Está en la página 1de 13

Virtual Reality (2009) 13:8799

DOI 10.1007/s10055-009-0113-6

ORIGINAL ARTICLE

Using immersive game-based virtual reality to teach fire-safety


skills to children
Shana Smith Emily Ericson

Received: 23 April 2007 / Accepted: 18 February 2009 / Published online: 13 March 2009
Springer-Verlag London Limited 2009

Abstract Virtual reality (VR) has been used both to Keywords Virtual reality (VR)  Immersive  CAVE 
simulate situations that are too dangerous to practice in real Game based  Fire safety  Children
life and as a tool to help children learn. This study was
conducted as part of a larger more comprehensive long-
term research project which aims to combine the two 1 Introduction
techniques and demonstrate a novel application of the
result, using immersive VR to help children learn about fire Due to decreasing computer equipment costs and increas-
hazards and practice escape techniques. In the current ing processor speed, computer simulations have become
study, a CAVE was used to immerse participants in a fire more common over the last decade. Virtual reality (VR) is
scene. To improve the childrens motivation for learning one new and rapidly growing capability used for computer
over prior VR fire-safety training methods, game-like simulations. As equipment capabilities have grown, the
interface interaction techniques were used and students applied uses of such technologies for education and train-
were encouraged to explore the virtual world. Rather than ing have become broader. In particular, VR allows full
being passive viewers, as in prior related studies, the submersion into a virtual environment. As a result, VR can
children were given full control to navigate through the be used in training situations where it would be too dan-
virtual environment and to interact with virtual objects gerous or logistically impossible to have users participate
using a game pad and a 6DOF wand. Students identified in an actual event (Stansfield et al. 2005).
home fire hazards with a partner and then practiced VR training reduces risk and improves logistics by
escaping from a simulated fire in the virtual environment. creating virtual environments in which trainees can prac-
To test for improved motivation, a user study was com- tice realistic simulated hazard situations or scenarios. Users
pleted. Results indicate that students were more engaged by typically wear head mounted displays (HMDs) and use
the new game-like learning environment and that they 6DOF wands for navigation and interaction. Instructors can
reported that they found the experience fun and intriguing. initiate any of a series of emergencies, from separate
Their enhanced enthusiasm for what is relatively standard applications on desktop computers. Students are usually
fire-safety information demonstrates the promise of using graded, and they lose points whenever they initiate incor-
game-based virtual environments for vital but otherwise rect actions that would lead to injuries in a real world
tedious fire-safety skills training for children. environment.
For example, Kizil and Joy (2001) developed a system
to help prepare miners for dangerous situations that could
S. Smith (&) not be addressed through traditional training methods.
Department of Mechanical Engineering, Haller et al. (1999) developed a similar system to train
National Taiwan University, Taipei, Taiwan refinery workers. VR has been used for training both
e-mail: ssmith@ntu.edu.tw
emergency first responders and their commanders. In Li
E. Ericson et al.s study (2005), as many as six first responders could
Raytheon Company, Waltham, MA, USA participate in an emergency scenario while wearing HMDs.

