immersive media and provide suggestions for future research directions to fill existing gaps. It is hoped that this survey will be useful for researchers interested in building new immersive (adaptive) applications that maximize user experience.
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Affiliation(s)
| | - Alcyr Alves de Oliveira
- Department of Psychology, Federal University of Health Sciences of Porto Alegre, Porto Alegre, Brazil
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Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience. BIG DATA AND COGNITIVE COMPUTING 2022. [DOI: 10.3390/bdcc6020055] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/28/2022]
Abstract
Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with such goals and deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system that optimizes the virtual environment based on physiological arousal, i.e., electrodermal activity. We investigated the usability of the adaptive system in a simulated social virtual reality scenario. Participants completed an n-back task (primary) and a visual detection (secondary) task. Here, we adapted the visual complexity of the secondary task in the form of the number of non-player characters of the secondary task to accomplish the primary task. We show that an adaptive virtual reality can improve users’ comfort by adapting to physiological arousal regarding the task complexity. Our findings suggest that physiologically adaptive virtual reality systems can improve users’ experience in a wide range of scenarios.
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Mathematical Algorithm for Risk Assessment of Police Officer in VR Training Simulation. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12042169] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Conducting safe coaching is essential for training police officers, who very often face a variety of unexpected and dangerous incidents. Their reaction to situations must be rapid and appropriate. To prepare officers for dangerous situations, but those that cannot be practiced in real life due to high costs, danger, time, or effort, virtual training seems to be the obvious choice. This article deals with the development of a calculation algorithm to assess the risk of actions taken on the site of a traffic incident, which was implemented into the training version of a virtual reality (VR) simulation. It includes a number of factors and elements that form a scenario of simulations that affect the degree of its difficulty and the assessment of the performance of each exercise. The different components of the algorithm that make it possible to assess the skills of the students of police specialist courses are presented. The acceptance criterion for the developed algorithm shall be the correct assessment of the student’s skills during the course of the training.
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Demazure T, Karran A, Léger PM, Labonté-LeMoyne É, Sénécal S, Fredette M, Babin G. Enhancing Sustained Attention. BUSINESS & INFORMATION SYSTEMS ENGINEERING 2021. [DOI: 10.1007/s12599-021-00701-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Abstract
AbstractArguably, automation is fast transforming many enterprise business processes, transforming operational jobs into monitoring tasks. Consequently, the ability to sustain attention during extended periods of monitoring is becoming a critical skill. This manuscript presents a Brain-Computer Interface (BCI) prototype which seeks to combat decrements in sustained attention during monitoring tasks within an enterprise system. A brain-computer interface is a system which uses physiological signals output by the user as an input. The goal is to better understand human responses while performing tasks involving decision and monitoring cycles, finding ways to improve performance and decrease on-task error. Decision readiness and the ability to synthesize complex and abundant information in a brief period during critical events has never been more important. Closed-loop control and motivational control theory were synthesized to provide the basis from which a framework for a prototype was developed to demonstrate the feasibility and value of a BCI in critical enterprise activities. In this pilot study, the BCI was implemented and evaluated through laboratory experimentation using an ecologically valid task. The results show that the technological artifact allowed users to regulate sustained attention positively while performing the task. Levels of sustained attention were shown to be higher in the conditions assisted by the BCI. Furthermore, this increased cognitive response seems to be related to increased on-task action and a small reduction in on-task errors. The research concludes with a discussion of the future research directions and their application in the enterprise.
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Bridges KE, Corballis PM, Spray M, Bagrie J. Testing failure-to-identify hunting incidents using an immersive simulation: Is it viable? APPLIED ERGONOMICS 2021; 93:103358. [PMID: 33485071 DOI: 10.1016/j.apergo.2021.103358] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/30/2020] [Revised: 01/03/2021] [Accepted: 01/07/2021] [Indexed: 06/12/2023]
Abstract
INTRODUCTION Failure-to-identify hunting incidents occur when a hunter, believing they are shooting at an animal, shoots at another human. Anecdotal evidence from the hunting community suggests that heightened arousal or excitement ("buck fever"), liquid intake, food intake, sleepiness and personality factors may be contributory factors to such incidents. Hunters who have shot other people based on failures-to-identify also report observing their hunted quarry for a considerable time before discharging their firearm. Concerning the complexity of hunting, we sought to ascertain if simulation would prove an effective platform for future safety research into this phenomenon. METHOD We conducted a video-based simulation of a deer hunt during a hunting exhibition show. Participants (N = 60) took part in one of four conditions - two types of scenario (having a good versus bad hunt) and two types of video (clear opportunity to shoot a stag versus clear opportunity to shoot an animal that cannot be identified). We investigated hunting outcomes and physiological arousal during the simulation, as well as personality traits, and self-reports of food, liquid intake and sleepiness. We also measured estimated versus actual time elapsed. RESULTS Pupil dilation, consistent with psychophysiological arousal, occurred when the hunter spotted their first stag, whereas Electrodermal Activity reduced. In the 10 s before shooting, EDA increased substantially. Time also appeared to slow down based on the participants' estimations of duration. CONCLUSIONS The findings corroborate suggestions of physiological arousal in the immediate lead-up to shooting but fall short of direct evidence for "buck fever" contributing to target misidentification. The simulation appeared to provide enough immersion to facilitate future research. PRACTICAL APPLICATION This helps to understand the psychophysiological and temporal considerations of a hunter as they decide to shoot based on the information available to them at the time.
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Affiliation(s)
| | | | - M Spray
- Firearms Safety Specialists Ltd, New Zealand
| | - J Bagrie
- Air New Zealand Ltd, New Zealand
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