Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public
Abstract
:1. Introduction
- 360-degree: Speicher concludes that a 360-degree experience is the key feature of VR [2,4]. 360-degree experiences do not barely reflect the number of degrees, it means that the VR device can provide an immersive virtual environment (VE) to users [2]. Furthermore, users will be largely immersed in the VE in visualization and motion [2].
- The VR education system uses the Virtual Storytelling Technology (VST) to build the system structure and provide users with active exploratory experiences.
- The system balances the entertainment and education elements. The research covers the fundamental Epidemic (COVID-19) knowledge from various medical articles. Meanwhile, entertainment interactions are integrated with the exploring process to enhance the user’s immersive experience.
- The system uses Unreal 4 as the development platform. By writing blueprint scripts, it can efficiently design VR/desktop interactions by adopting various platforms criteria.
2. Related Work
2.1. User Experience Design
2.2. COVID-19 Knowledge Stroyline
3. System Overview
3.1. Interactive Mode
3.1.1. Operation Mode
3.1.2. User Interface
3.2. Function Modules
3.2.1. Tutorial Module
3.2.2. Preparation Module
3.2.3. Investigation Module
4. Evaluation
- Measure the effectiveness of educating COVID-19 knowledge (all media).
- Compare the effectiveness of digital and traditional education.
- Compare the effectiveness of VR devices and desktops.
4.1. Participant
4.2. Tasks
4.2.1. Interactive Experiment
4.2.2. Questionnaire
4.3. Result and Analysis
- The p-values of the user score for Group A and D is 0.0068. The p-values for Group B and D is 0.0014. The p-values for Group C and D is 0.0148. The data indicates that the difference in the user score between the experimental groups and the control group is significant.
- The p-values of the user score for Group A and B is 0.865. The data indicates that the difference in the user score between Group A and Group B is insignificant.
- It is encouraging that Group A/B/C has better performance in average correct rate than Group D (Control Group). Both digital and traditional media can improve the knowledge level efficiently.
- Group A/B (Digital Media) has higher number than Group C (Traditional Media). Interactive technologies can enhance the education experience and result in increasing the correct rate.
- Group A uses VR devices with interactive hardware characteristic, but its correct rate is 1% less than Group B (Desktop).
- Compared to Group A with four failure samples, Group B has a high completion rate that only one user can not complete the exploration.
- Group A has the best performance if the study filters the failure sample from data. The correct rate is 73.75%, which is higher than the Group B number (69.12%) within the completed sample.
5. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Desktop Control Mode | VR Control Mode (Oculus Touch) | Interactive Result |
---|---|---|
Mouse X, Y, Z axis | User Head Movement | Camera Direction Movement |
Mouse Right Click | Right Hand Controller First Trigger | Right Hand Grasp |
Mouse Left Click | Left Hand Controller First Trigger | Right Left Grasp |
Keyboard W/A/S/D button | Controller Movement | User Movement |
Keyboard Left Shift button & Mouse Movement | Left Hand Controller Thumb stick | Left Hand Movement |
Keyboard Left Alt button & Mouse Movement | Right Hand Controller Thumb stick | Right Hand Movement |
Keyboard ESC button | Reserved Button | Pause System |
Keyboard F button | Button.One | Turn on Selected Medical Tool |
Keyboard Q button | Button.Two | Wear Protection Grass |
Keyboard Tab button | Button.Three | Check Medical back package |
Group A | Group B | Group C | Group D | |
---|---|---|---|---|
Participant | 20 | 20 | 20 | 20 |
Media (Condition) | HTC Vive | Desktop | Brochure | NO |
Background | Bachelor Student | Bachelor Student | Bachelor Student | Bachelor Student |
Single Choices | Multiple Choices | Judgment Question | |
---|---|---|---|
Tutorial Module | 1 | 1 | 1 |
Preparation Module | 2 | 1 | 1 |
Investigation Module | 1 | 2 | 1 |
Compared Group | Group A and Group D | ||||
SS | df | MS | F | p-value | F crit |
46.225 | 1 | 46.225 | 8.17 | 0.0068 | 4.0981 |
Compared Group | Group B and Group D | ||||
SS | df | MS | F | p-value | F crit |
52.9 | 1 | 52.9 | 11.75 | 0.0014 | 4.0981 |
Compared Group | Group C and Group D | ||||
SS | df | MS | F | p-value | F crit |
27.225 | 1 | 27.225 | 6.51 | 0.0148 | 4.0981 |
Compared Group | Group A and Group B | ||||
SS | df | MS | F | p-value | F crit |
0.225 | 1 | 0.225 | 0.029 | 0.865 | 4.0981 |
Group A | Group B | Group C | Group D | |
---|---|---|---|---|
Average Correct Rate (%) | 67% | 68% | 63.66% | 52.98% |
Completed Rate | 80% | 95% | 100% | / |
Average Correct Rate (Completed Units) | 73.75% | 69.12% | / | / |
Failure User | User Group | Fail Reason | Ending Module |
---|---|---|---|
Users 1 | Group B | Not enough Time | Investigation Module |
Users 2 | Group A | Not enough Time | Investigation Module |
Users 3 | Group A | Not enough Time | Investigation Module |
Users 4 | Group A | Hard to control | Preparation Module |
Users 5 | Group A | Hard to control | Preparation Module |
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Xing, Y.; Liang, Z.; Fahy, C.; Shell, J.; Guan, K.; Liu, Y.; Zhang, Q. Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public. Appl. Sci. 2021, 11, 10586. https://doi.org/10.3390/app112210586
Xing Y, Liang Z, Fahy C, Shell J, Guan K, Liu Y, Zhang Q. Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public. Applied Sciences. 2021; 11(22):10586. https://doi.org/10.3390/app112210586
Chicago/Turabian StyleXing, Yongkang, Zhanti Liang, Conor Fahy, Jethro Shell, Kexin Guan, Yuxi Liu, and Qian Zhang. 2021. "Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public" Applied Sciences 11, no. 22: 10586. https://doi.org/10.3390/app112210586
APA StyleXing, Y., Liang, Z., Fahy, C., Shell, J., Guan, K., Liu, Y., & Zhang, Q. (2021). Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public. Applied Sciences, 11(22), 10586. https://doi.org/10.3390/app112210586