123
88 Virtual Reality (2009) 13:8799

Trainees made decisions based on instructions given by based upon the fraction of the total playground area they
their commanders. occupied. While there was no evidence that any concrete
VR has also been used in firefighter training systems. learning took place, the researchers concluded that students
Navy firefighters traditionally train on retired battleships. were given a new context in which to think about fractions.
Instructors create various types of fires, and the trainees are In another example, Kaufman et al. (2000) designed a
asked to respond to the situations. However, using VR, VR learning application for older students. In a pilot study,
trainees can perform missions in virtual, rather than actual, they then used the application to help students grasp dif-
fire environments. Researchers found that trainees dem- ficult concepts in geometry. In their study, students wore a
onstrate similar levels of learning, whether they train on an HMD and viewed a virtual world. They used a pen inter-
actual ship or in a virtual environment. However, virtual face and buttons which were drawn on actual notebooks
environments offer significantly less risk to the trainees which the users held in their hands. After the training, all of
(Tate et al. 1997). the users in the pilot study expressed positive feelings
The studies cited showed that VR systems can be effec- about the VR interface and about their confidence with the
tively used to isolate trainees from dangerous risks during geometrical concepts presented.
hazard skills training. Moreover, Sulbaran and Baker (2000) An example of a VR sandbox system is the NICE
also showed that learners usually enjoy VR training more project (Roussou et al. 1999). The system allowed children
than other traditional training methods and that they retain to interact with a virtual garden. Children could plant
knowledge gained from VR training longer than that gained seeds, provide sunshine and water for their plants, and
using other methods. As a result, VR hazard-skills training watch the plants grow. The system allowed children to
has the potential to reduce risk, increase acceptance, and experiment with different kinds of plants and with giving
improve effectiveness over prior training methods. the plants varying levels of water and sunshine.
Recent related research has also focused on developing Researchers found that the open-ended style of play which
more advanced technology for realistically modeling fires they used engaged children and encouraged them to create
in VR environments, for example, Sherman et al. (2007) narratives to go along with their experience.
developed a simulation application to graphically illustrate From the cited references, VR can be used to effectively
the spread of wild fires. However, they only focused on communicate key concepts to children in effective sand-
technical aspects of software and hardware development. box learning environments. Other studies show that
They did not create or test any fire-safety training games, in general, can be used as an effective means for
applications. engaging children in material that they might otherwise
VR has also been used to teach children about abstract consider to be difficult or boring to learn. For example, in
or difficult concepts. For example, Ohlsson et al. (2000) prior studies, researchers have used games to teach children
developed a VR system which they used to communicate a how to protect themselves in the event of a fire and help
key learning concept: that the Earth is round. According to children learn to cross a street more safely (Padgett et al.
the researchers, the concept can be hard for children to 2006; Thomson et al. 2005).
grasp because all of their day-to-day experience with the In prior related studies, VR systems have been developed
Earth apparently conflicts with this fact. In their system, specifically for children. However, none of the studies
children worked in teams of two to collect objects on a focused on developing game-based immersive VR-based
virtual asteroid. One child, within a CAVE, acted as an fire-safety training systems. Some prior studies focused on
astronaut on the face of the asteroid. The second child, communicating key learning concepts, while others focused
from an ImmersaDeskTM, acted as a mission controller. on creating general sandboxes that allowed children to
The mission controller helped their teammate navigate on freely explore pre-defined learning environments.
the virtual asteroid. The study showed that, after training, The current study combined findings from several prior
children could translate their experiences from the virtual research areas and, based upon the findings, designed and
asteroid to the way they thought about the Earth. evaluated an interactive game-based VR fire-safety training
In two studies, Roussou et al. (2004, 2006) developed a system for teaching elementary school children about fire
virtual playground application to help children grasp safety. The current study was completed as part of a larger
another difficult learning concept: comparing fractions. more comprehensive long-term research project which
Fractions with bigger numbers in the denominator are aims to use immersive VR to provide effective high-risk
actually smaller than those with smaller denominators. fire-safety training to children. In particular, the project
However, the fact seems counterintuitive to young children. aims to (1) help children learn about fire hazards and (2)
To address the need, the researchers used a VR playground practice escape techniques by immersing them in virtual
paradigm in which they asked children to help several fire hazard and fire emergency situations. The two topics
animated characters locate and place playground equipment were identified, by firefighters who are participating in the

123
Virtual Reality (2009) 13:8799 89

project, as the two most critical aspects of fire-safety environment was how quickly fire spreads and that
training for children. The long-term project was motivated crawling low can help people escape from a burning
by statistics which show that young children are one of the building.
most at-risk groups in fire hazard situations. As a result, a virtual house was built, which contained
In an initial study (Ericson and Smith 2008), a virtual several fire hazards and means for simulating a fire in the
environment was designed, built, and tested. The virtual house. During the simulation, children followed an adult
environment was designed as an immersive teacherlearner guide and a firefighter, as they walked through the VR
environment. Firefighters who were participating in the house. The adult guide ran the simulation using a handheld
study served as instructors. One firefighter led a group of 6 DOF wand and the guide led both the firefighter and the
children through a virtual house that had specific fire children along a prescribed path through the virtual house.
hazards which the firefighter helped the children to iden- The firefighter described fire hazards, provided information
tify. They also discussed how to eliminate the hazards. The and motivation, and helped the children stay on task. At the
firefighter also triggered a simulated fire in the house and end of the simulation, a simulated fire was started and the
then taught students how to escape from the fire. fire spread quickly through the house. The firefighter
Although results of training in the virtual environment showed children how to crawl out of the burning house, to
were positive, many of the children were frustrated by the a safe meeting-place outside the house.
lack of interaction they had with the environment and some Initial study results showed that, while children learned
lost interest or motivation during parts of the training intended concepts well and that they enjoyed the new
session. As a result, additional research was conducted technology more than prior fire-safety training methods,
concerning how to design more-effective virtual-training such as books, lectures, or videos, in general, they were
environments for children. also frustrated that they could not interact with the virtual
The goal of the current study was to increase learner environment directly. Many of the children said that they
motivation, over prior methods used in the overall study, wanted to be able to actively explore the virtual house. A
while maintaining or enhancing learning about fire hazards study by Roussou (2004) also showed that simply viewing
and fire-escape techniques. The method used to achieve the a virtual environment did not keep children fully engaged.
current study goal was to use game-based VR techniques to Here, we addressed the issue by creating a second, more
make fire safety fun and engaging to learn, while actually advanced, game-based version of their virtual learning
helping children remember the steps they need to take to system. In the new system, several improvements were
save themselves and others if they ever find themselves in a made to the user interface. In particular, ambient sounds
real fire emergency. and a novel interaction technique, which engaged users in a
The paper is organized as follows. First, results from an more active way, were both added.
initial study of a first version of the system are presented
and ways that were identified to address initial study issues
are discussed. Then, the design of the second, more 3 Game-based system design
advanced game-based system is described. A discussion of
the technical issues encountered during design of the sec- In the current study, several special concerns were addres-
ond system, design of a user study for the second system, sed during design of the more advanced system. In
and results of the user study are given. Finally, a descrip- particular, the investigators aimed to develop a system that
tion of proposed future work is presented. would both entertain children and, at the same time, provide
them with information about the important underlying
topic: fire safety. From the original initial study, the
2 Initial study investigators realized that it was important for the system to
be fun and accessible to young children, and, yet, not tri-
In collaboration with the City of Ames, Iowa, Fire vialize the message. As a result, the investigators chose to
Department, the researchers initially developed a CAVE- use a video game paradigm, while maintaining the original
based VR system for training children how to respond in VR environment, fire hazards, and fire simulation scenario.
fire emergencies. The system was designed such that, in Video games are now prevalent among children
which firefighters could lead children through realistic (Mungai et al. 2002; Ketelhut et al. 2006). At the same
simulated fire situations. The firefighters provided guidance time, video games have also been shown to be an excellent
and instruction during the fire emergency simulations. tool for learning. The promise of games for learning lies in
During initial system design, the researchers and fire- the facts that they are fun, they provide immediate feed-
fighters decided that the most important information for back, and they allow users to experiment in a realistic
children to gain from the proposed VR learning environment without real-world consequences.

