Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design
Autor(a) principal: | |
---|---|
Data de Publicação: | 2021 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da Uninove |
Texto Completo: | http://bibliotecatede.uninove.br/handle/tede/2789 |
Resumo: | Police forces play a significant role due to the inherent nature of their activities, since these professionals are often exposed to a variety of acute stressful and life-threatening situations. Such situations demand, besides quick decisions, correct judgments by these professionals, which justifies constant training in technical, operational, and psychological aspects. However, police training is expensive, involves risks, has little flexibility of scenarios, and in many cases, besides being insufficient, it is also inefficient. This thesis aimed to propose and validate a method to guide the development of Virtual Reality simulators that combine Biofeedback and Serious Games applied to the specialized training of security professionals and law enforcement agents and that considers the User Experience as the predominant factor. This method originated in the practice and validation of the development of a Virtual Reality simulator prototype, whose sole purpose was to generate knowledge to support the proposition of the referred method. Both the proposed method and the prototype were based on the Design Science Research methodology. This method was submitted to three cycles of evaluation, two with specialists and a third that consisted of a wider evaluation through a survey with 141 professionals and academics from eleven countries from several areas of expertise that this research tangents, such as Software Development, User Experience, Education, Games, and Industry 4.0. After analyzing the survey responses, it was possible to identify different levels of relevance of the 31 activities in each of the 7 cycles, determined by the number of activities defined as very relevant or extremely relevant by the respondents. This made possible to generate a fourth and final version that took into consideration different reflections from the validation performed by professionals and academics. The final version of the method is composed of Phase/Cycle 1 - Definition of the general objectives of the simulator phase (4 activities), Phase/Cycle 2 - Research cycle (3 activities), Phase/Cycle 3 - Planning cycle (5 activities), Phase/Cycle 4 - Design cycle (8 activities), Phase/Cycle 5 - Development cycle (VR) (5 activities), Phase/Cycle 6 - Development cycle (Biofeedback) (3 activities), and, finally, Phase/Cycle 7 - Demonstration and evaluation cycle (3 activities). It was identified that the activities related to User Experience had, in general, excellent ratings from the consulted respondents, while the activities related to Serious Games and Biofeedback were not considered to have the same level of relevance as the activities related to User Experience. However, none of the activities had such low relevance ratings as to suggest their exclusion from the method. Accordingly, the final version of the validated method indicated all thirty-one activities distributed in each of its seven stages, duly labeled as 'mandatory', 'recommended', or 'optional'. It is concluded that the method is sufficiently comprehensive, robust and flexible to cover different specificities of various contexts for the development of Virtual Reality solutions applied to the training of professionals in stressful situations. |
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Gaspar, Marcos Antôniohttp://lattes.cnpq.br/3809285940688486Norbisrath, Ulrichhttp://lattes.cnpq.br/6668431872757288Gaspar, Marcos Antoniohttp://lattes.cnpq.br/3809285940688486Mitgutsch, KonstantinGallo, Sergio Nesteriukhttp://lattes.cnpq.br/1329798052885131Dias, Cleber Gustavohttp://lattes.cnpq.br/2147386441758156Norbisrath, Ulrichhttp://lattes.cnpq.br/6668431872757288http://lattes.cnpq.br/7755088716675035Batista, Huoston Rodrigues2021-12-02T14:45:59Z2021-06-28Batista, Huoston Rodrigues. Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design. 2021. 281 f. Tese( Programa de Pós-Graduação em Informática e Gestão do Conhecimento) - Universidade Nove de Julho, São Paulo.http://bibliotecatede.uninove.br/handle/tede/2789Police forces play a significant role due to the inherent nature of their activities, since these professionals are often exposed to a variety of acute stressful and life-threatening situations. Such situations demand, besides quick decisions, correct judgments by these professionals, which justifies constant training in technical, operational, and psychological aspects. However, police training is expensive, involves risks, has little flexibility of scenarios, and in many cases, besides being insufficient, it is also inefficient. This thesis aimed to propose and validate a method to guide