Virtual Reality is an innovative, multi-modal, and immersive way to interact with computer systems. The technology is capable of delivering new experiences, and has been proven useful not only for entertainment but also for use in the professional context. However, the effective application of this technology in the professional context presents some challenges. Skill and behaviour training is one such professional application domain of virtual reality. There is already a significant body of research on the science and practice of training. The effective delivery of training requires knowledge, skill, and processes that traditionally are not always considered in the development of virtual reality applications for training. This thesis proposes a method for developing virtual reality applications for training. The starting focus of this research is analysis of the state-of-the-art, to identify findings from previous research results on the subject of virtual reality and training, and documentation of industry practice. The research findings lead to the development of key insights on important aspects for the development of virtual reality applications for training, and engineering, usability & user experience issues of virtual reality and virtual reality based training. A series of case studies are conducted to fill identified research gaps and validate research findings. The results of the state-of-the-art research and case studies inform the definition of a method for developing virtual reality training applications. In this thesis we define a method for developing virtual reality applications for training, named VRTrain. The VRTrain method consists of two main parts: a systematic process methodology defining the stages of developing a virtual reality application for training, and a supporting framework intended for use by developers at the implementation phase of the development process. The VRTrain method describes a systematic methodology to develop VR training applications. The method provides method definitions, using the Software Process Engineering Metamodel Specification (SPEM), for the entire development process. The proposed method ensures that the implementation of the virtual reality training application incorporates expertise (knowledge) from a broad spectrum of professionals; effectively integrating application domain knowledge, and knowledge on the science and practice of training. The VRTrain methodology provides method definitions for: Specification, Early Design, Iterative Detail Design, Implementation, Verification, and Operation of virtual reality training applications. The methodology builds on state-of-the-art research results, provides guidelines for a modular specification, design, and implementation of the virtual reality training application. In so doing, ensuring that the final application can be modified by the training administrator to suit specific training requirements/needs (their knowledge on training science and practice, individualized training scenarios for a specific trainee, etc.). The VRTrain framework is a software tool that supports developers at the implementation phase of the VR training application to enact the VRTrain method. The VRTrain framework is directly integrated in the Unity game engine to reduce the learning curve for developers, leverage existing skills, and increase chances of adoption by developers. The VRTrain framework provides three sub-systems, the Behaviour System, Task and Feedback System, and Data Recording System, for the modular implementation of flexible and modifiable virtual reality training systems. The VRTrain framework also provides tools out-of-the-box that enable virtual reality training applications implemented with the framework to be easily modifiable via third party web, mobile, and desktop applications. Developers can use the VRTrain framework simply by extending the base classes and interfaces provided by the framework, which then automates the entire process to ensure that the final application can be modified by a training administrator to suit specific training needs. The VRTrain framework also provides a Data Recording system to record user performance data for analytics. Results of the data analysis can be used to guide and optimize future training objectives to achieve desired outcomes. To understand the impact of the VRTrain framework, an evaluation of the framework is also conducted as part of this research work. In the study software developers implement a training application for training school teachers to respond to a variety of situations in a classroom. $N{=}7$ participants (developers) participate in the evaluation. Pre-study and post-study acceptances reveal the impact of the software framework and a work load evaluation is conducted using the NASA-TLX questionnaire. The results of the evaluation show that developers accept and are positive towards the VRTrain development method and framework. The results also show that partcipants have the required knowledge and tools to use the framework, and they find it easy to use the framework. While developers accept the method, more experienced developers who already master a working style may need to learn the new approach proposed by the VRTrain framework.
Ketoma, V. K. (2023). VRTrain : a method for developing head-mounted-display based virtual reality training applications. https://hdl.handle.net/2078.5/106371