123
90 Virtual Reality (2009) 13:8799

3.1 Basic system components

Three primary open-source software libraries were used to


create the VR fire-safety training environment: VR
Juggler (http://www.vrjuggler.org/), OpenSceneGraph (http://
www.openscenegraph.com/index.php), and Open Physics
Abstraction Layer (OPAL) (http://ox.slug.louisville.edu/
*o0lozi01/opal_wiki/index.php/Main_Page). Using the
three libraries to develop the necessary software program
allowed the research effort to focus on the educational con-
tent and the methods used to enhance interaction, rather than
the low-level technical aspects of building the system.

3.1.1 Realistic smoke

The City of Ames Fire Department provided consultation Fig. 1 Layers of smoke
during design and development of the system. City of got during the training exercise. Figure 2 shows an outside
Ames firefighters felt that, to carry the weight and impact view of the house model which was built. The red mailbox
needed for realistic fire-safety training, it was crucial that was designated as the safe meeting-place where children
the system effectively mimic a real fire-situation. should go when they escaped from the house.
The firefighters indicated that there were several Randall and Jones (1993) showed that physically acting
important aspects of their requirement. First, from the very out a procedure often makes it easier to remember, there-
beginning of the fire, smoke had to be generated in a rea- fore, the investigators felt that the game should require
listic way. Second, the smoke needed to continue to fill the users to practice an actual physical escape, by crawling
room in layers from the ceiling, as it does in a real fire. In from the fire scene. The most difficult part of trying to
addition, the whole process needed to happen very quickly, achieve the goal, in the context of an interactive game, was
since smoke can often fill an entire room in a matter of that, if done correctly, escaping from the fire had to take
seconds (Pehrson 2004). Finally, the smoke had to be dense place in less than a minute. To maintain realism and
enough to obstruct the view of anyone who was standing in training impact, the time limitation did not lend itself well
its midst, so that the participants were forced to crawl if they to an interactive VR game experience with any sort of
wanted to see where they were going. To handle the entertainment value. Therefore, the investigators added a
requirement, particle systems were used to simulate smoke separate task to the VR game, a modified version of the
in the virtual environment. As a result, the open-source original search for fire hazards.
Particle Systems API was used to create smoke for the Fire department personnel stress fire-hazard training
system (www.cs.unc.edu/*davemc/Particle). The Particle with children because fire-hazard training generally helps
Systems API is thread safe, and it features an API which is
similar to that of OpenGL (McAllister 2000).
Each particle system is represented internally by an
array of points. To make the particles look like puffs of
smoke, a function was added to the particle handler class to
create each point in a given particle system as an OpenGL
quad. A smoke-texture map was mapped to each quad and,
as a result, a cloud of smoke could be formed. Figure 1
shows the result, layers of smoke that descend from the
ceiling.