the development of Virtual Reality simulators that combine Biofeedback and Serious Games applied to the specialized training of security professionals and law enforcement agents and that considers the User Experience as the predominant factor. This method originated in the practice and validation of the development of a Virtual Reality simulator prototype, whose sole purpose was to generate knowledge to support the proposition of the referred method. Both the proposed method and the prototype were based on the Design Science Research methodology. This method was submitted to three cycles of evaluation, two with specialists and a third that consisted of a wider evaluation through a survey with 141 professionals and academics from eleven countries from several areas of expertise that this research tangents, such as Software Development, User Experience, Education, Games, and Industry 4.0. After analyzing the survey responses, it was possible to identify different levels of relevance of the 31 activities in each of the 7 cycles, determined by the number of activities defined as very relevant or extremely relevant by the respondents. This made possible to generate a fourth and final version that took into consideration different reflections from the validation performed by professionals and academics. The final version of the method is composed of Phase/Cycle 1 - Definition of the general objectives of the simulator phase (4 activities), Phase/Cycle 2 - Research cycle (3 activities), Phase/Cycle 3 - Planning cycle (5 activities), Phase/Cycle 4 - Design cycle (8 activities), Phase/Cycle 5 - Development cycle (VR) (5 activities), Phase/Cycle 6 - Development cycle (Biofeedback) (3 activities), and, finally, Phase/Cycle 7 - Demonstration and evaluation cycle (3 activities). It was identified that the activities related to User Experience had, in general, excellent ratings from the consulted respondents, while the activities related to Serious Games and Biofeedback were not considered to have the same level of relevance as the activities related to User Experience. However, none of the activities had such low relevance ratings as to suggest their exclusion from the method. Accordingly, the final version of the validated method indicated all thirty-one activities distributed in each of its seven stages, duly labeled as 'mandatory', 'recommended', or 'optional'. It is concluded that the method is sufficiently comprehensive, robust and flexible to cover different specificities of various contexts for the development of Virtual Reality solutions applied to the training of professionals in stressful situations.As forças policiais desempenham um papel significativo devido à natureza inerente de suas atividades, uma vez que estes profissionais estão frequentemente expostos a uma variedade de situações de estresse agudo e risco de vida. Tais situações demandam, além de decisões rápidas, julgamentos corretos por parte destes profissionais, o que justifica o treinamento constante de aspectos técnicos, operacionais e psicológicos. Entretanto, o treinamento policial é caro, envolve riscos, tem pouca flexibilidade de cenários e, em muitos casos, além de insuficiente, é também ineficiente. Esta tese teve como objetivo propor e validar um método para orientar o desenvolvimento de simuladores de Realidade Virtual que combinem Biofeedback e Serious Games aplicados ao treinamento especializado de profissionais de segurança e agentes da lei e que considere a Experiência do Usuário como o fator predominante. Este método teve origem na prática e validação do desenvolvimento de um protótipo de simulador de Realidade Virtual, cujo único objetivo foi gerar conhecimento para suportar a proposição do referido método. Tanto o método proposto quanto o protótipo que balizou sua proposição basearam-se na metodologia Design Science Research. Este método foi submetido a três ciclos de avaliação, sendo dois com especialistas e um terceiro que consistiu em uma avaliação mais ampla por meio de uma survey com 141 profissionais e acadêmicos de onze países de diversas áreas de especialização que esta pesquisa tangencia, tais como Desenvolvimento de Software, Experiência do Usuário, Educação, Jogos e Indústria 4.0. Após analisar as respostas da survey, foi possível identificar diferentes níveis de relevância das 31 atividades de cada um dos 7 ciclos, determinados pelo número de atividades definidas como muito relevantes ou extremamente relevantes pelos respondentes. Isso permitiu gerar uma quarta e última versão que levou em consideração diferentes reflexões a partir da validação realizada por profissionais e acadêmicos. A versão final do método é composta por Fase/Ciclo 1 - Definition of the general objectives of the simulator phase (4 atividades), Fase/Ciclo 2 - Research cycle (3 atividades), Fase/Ciclo 3 - Planning cycle (5 atividades), Fase/Ciclo 