Virtual reality applications offer the promise to immerse end users in a synthetic environment where several actions could be observed, simulated, and reproduced, before transferring them to reality, which makes them particularly appropriate for training. Yet, when the training requires complex handling of information, the tasks become cognitively intensive and developing adequate applications becomes challenging. To address this challenge, we define a method for developing head-mounted-display based virtual reality applications for cognitive intensive training tasks, composed of training model with parameters, a step-wise approach for supporting this development, and a software framework enacting the application of this approach. Authoring such applications is expected to become more flexible and provides personalization facilities. This method has been applied on two case studies: a single user assembly of physical parts and inhibitory learning training for users with social anxiety disorders. To evaluate the impact of this method, we define a new case study concerning an application for training school teachers who deal with a variety of situations in a classroom for an experiment involving 𝑁=7 participants for a set of tasks. 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.
Vix Kemanji, K., Vanderdonckt, J., Meixner, G., & et al. (2022). Towards Flexible Authoring and Personalization of Virtual Reality Applications for Training. In Proceedings of the ACM on Human-Computer Interaction. https://hdl.handle.net/2078.5/247677