3.2 Game development

The game which was developed was defined in two


distinct parts: a timed-hazard search and an evacuation
from a simulated fire event. The evacuation was the most
important part of the simulated experience, since it repre-
sented the actual physical-evacuation practice that users Fig. 2 Completed house model

123
Virtual Reality (2009) 13:8799 91

keep them away from dangerous items which may hurt objects with more vertices are more complicated; therefore
them, such as candles, and help prevent a fire before it they still require more computational resources to compute
starts. For example, both the National Fire Prevention collisions for each display frame. As a result, overall,
Agency (NFPA) and the United States Firefighters Asso- simulation objects were simplified as much as possible. For
ciation (USFA) maintain versions of a home-hazard search example, users were modeled as simple spheres.
on their websites for children. In this project, the hazard-
search game was developed from a list of common home- 3.2.2 Interface
fire hazards provided by the City of Ames Fire Department.
The following sections describe details of the game To create a fun way to indicate hazards in the virtual
development. environment a user interface was developed using a 6DOF
wand. In the final design, users pointed the wand at an item
3.2.1 Navigation they wished to remove from the house. The wand included
a tracker that reported its orientation in the CAVE, and the
One of the primary complaints from participants, during orientation information was passed to a physics simulation
the initial study, was that they wanted to explore the virtual which fired a ray in the direction the wand was pointing.
house on their own, rather than being passive observers in The laser technique is very popular for object selection
the VR environment. Thus, in the second version of the in 3D VR environments (Vanacken et al. 2007).
system, a gamepad was used for navigation. The gamepad Figure 3 shows an example of children pointing at a fire
was an intuitive choice for navigation because gamepads hazard in the CAVE environment. If a hazard model was
are a standard input method for video games. hit, meaning the first thing the ray encountered was a viable
In the new system design, the right analog stick of the hazard model, the hazard was marked as found and the
gamepad was used to rotate the players view and the left physics simulation reported the index of the discovered
analog stick was used to move forward, backward, side to hazard back to the visible simulation. The hazard model
side, or in any combination of the given directions. Forward was then removed and a sound was played to indicate
was defined by the direction the player was facing when they successful identification and removal of the hazard.
moved the left analog stick. The approach allowed users to Another theme the investigators saw from the results of
face any wall of the immersive environment without needing the initial study was that many children were nervous about
to adjust the way they were using the gamepad. entering the virtual environment. Many asked if they would
Prior related research with games designed for education be able to bring a friend with them, with this in mind, the
showed that intended users often expect a great deal from interface was designed to accommodate, and in fact
applications that are called games, and that they are required, two participants. Previous related studies have
often disappointed by the actual application (Elliott et al. also found that, if two children use an application together,
2002). As a result, the game-based version of the fire-safety it is important that each has an important role to play, so
application was designed to be as interactive as possible. that they are forced to collaborate (Ohlsson et al. 2000).
The application allowed users to dynamically navigate As a result, the new fire-safety application was designed
through the environment, which required some form of so that one child played the role of a Navigator, and the
collision detection that would prevent users from passing
through objects in the virtual environment.
To address the need, OPAL was integrated into the
visual simulation to create physical representations of all of
the important objects in the virtual environment. In the
active virtual environment, the user was represented by an
invisible sphere, subject to the effects of gravity, and their
movements were powered by an OPAL motor.
The terrain of the fire-safety environment was composed
of a single model which included the ground, the house,
and most of the furniture. As a result, the terrain, which
was very complicated, could not be represented by a full
object model.
For complex environments, OPAL users typically define
mesh objects, rather than full object models. In OPAL,
mesh objects are defined by an array of vertices and a
second array that maps vertices to mesh triangles. Mesh Fig. 3 Users zap a hazard in the VR game

123
92 Virtual Reality (2009) 13:8799

other child played the role of a Hazard Zapper. As a team, When the lowest layer of smoke was approximately
they were responsible for removing all of the hazard 3 feet from the ground, the CAVE switched into view-
models in the house. To accomplish the task, the children dependent mode. In view-dependent mode, if the users
needed to communicate with each other to both find and stood up, their viewpoint rose above the smoke ceiling and
effectively eliminate all of the fire hazards. In addition, they saw nothing but dark heavy smoke. However, if the
they were never alone in the virtual environment, which users crawled close to the floor, they could see their sur-
reduced their anxiety about the experience. However, roundings and find a way to escape, as shown in Fig. 4.
working together in the house, without adults, helped train Following their escape from the kitchen and house the
the children to handle the most-dangerous real fire situa- children were instructed to go to a pre-defined meeting
tion, which takes place when adults are not present. place. Having a meeting place was one of the most
A heads up display (HUD) was added to the application important safety tips offered by fire fighters. Instructing
to provide users with information because, with the new users to find a pre-defined meeting place encouraged them
system, a firefighter was no longer with them in the envi- to think about where a good meeting-place was outside
ronment. The HUD displayed instructions and information their own home, and the layered smoke reinforced the
on the walls of the CAVE, so that the information was concept that it is vitally important to crawl close to the
accessible to the users, no matter which direction they were floor in a real fire situation. Figure 5 shows the HUD
facing. instructions which were displayed after the children arrived
at the meeting place.
3.2.3 Hazard search

