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通过基于理论和反馈的非沉浸式虚拟现实游戏改进基于行为的语言指令安全培训:开发与可用性研究

Improving Behavioral-Based Safety Training in Using Verbal Commands Through a Theory-Driven and Feedback-Based Nonimmersive Virtual Reality Game: Development and Usability Study.

作者信息

Atagbuzia Chukwudiebube, Ng Ean H, Natarajan Ganapathy

机构信息

Oregon State University, Corvallis, OR, United States.

University of Wisconsin-Platteville, Platteville, WI, United States.

出版信息

JMIR Form Res. 2024 Mar 12;8:e48080. doi: 10.2196/48080.

Abstract

BACKGROUND

The construction, chemical, aviation, medical, and health care industries have used serious games for safety training. To our knowledge, serious games have not been developed focusing on behavioral change to improve safety through the use of verbal commands and instilling players with heightened awareness of their spatial proximity to other people in their surroundings.

OBJECTIVE

We aimed to develop a theory-driven serious game for improving safety behavior using verbal commands and validate the implementation of the theoretical frameworks used for game development. The game developed, KitchenSpeak, was a first-person character (FPC) game where users respond to in-game prompts to use loud verbal commands when they are approaching another employee's blind spot.

METHODS

In addition to using the SERES framework in guiding the general game design and development, and the Reflection, Engagement, Choice, Information, Play, Exposition (RECIPE) framework to inform the design of the game mechanics, we also applied gestalt laws of perception for graphic design to guide the design of the game's user interface. We conducted 2 evaluative tests (alpha and beta) to collect end user and stakeholder feedback on the implementation of the theoretical frameworks, as well as to collect relevant information for full-scale implementation and a future validation study.

RESULTS

The alpha and beta tests had 8 and 40 participants, respectively. The alpha test results revealed that the theoretical frameworks were adequately applied; however, suggestions were also made to modify and improve the game. The beta test results suggested further improvements for the game design and found no differences in the perception of ease of play between participants with and without previous FPC gaming experience (P=.47; Kruskal-Wallis). Results suggested that the game met its design and theoretical requirements, and it would be easily playable by all players regardless of their previous experience in FPC games.

CONCLUSIONS

A theory-driven and evidence-based FPC game titled KitchenSpeak was developed to teach the use of kitchen-speak terms in commercial kitchens. Evaluative tests were conducted to validate the implementation of the theoretical frameworks. Our main contributions are creating and validating game-based training to improve behavioral-based safety in the workplace and the incorporation of gestalt laws of perception for graphic design in the game's user interface.

摘要

背景

建筑、化工、航空、医疗和医疗保健行业已将严肃游戏用于安全培训。据我们所知,尚未开发出聚焦行为改变的严肃游戏,即通过使用口头指令并向玩家灌输对周围其他人空间距离的更高意识来提高安全性。

目的

我们旨在开发一款理论驱动的严肃游戏,通过口头指令改善安全行为,并验证用于游戏开发的理论框架的实施情况。所开发的游戏“厨房用语”(KitchenSpeak)是一款第一人称角色(FPC)游戏,用户在接近另一名员工的盲点时,需根据游戏提示使用大声的口头指令做出回应。

方法

除了使用SERES框架指导总体游戏设计与开发,以及使用反思、参与、选择、信息、游戏、阐述(RECIPE)框架为游戏机制设计提供信息外,我们还应用格式塔感知定律进行平面设计,以指导游戏用户界面的设计。我们进行了2次评估测试(alpha测试和beta测试),以收集终端用户和利益相关者对理论框架实施情况的反馈,以及为全面实施和未来验证研究收集相关信息。

结果

alpha测试和beta测试分别有8名和40名参与者。alpha测试结果表明理论框架得到了充分应用;不过,也有人提出了修改和改进游戏的建议。beta测试结果表明游戏设计还需进一步改进,且有无FPC游戏经验的参与者在游戏易用性感知方面没有差异(P = 0.47;Kruskal-Wallis检验)。结果表明该游戏符合其设计和理论要求,无论玩家之前有无FPC游戏经验,都能轻松游玩。

结论

开发了一款名为“厨房用语”的理论驱动且基于证据的FPC游戏,用于教授商用厨房中厨房用语的使用。进行了评估测试以验证理论框架的实施情况。我们的主要贡献在于创建并验证了基于游戏的培训,以改善工作场所基于行为的安全性,以及在游戏用户界面设计中纳入格式塔感知定律。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ca06/10966436/797305a88175/formative_v8i1e48080_fig1.jpg

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