Browsing by Author "Paes D"
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- ItemA sequence analysis of behaviors in immersive virtual reality for indoor earthquake and post-earthquake evacuation(1/06/2022) Feng Z; González VA; Spearpoint M; Thomas J; Trotter M; Cabrera-Guerrero G; Paes DBehavioral sequence analysis (BSA) gives insights to understand and model individual behaviors. The present study uses BSA for a virtual earthquake. The virtual earthquake drill was facilitated by a head-mounted display (HMD)-based immersive virtual reality (IVR) system. Eighty-three participants experienced a full earthquake and post-earthquake evacuation in a virtual hospital building. Concurrent verbal protocol analysis (VPA) and retrospective video analysis of the footage of participants’ in-IVR behaviors have been conducted to identify the behavioral sequence of participants. As a result, behavioral transition diagrams are generated, showing the progression of behaviors exhibited in the virtual earthquake drill. A variety of behavioral paths for each individual participant is presented using a visual analytics approach. The behavioral transition diagrams and behavioral paths expose the full picture of human behaviors in an earthquake emergency, which are vital to developing behavior-oriented strategies for earthquake emergencies.
- ItemInvestigating the relationship between three-dimensional perception and presence in virtual reality-reconstructed architecture.(Elsevier B.V., 2023-01-13) Paes D; Irizarry J; Billinghurst M; Pujoni DIdentifying and characterizing the factors that affect presence in virtual environments has been acknowledged as a critical step to improving Virtual Reality (VR) applications in the built environment domain. In the search to identify those factors, the research objective was to test whether three-dimensional perception affects presence in virtual environments. A controlled within-group experiment utilizing perception and presence questionnaires was conducted, followed by data analysis, to test the hypothesized unidirectional association between three-dimensional perception and presence in two different virtual environments (non-immersive and immersive). Results indicate no association in either of the systems studied, contrary to the assumption of many scholars in the field but in line with recent studies on the topic. Consequently, VR applications in architectural design may not necessarily need to incorporate advanced stereoscopic visualization techniques to deliver highly immersive experiences, which may be achieved by addressing factors other than depth realism. As findings suggest that the levels of presence experienced by users are not subject to the display mode of a 3D model (whether immersive or non-immersive display), it may still be possible for professionals involved in the review of 3D models (e.g., designers, contractors, clients) to experience high levels of presence through non-stereoscopic VR systems provided that other presence-promoting factors are included.
- ItemOptical see-through augmented reality fire safety training for building occupants(Elsevier B.V., 2024-03-15) Paes D; Feng Z; King M; Khorrami Shad H; Sasikumar P; Pujoni D; Lovreglio RFire safety training is crucial to increase building occupants' chances of surviving a fire emergency. Traditional training methods, such as lectures using video presentations, have limitations that can hinder learning performance. This article describes the development and testing of an alternative training solution using Augmented Reality (AR) technology. Through a controlled between-subject experiment, the AR-based fire safety training method was compared against a conventional video-based one based on participants' knowledge acquisition and retention, intrinsic motivation, and self-efficacy. Results suggest that the AR system was well-designed and as effective as the traditional method in terms of knowledge acquisition and retention and overall learning experience. However, it was found to be superior in terms of intrinsic motivation gain and self-efficacy retention. These findings demonstrate the potential of AR-based training methods to enhance building occupants' safety and provide directions for future developments and research in the field.
- ItemPrototyping and testing a virtual reality counterterrorism serious game for active shooting(Elsevier B.V., 2022-09-28) Lovreglio R; Daphney-Chloe N; Rahouti A; Paes D; Feng Z; Shipman AAn active shooting emergency requires an effective strategy to increase the chances of survival of the attacked population. Educational environments are one of the most common locations of such events. To reduce the impact of these disasters, several emergency plans have been developed and put in place. Traditionally, these emergency plans are taught to occupants using non-interactive videos, drills, etc. However, these conventional methods present many limitations regarding trainees' knowledge acquisition, engagement and self-efficacy. To overcome them, this paper presents the prototype of an immersive Virtual Reality (VR) Serious Game (SG) for counterterrorism training. A user-centred evaluation of the proposed training SG was conducted with 32 participants. The experiment aimed to investigate the impact of the proposed tool on participants' knowledge regarding the safest actions to take in case of an active shooter attack. Participants' intrinsic motivation and self-efficacy levels were also assessed before and after the VR-based training. Findings indicate that participants’ knowledge, intrinsic motivation, and self-efficacy significantly increased immediately after the training.
- ItemVirtual reality for safety training: A systematic literature review and meta-analysis(Elsevier B.V., 2023-11-18) Scorgie D; Feng Z; Paes D; Parisi F; Yiu TW; Lovreglio RUnsafe behaviour in the workplace and disaster events can lead to serious harm and damage. Safety training has been a widely studied topic over the past two decades. Its primary aim is to save lives and minimise damage but requires regular refreshers. New digital technologies are helping in the process of enhancing safety training for better knowledge acquisition and retention. Among them, Virtual Reality (VR) can provide an engaging and exciting training experience, and there is a need to evaluate its application and effectiveness in safety training. This study aims to investigate VR safety training solutions applied to various industries (excluding medical and military applications), such as construction, fire, aviation, and mining. This was achieved by systematically reviewing 52 articles published between 2013 and 2021 to answer nine research questions. Fourteen domains were examined, with construction and fire safety training being the most prevalent since 2018. Findings reveal that only a small percentage (9.6 %) of the studies explicitly adopted theories while developing and testing VR applications. Additionally, this review highlights a critical need for long-term retention measurements, as only 36 % of studies provided such data. Finally, the two meta-analyses proposed in this work demonstrate that VR safety training outperforms traditional training in terms of knowledge acquisition and retention.