Hazard removal presented a unique design challenge with 4 User study


respect to information sharing. Each hazard had to be
represented by a visual model, which was removed when To complete the proposed user study, a fire-safety training
the hazard was discovered by the users. Actual hazard course for children was developed. The training course
removal was not complicated, since most scene graphs included elements that Fire Department personnel felt were
provide functionality for switching a node on and off. important in a useful fire-safety training course for children.
However, in the new system, each hazard needed to be In particular, after the initial study, participating Fire
physically represented, so the user could not pass through Department personnel felt that the VR training environment
the hazard until it had been removed from the environment. should be used in addition to either video or personal contact
Therefore, both the visual simulation and the physical training with firefighters. As a result, the new course com-
simulation needed to maintain a synchronized list of haz- bined both video and VR environment training. The new VR
ards and update the list as hazards were removed. training system aimed to enhance or reinforce prior training
methods, rather than to replace them. While, at the same
3.2.4 Fire evacuation time, the VR training system aimed to improve user satis-
faction with VR fire-safety training and to improve overall
Cooking fires in kitchens are the most common cause of user motivation during the fire-safety training program.
residential fires (United States Fire Administration 2002).
As a result, a smoking pan was added to the house model,
as one of the fire hazards. When time expired for the
hazards search portion of the simulation, the children were
instructed to find the kitchen. When they arrived at the
kitchen, a kitchen fire began at the stove and spread out
through the room. To create the effect, several particle
systems were used in tandem. First, a small system that
released puffs of smoke at large intervals was used to show
that food left on the stove was burning. Then a larger, faster
moving plume of smoke was used to show that a fire had
started. Once the smoke reached the ceiling of the room a
layer of animated smoke began to roll across the ceiling
away from the source of the fire. After the first layer of
smoke started, a fire alarm began to sound. One second
later, another layer of smoke started, and the process
continued until the final layer began. Fig. 4 Fire evacuation

123
Virtual Reality (2009) 13:8799 93

classroom and a fire-safety pre-quiz was administered, to


gage the participants baseline levels of fire-safety knowl-
edge. Next, a video was presented, which showed a
firefighter giving a fire-safety presentation. The presenta-
tion was designed to give the children a framework for
thinking about the VR fire-safety application. After
watching the video, a short presentation was given, which
described, in detail, the user interface of the game system
and explained the objectives of the game.
Next, the control group, which consisted of 10 children,
took a post-quiz prior to using the VR application, while
the experimental group, which consisted of 12 children,
used the VR application first and then took the post-quiz.
Figure 6 shows a flowchart outlining the steps in the
training process. In Fig. 6, the experimental group process
Fig. 5 Children arrive at the meeting place
is denoted by a dashed line and the control group process is
denoted by a solid line.
The simulation was run in a four-sided CAVE. The reso-
lution of the projectors used was 1,280 9 1.024 pixels, and the
4.3 Experimental results
refresh rate of the projectors was 96 Hz. The screen dimen-
sions were 120 9 90 for the front, left, and right screens, and
Results were analyzed for data from the pre-quiz, the post-
120 9 120 for the floor screen. The frame rate of the virtual
quiz, and the user-experience survey.
environment is application dependent. For our fire-safety
training system, the frame rate was set to approximately 40 fps.
4.3.1 Pre- and post-quiz
4.1 Participants
The quiz used to measure the participants learning was
developed based on the main points communicated in the
Participants were drawn from area Boy Scout troops.
fire-safety presentation, which the investigators created and
Results were analyzed for data collected from both a quiz
which the Fire Department presented. The quiz was com-
(see Appendix 1) and a user-experience survey (see
posed of five fill in the blank questions, five true or false
Appendix 2) which were administered. Of the 22 par-
questions, and an open-ended section that asked students to
ticipants, one did not complete the survey, so only 21
think of some fire hazards, and describe the first thing they
survey data points were analyzed.
would do if they were in a room that was filling with smoke.
Table 1 shows the age distribution for participants in the
Students pre-test and post-test scores were recorded and
study. Their ages ranged from 7 to 11. Requirements for
analyzed. The means of the pre-test and post-test scores are
participation included being able to read and write profi-
shown in Fig. 7. Table 2 shows the results of a matched pairs
ciently and not having any prior VR fire-safety training
experience (e.g., the participants did not participate in the
initial study for the original system).

4.2 Training procedure

Children played the VR game in teams of two. Participants


were first given a tour of the VR system, so that they were
somewhat familiar with the technology being used. The
tour also provided an opportunity for discussion about how
the game worked and for explaining the user interface that
would be used during the training session. After the par-
ticipants saw the VR equipment, they were taken to a