4 - Design cycle (8 atividades), Fase/Ciclo 5 - Development cycle (VR) (5 atividades), Fase/Ciclo 6 - Development cycle (Biofeedback) (3 atividades), e, por fim, Fase/Ciclo 7 - Demonstration and evaluation cycle (3 atividades). Identificou-se que as atividades relacionadas à Experiência do Usuário tiveram, em geral, excelentes avaliações dos respondentes consultados, enquanto as atividades relacionadas a Jogos Sérios e Biofeedback não foram consideradas como tendo o mesmo nível de relevância que as atividades relacionadas à Experiência do Usuário. No entanto, nenhuma das atividades teve classificação de relevância tão baixa que sugerisse sua exclusão do método. Assim, a versão final do método validado teve indicação de todas as trinta e uma atividades distribuídas em cada uma de suas sete etapas, devidamente rotuladas como ‘mandatórias’, ‘recomendadas’ ou ‘opcionais’. Conclui-se que o método é suficientemente abrangente, robusto e flexível para cobrir diferentes especificidades de vários contextos de desenvolvimento de soluções de Realidade Virtual aplicadas ao treinamento de profissionais em situações estressantes.Submitted by Nadir Basilio (nadirsb@uninove.br) on 2021-12-02T14:45:59Z No. of bitstreams: 1 Huoston Rodrigues.pdf: 7595720 bytes, checksum: 6a51b031fcbbc42fef958e3497f3b98b (MD5)Made available in DSpace on 2021-12-02T14:45:59Z (GMT). No. of bitstreams: 1 Huoston Rodrigues.pdf: 7595720 bytes, checksum: 6a51b031fcbbc42fef958e3497f3b98b (MD5) Previous issue date: 2021-06-28application/pdfporUniversidade Nove de JulhoPrograma de Pós-Graduação em Informática e Gestão do ConhecimentoUNINOVEBrasilInformáticavirtual reality simulatorvirtual reality development methodserious gamesbiofeedbacktrainninguser experienceCIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAOTowards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux designinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis8930092515683771531600info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da Uninoveinstname:Universidade Nove de Julho (UNINOVE)instacron:UNINOVEORIGINALHuoston Rodrigues.pdfHuoston Rodrigues.pdfapplication/pdf7595720http://localhost:8080/tede/bitstream/tede/2789/2/Huoston+Rodrigues.pdf6a51b031fcbbc42fef958e3497f3b98bMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://localhost:8080/tede/bitstream/tede/2789/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51tede/27892021-12-02 12:45:59.876oai:localhost: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Biblioteca Digital de Teses e Dissertaçõeshttp://bibliotecatede.uninove.br/PRIhttp://bibliotecatede.uninove.br/oai/requestbibliotecatede@uninove.br||bibliotecatede@uninove.bropendoar:2021-12-02T14:45:59Biblioteca Digital de Teses e Dissertações da Uninove - Universidade Nove de Julho (UNINOVE)false |
dc.title.por.fl_str_mv |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
title |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
spellingShingle |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design Batista, Huoston Rodrigues virtual reality simulator virtual reality development method serious games biofeedback trainning user experience CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO |
title_short |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
title_full |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
title_fullStr |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
title_full_unstemmed |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
title_sort |
Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design |
author |
Batista, Huoston Rodrigues |
author_facet |
Batista, Huoston Rodrigues |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Gaspar, Marcos Antônio |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/3809285940688486 |
dc.contributor.advisor-co1.fl_str_mv |
Norbisrath, Ulrich |
dc.contributor.advisor-co1Lattes.fl_str_mv |
http://lattes.cnpq.br/6668431872757288 |
dc.contributor.referee1.fl_str_mv |
Gaspar, Marcos Antonio |
dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/3809285940688486 |
dc.contributor.referee2.fl_str_mv |
Mitgutsch, Konstantin |
dc.contributor.referee3.fl_str_mv |
Gallo, Sergio Nesteriuk |
dc.contributor.referee3Lattes.fl_str_mv |
http://lattes.cnpq.br/1329798052885131 |
dc.contributor.referee4.fl_str_mv |
Dias, Cleber Gustavo |
dc.contributor.referee4Lattes.fl_str_mv |
http://lattes.cnpq.br/2147386441758156 |
dc.contributor.referee5.fl_str_mv |
Norbisrath, Ulrich |
dc.contributor.referee5Lattes.fl_str_mv |
http://lattes.cnpq.br/6668431872757288 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/7755088716675035 |
dc.contributor.author.fl_str_mv |
Batista, Huoston Rodrigues |
contributor_str_mv |
Gaspar, Marcos Antônio Norbisrath, Ulrich Gaspar, Marcos Antonio Mitgutsch, Konstantin Gallo, Sergio Nesteriuk Dias, Cleber Gustavo Norbisrath, Ulrich |
