Immersive visual scripting based on VR software design patterns for experiential training

  • PDF / 2,204,738 Bytes
  • 13 Pages / 595.276 x 790.866 pts Page_size
  • 5 Downloads / 209 Views

DOWNLOAD

REPORT


ORIGINAL ARTICLE

Immersive visual scripting based on VR software design patterns for experiential training Paul Zikas1 · George Papagiannakis2 · Nick Lydatakis1 · Steve Kateros1 · Stavroula Ntoa3 · Ilia Adami3 · Constantine Stephanidis4

© Springer-Verlag GmbH Germany, part of Springer Nature 2020

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. Keywords Virtual reality · Authoring tool · VR training · Visual scripting

1 Introduction

B

Paul Zikas [email protected] George Papagiannakis [email protected] Nick Lydatakis [email protected] Steve Kateros [email protected] Stavroula Ntoa [email protected] Ilia Adami [email protected] Constantine Stephanidis [email protected]

1

ORamaVR, Heraklion, Greece

2

ORamaVR, Institute of Computer Science, Foundation for Research and Technology-Hellas, Department of Computer Science, University of Crete, Heraklion, Greece

Virtual reality has advanced rapidly, offering highly interactive experiences, arousing interest in both the academic and the industrial community. VR is characterized by highly immersive and interactive digital environments where user experiences another dimension of possibilities. As already known from conducted trials [2,17], the training capabilities of VR simulations offer skill transfer from the VR to real-life proposing an effective tool to fit in modern curricula. From pilots to surgeons, VR has a strong impact on training due to embodied cognition, psychomotor capabilities (dexterous use of hands) and high retention level [12].

3

Institute of Computer Science Foundation for Research and Technology-Hellas, Herak