Table 1 Age distribution


Age 78 9 1011

Participants 8 4 9
Fig. 6 Experimental process

123
94 Virtual Reality (2009) 13:8799

Fig. 7 Mean scores for pre- and post-test

test that was carried out on the general pre- and post-test data,
to search for significant improvements. Table 2 results show Fig. 8 Mean scores organized by group
that all students, taken as a single group, improved signifi-
cantly in measured fire-safety knowledge after training.
However, when considered as separate groups, there was no easy. Figure 9 shows distributions for the participants
significant difference in knowledge gained between the con- responses to the survey questions.
trol group and the experimental group, as shown in Fig. 8. Analysis of results revealed a significant difference in
how frightened participants were in the virtual environ-
4.3.2 User-experience survey results ment, based upon age, with 11-year-olds reporting
significantly less fear than 8-year-olds, as shown in
The user-experience survey which was administered asked Table 3. However, age did not play a significant role in
participants to describe their experiences in the CAVE. The learning and ease of use, as shown in Tables 4 and 5.
survey asked participants to rank how frightened they felt The final, open-ended, part of the survey used two
in the CAVE, on a scale of 15, with 5 indicating very questions to ask for participants opinions about their most
frightened. Next, the survey asked participants how much and least favorite parts of the training process. There were
they felt they had learned in the game, on a scale from 1 to some obvious groupings in the responses to the two ques-
5, with 5 indicating the highest degree of learning. Finally, tions. Figure 10 summarizes responses to the question
the survey asked participants how easy it was to play the concerning what participants liked best in the training
game, with 1 indicating very hard and 5 indicating very process. The most popular response was getting to play the
game. Figure 11 summarizes responses to what participants
liked least during the training process. Frustration over the
Table 2 Matched pairs: post-test and pre-test difference hazard zapping functionality was the most popular response.
Post-test scores 13.1364 There were also several responses indicating that partici-
Pre-test score 10.7727 pants felt dizzy or sick while using the VR application.
Mean difference 2.36364
Std error 0.49911
Upper 95% 3.4016 5 Discussion
Lower 95% 1.32567
N 22 The results indicate that the VR training system did not
Correlation 0.56167 affect short-term learning gains, in either a positive or
t-ratio 4.735667
negative sense, during the training process. The result was
DF 21
expected because the VR training system was used to
reinforce the fire-safety material covered by firefighters
Prob [ |t| 0.0001*
during the video portion of the training program.
Prob [ t \0.0001*
In addition, the quiz was designed to be short and simple
Prob \ t 0.9999
so that children between ages 8 and 11 could easily

123
Virtual Reality (2009) 13:8799 95

Fig. 9 Distributions for survey


questions

Table 3 Statistical results


Level Mean
comparing fright and age
78 A 3.6250000
9 AB 3.0000000
1011 B 1.5555556

Table 4 Statistical results


Level Mean
comparing learning and age
1011 A 4.2222222
78 A 4.0000000
9 A 4.0000000

Table 5 Statistical results


Level Mean
comparing ease of use and age
78 A 3.5000000 Fig. 10 Responses for What did you like best about Fire Safety
1011 A 3.3333333 Training?
9 A 3.0000000

complete it. As a result, some participants who scored very


well on the pre-test did not have much room for
improvement on the post-test. The limited range of the
instrument may have affected the results.
However, qualitative study results show that the game-
based VR training system did improve the childrens
satisfaction with VR fire-safety training and their overall
motivation for fire-safety training.

5.1 Zapping complications


Fig. 11 Responses for What did you like least about Fire Safety
Training?
Noise associated with the tracker hardware made it some-
times difficult to aim at fire hazards in the environment,
especially when pointing at objects that were far away from Six participants said that the problem with hazard zapping
the users or not at right angles to the direction the users was their least favorite part of the whole training experience.
were facing. The imprecise targeting was frustrating for However, several students mentioned zapping as one of their
users. favorite parts of the training experience, demonstrating that
After the study was completed, the problem was fixed the interaction method is compelling to young users.
by adding a visible box to the ray, which is used to check
for intersections. The box is used to both indicate, to the 5.2 User experience observations
user, the orientation and length of the ray and to check for
intersections. The improved approach allows for a certain One surprising issue that was encountered was getting the
amount of error in the tracker readings on the wand, and children to crawl in the virtual environment. The head
makes it easier for users to zap hazards. tracking software adjusted the camera view when the