dc.subject.eng.fl_str_mv |
virtual reality simulator virtual reality development method serious games biofeedback trainning user experience |
topic |
virtual reality simulator virtual reality development method serious games biofeedback trainning user experience CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO |
dc.subject.cnpq.fl_str_mv |
CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO |
description |
Police forces play a significant role due to the inherent nature of their activities, since these professionals are often exposed to a variety of acute stressful and life-threatening situations. Such situations demand, besides quick decisions, correct judgments by these professionals, which justifies constant training in technical, operational, and psychological aspects. However, police training is expensive, involves risks, has little flexibility of scenarios, and in many cases, besides being insufficient, it is also inefficient. This thesis aimed to propose and validate a method to guide the development of Virtual Reality simulators that combine Biofeedback and Serious Games applied to the specialized training of security professionals and law enforcement agents and that considers the User Experience as the predominant factor. This method originated in the practice and validation of the development of a Virtual Reality simulator prototype, whose sole purpose was to generate knowledge to support the proposition of the referred method. Both the proposed method and the prototype were based on the Design Science Research methodology. This method was submitted to three cycles of evaluation, two with specialists and a third that consisted of a wider evaluation through a survey with 141 professionals and academics from eleven countries from several areas of expertise that this research tangents, such as Software Development, User Experience, Education, Games, and Industry 4.0. After analyzing the survey responses, it was possible to identify different levels of relevance of the 31 activities in each of the 7 cycles, determined by the number of activities defined as very relevant or extremely relevant by the respondents. This made possible to generate a fourth and final version that took into consideration different reflections from the validation performed by professionals and academics. The final version of the method is composed of Phase/Cycle 1 - Definition of the general objectives of the simulator phase (4 activities), Phase/Cycle 2 - Research cycle (3 activities), Phase/Cycle 3 - Planning cycle (5 activities), Phase/Cycle 4 - Design cycle (8 activities), Phase/Cycle 5 - Development cycle (VR) (5 activities), Phase/Cycle 6 - Development cycle (Biofeedback) (3 activities), and, finally, Phase/Cycle 7 - Demonstration and evaluation cycle (3 activities). It was identified that the activities related to User Experience had, in general, excellent ratings from the consulted respondents, while the activities related to Serious Games and Biofeedback were not considered to have the same level of relevance as the activities related to User Experience. However, none of the activities had such low relevance ratings as to suggest their exclusion from the method. Accordingly, the final version of the validated method indicated all thirty-one activities distributed in each of its seven stages, duly labeled as 'mandatory', 'recommended', or 'optional'. It is concluded that the method is sufficiently comprehensive, robust and flexible to cover different specificities of various contexts for the development of Virtual Reality solutions applied to the training of professionals in stressful situations. |
publishDate |
2021 |
dc.date.accessioned.fl_str_mv |
2021-12-02T14:45:59Z |
dc.date.issued.fl_str_mv |
2021-06-28 |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/doctoralThesis |
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doctoralThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
Batista, Huoston Rodrigues. Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design. 2021. 281 f. Tese( Programa de Pós-Graduação em Informática e Gestão do Conhecimento) - Universidade Nove de Julho, São Paulo. |
dc.identifier.uri.fl_str_mv |
http://bibliotecatede.uninove.br/handle/tede/2789 |
identifier_str_mv |
Batista, Huoston Rodrigues. Towards a design methodology for specialized immersive training utilizing virtual reality, serious games, biofeedback, and ux design. 2021. 281 f. Tese( Programa de Pós-Graduação em Informática e Gestão do Conhecimento) - Universidade Nove de Julho, São Paulo. |
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UNINOVE |
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Brasil |
dc.publisher.department.fl_str_mv |
Informática |
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Universidade Nove de Julho |
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