SLIDE 1
VR-BASED TOOLSETS FOR INSTRUCTORS
VR-Based Toolsets for Instructors
H.K. Yaqub1
1Unity3D Developer, BMT, Bath, UK
Abstract —This paper outlines the development of a suite of VR tools (ENGAGE Instructor Toolset) which allow instructors to monitor the activity of students in a virtual-training scenario. They also allow instructors to issue aid and introduce dynamic obstacles or changes in task. It makes use of consumer VR technologies and incorporates gaze- aided interaction as well as design principals found in games using an omniscient viewpoint.
1 Introduction
BMT’s ENGAGE platform is a flexible and high fidelity training platform used to power virtual training
- applications. The features of the platform include
integration with LRS (Learning Record Store) technologies, tools for developers and user to curate scenarios, instructor-to-student interaction (giving hints and directions) and analytics visualisation. While the core functionality of ENGAGE has been developed for a while, we are continually seeking ways to improve the platform and make it more accessible for customer use. This includes a recent research project making it more effective for instructors to assess and communicate with students during live virtual training. This paper outlines the research and development contacted to date and the proposed future development tasks to ensure effective instructor-student interaction.
2 Use Case
Consider a scenario of a training application on board a large ship similar to our previous work on the QEC aircraft carrier visualisation project. It is a PC-based application which consists of an accurate model of the interior of the QEC aircraft carrier which allows users to familiarise themselves with layouts, routes, standard procedures and emergency procedures. It also offers the ability for an instructor to curate training exercises by letting them set waypoints, objects of interest and emergency scenarios like power failures, flooding, causalities and fire. During a live scenario, the instructor is able to follow the student and manipulate the scenario by adding or removing tasks
- n the fly.
These virtual tasks are designed for multiple simultaneous student (VR or non-VR) working together in the same virtual environment. They may all be collocated in the same section and deck, or they could be in different parts
- f the ship. Though their instruction and progress are
automated and tracked, it still requires real-time input from a human moderator in a teaching and/or assessment scenario.
3 Toolset
When considering how to approach this interaction challenge, one option to consider is for the moderator to curate and monitor the scenarios from a “God View” perspective (omniscient or top-down third-person point of view). Examples of this interface can be found in real-time strategy games, simulation games (e.g. “The Sims”) and many roleplaying games. These genres of games require macro and micro management of a multitude of assets in real-time. The application of this technique provides a range of benefits including:
- Comprehensive Map Interaction - showing all the layers
in a quick to access view.
- Identifying Student Avatars - Identifying markers or
symbols hovering above the players to identify them.
- Selecting and Directing - With the help of gaze tracking
hardware for greater item precision.
- Curating Scenarios - Quick to adapt and create new
scenarios for changing applications and requirements.
- Activity and Progress Tracking - View allows for regular
reporting to be presented alongside movement tracking.
4 VR vs PC
The toolset was originally envisioned as a PC application in the vein of similar applications mentioned previously. Literature also suggests that PC can be preferable as the guide
- r
moderator in asynchronous/asymmetric multiplayer tasks [1, 2] as PC interface offers high degree
- f control and familiarity.