123
96 Virtual Reality (2009) 13:8799

Navigator knelt down, which allowed the children to see be playable without the help of an adult navigator, or a
below the layers of smoke that were formed. The investi- firefighter. The second more-advanced version of the sys-
gators believe that this capability of the virtual environment tem provided users with a more immersive experience and
makes it especially useful for training the particular skill, made them active participants in the learning process.
however, many of the children were not used to this idea. However, with the new system, students were alone,
Even after they were instructed to get on their knees they without firefighters, in their process of learning appropriate
sometimes did not understand what to do. One child asked fire-safety procedures. For example, students themselves
How do I kneel? This was an unexpected user-interface had to learn that crawling low would help them see.
issue. Apparently, children who are used to playing video On the other hand, the open nature of the VR facility
games expect to carry out activities within the game envi- seemed to allow and encourage children to talk to other people
ronment without actually physically engaging in the in the room. Children often asked their parents and others
activity; the student who asked the question wanted to know questions while they navigated in the VR environment. The
which button to press to virtually kneel in the game. uncontrolled interaction may have skewed test results, but
Although the issue needs to be addressed, the issue shows may also have added to the users learning experiences.
that immersive VR systems have a built-in capability for From project results, the investigators demonstrated that
higher levels of actual humancomputer interaction than immersive VR systems have a built-in advantage over prior
traditional video games, which can increase capabilities for fire-safety training methods for children. They allow
truly hands-on training experiences. children to experience realistic virtual hands-on and
Younger children reported feeling fear in the virtual on-site experiences for high-risk safety training, which
environment. The result indicates a greater level of realism cannot be achieved through lectures or regular video
and immersion than traditional fire-safety training methods games, e.g., how to kneel down or crawl in a fire situation.
and, therefore, a more powerful learning experience. As a In addition, study results show that game-based VR sys-
result, using immersive VR as a part of the training tems increase childrens motivation over more traditional
experience may lead to greater learning gains over time for teacherlearner forms of VR-based instruction, which was
younger children. The investigators did not want to trau- the primary goal of the study.
matize children during the fire-safety training program; The results indicate, as have other related studies, that
however, a proper level of realism is necessary for safety emerging VR capabilities may help create a new paradigm in
training. Younger children also had a greater problem with learning: highly interactive, experiential, virtual-learning
feeling dizzy or with experiencing motion sickness. environments that can augment, enhance, or possibly replace
In spite of the reported frustration associated with haz- traditional teacherlearner methods based upon lectures and
ard zapping, most of the users enjoyed the experience. All videos. Learners apparently prefer the new learning paradigm.
participants were very excited when they were able to start As a result, as in the current study, future teachers may
playing the game. Most remarked that it was just like being actually become virtual-learning system designers rather
inside a video game. Their increased enthusiasm for than lecturers and their main efforts may be focused on how
learning relatively standard fire-safety information fulfilled to design their knowledge and teaching abilities into effec-
the primary goal of the study. The trainees enthusiasm tive learning systems that both engage and motivate learners.
demonstrated the promise of VR for training vital skills Study results also indicate that age of learners impacts
over other somewhat tedious methods. system design needs. With respect to fire-safety training for
children, users with age differences of as little as a few
years apparently require different learning environments.
6 Conclusions and future work In the current study, younger children reported more fright
than older children. As a result, different fire simulations
Fire safety is a difficult skill to evaluate because children need might be needed to allow adjusting experience intensity
to be able to reproduce correct behaviors under highly spe- and realism for different age groups.
cialized fire situations. Demonstrating correct behavior in a Different forms of learning evaluation are also needed.
classroom setting does not necessarily translate to real-world Younger students had a more difficult time completing the
situations. VR applications show promise for providing the study quiz, and they became more frustrated with the forms
means for training fire-safety skills, in a safe environment, that they had to fill out as part of the study. For younger
which might later be needed in dangerous situations. children, one-on-one interviews might be a more effective
In an initial related test, children indicated that they evaluation format because written self expression might
wanted to be able to explore a virtual fire-safety training still be difficult for them.
environment on their own. To address the issue, a game- In addition, the simplicity of the quiz, which was deve-
based version of the fire-safety application was designed to loped for the youngest users, may have prevented measuring

123
Virtual Reality (2009) 13:8799 97

any additional learning gains that may have been achieved by functionality could make the game more interesting for
reinforcing video training with VR training. The retention repeated training, since users would not know all the hazards
rate of fire-safety knowledge due to the VR training com- and where they were located in the training environment.
ponent, versus traditional classroom video and/or personal Fire safety is a difficult skill to test in children because they
interaction training techniques need further study, as well. may never need the skills. However, if children do find
The extent to which traditional learning methods can be themselves in a fire emergency they are typically either pre-
replaced, rather than augmented or enhanced, by virtual pared or they are not. The investigators believe that the
learning environments needs to be determined. children who participated in the program are better prepared in
In the future, the potential for using intelligent agents, the event they experience a fire situation in their home. As a
which act as training guides, also needs to be explored. Other result, the study and the study results present a significant gain
game-like elements could also be improved, to include more and step toward improved fire-safety training for children.
hazards and to make hazards and hazard placement more
dynamic, so that different hazards would appear in different
locations on successive runs of the program. The improved Appendix 1

Fire Safety Quiz


Directions: Complete each sentence.
1. What is the most common type of household fire? ___________________
2. _______________ is the time of day when most cooking related fires happen.
3. It is important that you have working _______________ detectors in your home.
4. Most house fires take place in the ____________________.
5. Never use the ____________________ to go downstairs during a fire.

Directions: Read each statement. Decide which statements are true and which statements
are false.

T F 1. You should have an escape plan, but it is okay not to practice.


T F 2. Your family should have a meeting place a safe distance from your home.
T F 3. It is important to know how to operate all windows and doors in your house.
T F 4. It is okay to only know one way out of a room in your house.
T F 5. Floor coverings can help you navigate in a room filled with smoke.
List 5 examples of fire hazards.
1. 4.

