Abstract
Virtual reality (VR) has re-emerged as a low-cost, highly accessible consumer product, and training on simulators is rapidly becoming standard in many industrial sectors. However, the available systems are either focusing on gaming context, featuring limited capabilities or they support only content creation of virtual environments without any rapid prototyping and modification. In this project, we propose a code-free, visual scripting platform to replicate gamified training scenarios through rapid prototyping and VR software design patterns. We implemented and compared two authoring tools: a) visual scripting and b) VR editor for the rapid reconstruction of VR training scenarios. Our visual scripting module is capable of generating training applications utilizing a node-based scripting system, whereas the VR editor gives user/developer the ability to customize and populate new VR training scenarios directly from the virtual environment. We also introduce action prototypes, a new software design pattern suitable to replicate behavioral tasks for VR experiences. In addition, we present the training scenegraph architecture as the main model to represent training scenarios on a modular, dynamic and highly adaptive acyclic graph based on a structured educational curriculum. Finally, a user-based evaluation of the proposed solution indicated that users—regardless of their programming expertise—can effectively use the tools to create and modify training scenarios in VR.
Similar content being viewed by others
References
MARUI 3 plugin for Autodesk Maya. https://www.marui-plugin.com/marui3/. Accessed 30 July 2020
Our clinical trial (citation not provided for the reviewing process)
Our VR training platform (citation not provided for the reviewing process)
Unity 2020 roadmap. https://unity3d.com/unity/roadmap
Alsumait, A., Almusawi, Z.S.: Creative and innovative e-learning using interactive storytelling. Int. J. Pervasive Comput. Commun. 9(3), 209–226 (2013). https://doi.org/10.1108/IJPCC-07-2013-0016
Andersen, S.A.W., Konge, L., Cayé-Thomasen, P., Sørensen, M.S.: Retention of mastoidectomy skills after virtual reality simulation training. JAMA Otolaryngol. Head Neck Surg. 142(7), 635–640 (2016). https://doi.org/10.1001/jamaoto.2016.0454
Bouchard, S., Dumoulin, S., Robillard, G., Guitard, T., Klinger, E., Forget, H., Loranger, C., Xavier Roucaut, F.: Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: a three-arm randomised controlled trial. Br psychiatr J Ment sci 210, (2016). https://doi.org/10.1192/bjp.bp.116.184234
Ebrahimi, A., West, T., Schoen, M., Urquidi, D.: Unity: Editorvr. In: ACM SIGGRAPH 2017 Real Time Live!, SIGGRAPH ’17, pp. 27–27. ACM, New York, NY, USA (2017). https://doi.org/10.1145/3098333.3098918
Ellis, T.O., Heafner, J.F., Sibley, W.L.: The grail project: an experiment in man-machine communications (RM-5999-ARPA). RAND Corporation, Santa Monica (1969)
de Faria, J.W.V., Teixeira, M.J., de Moura Sousa Júnior, L., Otoch, J.P., Figueiredo, E.G, : Virtual and stereoscopic anatomy: when virtual reality meets medical education. J. Neurosurg. JNS 125(5), 1105–1111 (2016)
Ganier, F., Hoareau, C., Tisseau, J.: Evaluation of procedural learning transfer from a virtual environment to a real situation: a case study on tank maintenance training. Ergonomics 10(1080/00140139), 899628 (2014)
Greenleaf, W.: How vr technology will transform healthcare. In: ACM SIGGRAPH 2016 VR Village, pp. 1–2 (2016). https://doi.org/10.1145/2929490.2956569
Greenwald, S., Kulik, A., Kunert, A., Beck, S., Froehlich, B., Cobb, S., Parsons, S., Newbutt, N., Gouveia, C., Cook, C., Snyder, A., Payne, S., Holland, J., Buessing, S., Fields, G., Corning, W., Lee, V., Xia, L., Maes, P.: Technology and applications for collaborative learning in virtual reality. In: CSCL (2017)
Göbel, S., Salvatore, L., Konrad, R.: Storytec: A digital storytelling platform for the authoring and experiencing of interactive and non-linear stories. In: 2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution, pp. 103–110 (2008). https://doi.org/10.1109/AXMEDIS.2008.45
Kotis, K.I.: Artist–a real-time low-effort multi-entity interaction system for creating reusable and optimized MR experiences. Res. Ideas Outcomes 5, e36464 (2019). https://doi.org/10.3897/rio.5.e36464
Monahan, T., McArdle, G., Bertolotto, M.: Virtual reality for collaborative e-learning. Comp. Educ. 50(4), 1339–1353 (2008). https://doi.org/10.1016/j.compedu.2006.12.008
Murcia-López, M., Steed, A.: A comparison of virtual and physical training transfer of bimanual assembly tasks. IEEE Trans. Vis. Comp. Gr. 24(4), 1574–1583 (2018). https://doi.org/10.1109/TVCG.2018.2793638
Nielsen, J.: Usability testing. In: Nielsen, J. (ed.) Usability Engineering, pp. 165–206. Morgan Kaufmann, San Diego (1993)
Nystrom, R.: Game Programming Patterns, 3rd edn. Genever Benning (2014)
Pan, X., Hamilton, A.: Why and how to use virtual reality to study human social interaction: the challenges of exploring a new research landscape. Br. J. Psychol. (2018). https://doi.org/10.1111/bjop.12290
Papagiannakis, P., Trahanias, G., Kenanidis, E., Tsiridis, E.: Psychomotor Surgical Training in Virtual Reality.Master Case Series and Techniques, pp. 827–830. Adult Hip, Springer, Cham (2017)
Pasternak, E., Fenicheland, R., Marshall, A.N.: Tips for creating a block language with blockly. In: 2017 IEEE Blocks and Beyond Workshop (B B), pp. 21–24 (2017). https://doi.org/10.1109/BLOCKS.2017.8120404
Pfeiffer-Leßmann, N., Pfeiffer, T.: Exprotovar: a lightweight tool for experience-focused prototyping of augmented reality applications using virtual reality. In: Stephanidis, C. (ed.) HCI International 2018—Posters’ Extended Abstracts, pp. 311–318. Springer International Publishing, Cham (2018)
Roque, R.: Openblocks : an extendable framework for graphical block programming systems (2008)
Slater, M.: Implicit Learning Through Embodiment in Immersive Virtual Reality, pp. 19–33. Springer, Singapore (2017)
Stefanidi, E., Arampatzis, D., Leonidis, A., Papagiannakis, G.: BricklAyeR: A Platform for Building Rules for AmI Environments in AR, pp. 417–423 (2019)
Tullis, T., Albert, W.: Measuring the User Experience, Second Edition: Collecting, Analyzing, and Presenting Usability Metrics, 2nd edn. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA (2013)
Villela, R.: Working with the CodeDOM, pp. 155–177. Apress, Berkeley, CA (2019)
Acknowledgements
This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 871793 (ACCORDION) and No727585 (STARS-PCP) and supported by Greek national funds (projects VRADA and vipGPU).
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Zikas, P., Papagiannakis, G., Lydatakis, N. et al. Immersive visual scripting based on VR software design patterns for experiential training. Vis Comput 36, 1965–1977 (2020). https://doi.org/10.1007/s00371-020-01919-0
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00371-020-01919-0