ID Tech: A Virtual Reality Simulator Training for Teenagers with Intellectual Disabilities
Abstract
:1. Introduction
2. State of the Art
3. Conception
3.1. Simulator Design
- The main computer launches the application and thus the different scenarios (described below). It permits not only to monitor the content of the headset, but also to add an overlay (see Figure 2) to change the parameters of the scenario as well as to receive visual feedback of the current target of the user’s gaze. They could use this type of feedback to check whether the students were looking at the vehicles and not just turning their heads mechanically before crossing, for example. These last points are only visible to the teacher.
- The virtual reality headset (HTC Vive Pro Eye) displays the simulated environment to the learner in which they can interact using a controller (move around, ask for a bus stop, open the train door, etc.). This headset was chosen for its eye-tracking features, permitting to always know what the user is looking at. These data were essential as it could differentiate someone who looks in the right direction but not the intended element from someone who actually looks at this element.
- The system of movement and interaction in VR.
- The logging services that automatically record the experience settings (e.g., difficulty levels and environmental conditions) and the data from the eye-tracking system.
- The system for managing contingencies and the possibility to bring up a virtual smartphone and interact with its simplified interface.
3.2. Training Scenarios
3.2.1. Crosswalk and Moving in the Street
3.2.2. Taking the Bus
3.2.3. Taking the Train
4. Materials and Methods
4.1. Material
- Navigation (walking): pointing and trigger button;
- Using the environment buttons (bus stop, train door, or traffic light): touch with the controller or pointing and trigger button under certain circumstances;
- Asking for the bus to stop: hand up (gesture);
- Using the smartphone to manage the contingencies: trackpad, pointing, and trigger.
4.2. Method: Protocol and Evaluation
5. Results
5.1. Post-Test
5.2. Visual Analysis of SCPs
- Yes (Y) in 11 cases
- Partially (P) in 4 cases
- No (N) in 1 case.
5.3. Statistical Analysis of SCPs
5.3.1. Trend Regarding Learning
5.3.2. Overlap or Effect Size Regarding Learning
5.3.3. Autocorrelation
5.4. Impact
5.5. Usability
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
Appendix A
Type of Scenario | Base | Combination of Scenario | Options | Distractors | Avatars | Break Downs |
---|---|---|---|---|---|---|
Moving on the sidewalk | Walk on the sidewalk | crossing without traffic light | obstacles: trash bins | Avatar passing by the student | ||
crossing with traffic light | ball rolling onto the road | Avatar walking behind the student | ||||
crossing with central isle | parked cars | |||||
at night | ||||||
at daytime, with rain | ||||||
drivers’ kindness | ||||||
traffic density | ||||||
30km/h area, without sidewalk | ||||||
path to memorize |
Type of Scenario | Base | Combination of Scenario | Options | Distractors | Avatars | Break Downs |
---|---|---|---|---|---|---|
Moving by bus | Asking for stop when getting onto the bus | bus + train | other bus numbers before the right one | path to follow in between bus stops | Avatars getting on the wrong bus | mobile phone |
Pressing on the door button to get on | bus + walking | real bus numbers | music | Avatar addressing the student with various scenarios (mcdonald’s, shopping, video games) | break down announces | |
Getting on the bus | bus + bus | crossing street to reach the bus stop | barking dog | Avatar staying close to the student | announces stating to stay on the bus | |
Seating down | round trip | other stops before the right one | immobile avatars | |||
Listening to stop announces | real vocal stop announces | stops display breaking down | ||||
Pressing on the button to ask for stop | real stops displayed | |||||
Getting up | crossing street in between bus stops | |||||
Pression on the door button to get off | path to follow in between bus stops | |||||
Getting off the bus |
Type of Scenario | Base | Combination of Scenario | Options | Distractors | Avatars | Break Downs |
---|---|---|---|---|---|---|
Moving by train | Getting to the platform | train + bus | other stops before the right one | increasing background noises | Immobile avatars on platforms | mobile phone |
vocal announces on the platform | round trip | train arriving on another platform | music | Avatars waiting on wrong platforms | break down announces | |
displays for announces on the platform | other trains before the right one | Displays on platform breaking down | Avatars getting on the wrong train | announces stating to stay on the train | ||
Pressing on the door button to get on | Real trains and real stops | Displays on train breaking down | Immobile avatars on the train | |||
Getting on the train | real vocal stop announces | Announcing train arriving on another platform | Avatar addressing the student with various scenarios (mcdonald’s, shopping, video games) | |||
Seating down | Avatar staying close to the student | |||||
Listening to stop announces | ||||||
Getting up | ||||||
Pressing on the door button to get off | ||||||
Getting off the train |
Appendix B
Exercises | Student Task | Educator | Engineer |
---|---|---|---|
1st ex. | 1. Raises the arm when the bus arrives 2. Gets on the bus 3. Sits down 4. When the stop is announced, presses the button with the handle to ask for the stop 5. Looks at the relevant elements (bus door, seat, button, and screen) 6. Listens to voice information | Verbal guidance | Basic scenario |
2nd ex. | 1. Raises the arm when the bus arrives 2. Gets on the bus 3. Sits down 4. When the stop is announced, presses the button with the handle to ask for the stop 5. Looks at the relevant elements (bus door, seat, button, and screen) 6. Listens to voice information | Verbal guidance | Add background noises in the bus |
3th ex. | 1. Raises the arm when the bus arrives 2. Gets on the bus 3. Sits down 4. When the stop is announced, presses the button with the handle to ask for the stop 5. Looks at the relevant elements (bus door, seat, button, and screen) 6. Listens to voice information | Without | Background noises in the bus |
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Age (Years) | Work Experience (Years) | Computer Experience (1–7) | New Technology Experience (1–7) | Acceptability (1–5) | SUS | UEQ-S | |
---|---|---|---|---|---|---|---|
Median | 34.00 | 10 | 5 | 2 | 5 | 82.5 | 2.16 (mean) |
Standard deviation | 11.84 | 10.16 | 0.94 | 1.35 | 0.5 | ||
Min | 20 | 0.17 | 3 | 1 | 4 | ||
Max | 59 | 34 | 6 | 5 | 5 |
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Capallera, M.; Piérart, G.; Carrino, F.; Cherix, R.; Rossier, A.; Mugellini, E.; Abou Khaled, O. ID Tech: A Virtual Reality Simulator Training for Teenagers with Intellectual Disabilities. Appl. Sci. 2023, 13, 3679. https://doi.org/10.3390/app13063679
Capallera M, Piérart G, Carrino F, Cherix R, Rossier A, Mugellini E, Abou Khaled O. ID Tech: A Virtual Reality Simulator Training for Teenagers with Intellectual Disabilities. Applied Sciences. 2023; 13(6):3679. https://doi.org/10.3390/app13063679
Chicago/Turabian StyleCapallera, Marine, Geneviève Piérart, Francesco Carrino, Robin Cherix, Amélie Rossier, Elena Mugellini, and Omar Abou Khaled. 2023. "ID Tech: A Virtual Reality Simulator Training for Teenagers with Intellectual Disabilities" Applied Sciences 13, no. 6: 3679. https://doi.org/10.3390/app13063679
APA StyleCapallera, M., Piérart, G., Carrino, F., Cherix, R., Rossier, A., Mugellini, E., & Abou Khaled, O. (2023). ID Tech: A Virtual Reality Simulator Training for Teenagers with Intellectual Disabilities. Applied Sciences, 13(6), 3679. https://doi.org/10.3390/app13063679