2. 5.

3.

If you are in a room that is filling with smoke what is the first thing you should do?

123
98 Virtual Reality (2009) 13:8799

Appendix 2

Fire-Safety Training Survey

1. Gender
Girl Boy

2. What is your age?

3. Did you ever feel frightened while in the fire scenes in the CAVE? (1: not at all; 5: a lot)
1 2 3 4 5

4. How much do you think you learned about fire safety during this program? (1: nothing at all, 5: a lot)
1 2 3 4 5

5. How easy was it to use the VR application? (1: very hard; 5: very easy)

1 2 3 4 5

6. What was the most important thing you learned in the fire safety training program today?

7. What did you like the most about fire safety training in the CAVE?

8. What did you like the least about fire safety training in the CAVE?

References
children. In: The 3rd IASTED international conference on
human-computer interaction. Innsbruck, Austria, Paper Number
Elliott J, Adams L, Bruckman A (2002) No magic bullet: 3D video 611-053
games in education. In: Proceedings of international conference Haller M, Kurka G, Volkert J, Wagner R (1999) omVRa safety
of the learning sciences 2002. Seattle, WA training system for a virtual refinery. In: Proceedings of ISMCR
Ericson E, Smith S (2008) Using immersive virtual environments 99. Topical workshop on virtual reality and advanced human
for realistic life-size fire prevention and safety training for robot systems, Tokyo, pp 291198

123
Virtual Reality (2009) 13:8799 99

Kaufmann H, Schmalstieg D, Wagner M (2000) Construct3D: a Roussou M, Johnson AE, Moher TG, Leigh J, Vasilakis CA, Barnes
virtual reality application for mathematics and geometry educa- CR (1999) Learning and building together in an immersive
tion. In: Education and information technologies, pp 263276 virtual world. In: Presence, pp 247263
Ketelhut DJ, Dede C, Clarke J, Nelson B (2006) A multi-user virtual Roussou M, Oliver M, Slater M (2006) The virtual playground: an
environment for building higher order inquiry skills in science. educational virtual reality environment for evaluating interac-
In: Paper presented at the American Educational Research tivity and conceptual learning. In: Virtual reality, pp 227240
Association, San Francisco Sherman WR, Penick MA, Su S, Brown T, Harris FC (2007) VR fire:
Kizil MS, Joy J (2001) What can virtual reality do for safety? St an immersive visualization experience for wildfire spread
University of Queensland, Lucia, QLD analysis. In: IEEE virtual reality conference. Charlotte, NC,
Li L, Zhang M, Xu F, Liu S (2005) ERT-VR: an immersive virtual pp 243246
reality system for emergency rescue. In: Virtual reality, Stansfield S, Shawver D, Rogers D, Hightower R (2005) Mission
pp 194197 visualization for planning and training. IEEE computer graphics
McAllister DK (2000) The Design of an API for Particle Systems. and applications, pp 1214
UNC Computer Science Tech Report Sulbaran T, Baker NC (2000) Enhancing engineering education
Mungai D, Jones D, Wong L (2002) Games to teach by. In: through distributed virtual reality. In: ASEE/IEEE frontiers in
Proceedings of the 18th annual conference on distance teaching education conference. Kansas City, MO, pp 318
and learning. Madison, WI Tate DL, Silbert L, King T (1997) Virtual environments for shipboard
Ohlsson S, Moher T, Johnson A (2000) Deep learning in virtual firefighting training. In: Proceedings of the IEEE 1997 virtual
reality: how to teach children that the Earth is round. In: 22nd reality international annual symposium. IEEE Computer Society
annual conference of the Cognitive Science Society, Philadel- Press, Buquerque, NM, pp 6168
phia, PA, pp 364368 Thomson J, Tolmie A, Foot H, Whelan K, Sarvary P, Morrison S
Padgett LS, Strickland D, Coles CD (2006) Case study: using a virtual (2005) Influence of virtual reality training on the roadside
reality computer game to teach fire safety skills to children crossing judgments of child pedestrians. J Exp Psychol Appl
diagnosed with fetal alcohol syndrome. J Pediatr Psychol Adv 11(3):175184
Access 31:6570 United States Fire Administration (2002) Protecting your family from
Pehrson R (2004) Fire behavior. In: Cote AE (ed) Fundamentals of fire. Federal Emergency Management Agency
fire protection. NFPA, Quincy, MA, pp 101133 Vanacken L, Grossman T, Coninix K (2007) Exploring the effects of
Randall J, Jones RT (1993) Teaching children fire safety skills. Fire environment density and target visability on object selection in
Technol 29(3):268280 3D virtual environments. In: IEEE symposium on 3D user
Roussou M (2004) Learning by doing and learning through play: an interfaces. Charlotte, NC, pp 115122
exploration of interactivity in virtual environments. ACM
Comput Entertain 2(1):123

123

También podría gustarte