(1995) Instructional Science( pp. ).
[1]IMMERSIVE TRAINING SYSTEMS:
VIRTUAL REALITY AND EDUCATION AND TRAINING
Joseph Psotka, Ph.D.
U. S. Army Research Institute
ATTN: PERI-IIC
2511 Jefferson Davis
Arlington, VA 22202
(703)602-7945
Psotka@ari.army.mil
What is VR? 3
Immersive VR 3
The Technology of VR 4
HMD 4
Tracking 4
Gestures and Force Feedback 4
Stereo Sound 5
Voice Synthesis and Recognition 5
Smell 5
The Psychological Experience of
Immersion 5
The Benefits of Immersion 6
Immersion and Visual Perspective 7
Allocentric Viewing 8
Immersion and Field of View (FOV ) 8
Viewpoint Manipulation 10
VR and Motion Platforms 10
Motion Cues 11
VR,
Instruction, and Transfer 12
VR and Intelligent Tutoring Systems 13
VR and Simulations 13
Situated Learning Through VR 14
Some Examples 14
VR and Science 14
An Education Scenario: A Day in the Life of ... 15
A Maintenance Training
Scenario: MACH-III 16
Augmented Reality vs Virtual Reality 16
Augmented reality limitations 16
Virtual Reality 17
A Real Life Training Example 17
Networked Virtual Reality 18
Other Future Issues 18
Authoring systems 18
Spatial Browsers and Abstract
Displays 19
Equity 19
Edutainment 19
Organizational Change 19
Summary 19
References 19
In the half dozen years since a
previous thorough overview of intelligent tutoring and computer - based
instruction ( Nickerson and Zodhiates, 1988) the change of technologies has
been breath-taking. Although we knew
back then that what we were doing on expensive Lisp machines would soon be
possible on ordinary personal computers, it is still unnerving to see not only
that it is now possible, but that so much more is possible. The virtual reality (VR) technologies that
have transformed the landscape in the intervening years (e.g. Rheingold, 1991) offer
unique new viewpoints on the core goals
of training and education. What
distinguishes VR from all preceding technology is the sense of immediacy and
control created by immersion: the feeling of ”being there” or presence that
comes from a changing visual display
dependent on head and eye movements.
This paper will provide an introduction to the technology of VR and its
possibilities for education and training.
It will focus on immersion as the key added value of VR, and begin to
analyze what cognitive variables are
connected to immersion, how it is generated in synthetic environments, what immersion is, and what its benefits
are. It is clear that a principled
program of research is needed to uncover the instructional conditions that VR
is best suited for, over other available media and technologies, if this new
technology is to be used wisely and effectively. The central research question is the value of tracked, immersive
visual displays over non-immersive simulations. The paper will provide a brief overview of existing VR research
on training and transfer, education, and procedural, cognitive and maintenance
training. It will close with an
examination of important future issues:
augmented reality, networked VR, edutainment, authoring systems, and
equity.
What is VR?
There really are two kinds of VR, although in some ways they are
complementary an indistinguishable. The
two basic varieties are sensory immersive VR and text-based networked VR. This
paper will deal mainly with visually immersive
VR, the kind that makes your view of the world change when you move your
head, and call text-based networked
VR “Cyberspace”, to distinguish it
pragmatically here. Although both are
very useful for education and training, Cyberspace is better handled as an
aspect of distance learning (Hunter,
1993). Another variety of VR, desktop
VR or “fish tank VR” is not immersive (Ware, Kevin, and Kellogg, 1993), and so it is treated as another form
of simulation technology in this paper.
It may have a special use for abstract visualization. In some sense, though, it is similar to
immersive VR, except that it partitions a smaller amount of the surrounding
space than wide field of view (FOV) VR.
No kind of VR was
explicitly mentioned by Nickerson and Zhodiates such a short time ago as
1988. Now there are many books
available on the topic, ranging from popular anecdotal overviews (e.g. Krueger,
1991; and Rheingold, 1991; ), collections of research
papers (Benedikt, 1991; Earnshaw, Gigante,
& Jones , 1993; Ellis, 1991; VRAIS’93, 1993; and Wexelblatt, 1993), discussions of the social and educational implications of the
technologies ( Laurel, 1991;
Turkle, 1993), analyses of the educational
implications (Middleton, 1992),
overviews of the hardware and software technologies (Pimentel and
Teixeira, 1992), and stories of
homebrew VR ( Jacobson, 1994), or detailed scientific documentation
(Kaslawsky, 1993 ).
Immersive VR
Immersive VR can be defined by its
technology and its effects. Its primary
effect is to place a person into a simulated environment that looks and feels
to some degree like the real world. A
person in this synthetic environment
has a specific sense of self - location within it, can move her or his
head and eyes to explore it, feels that the space surrounds her or him, and can interact with the objects in
it. In
immersive VR, simulated objects appear solid and have an egocentric
location much like real objects in the real world. They can be picked up, examined from all sides, navigated
around, heard, smelled, touched,
hefted, and explored in many sensory ways.
The objects can also be autonomous (especially if they are other people)
and interact with the virtual voyager, or respond to voice commands (Middleton
and Boman, 1994). The fundamental
limitation to all these effects is in the computational technology that
supports them.
The Technology
of VR
The technology of VR is rapidly changing and improving within a very active
research community (VRAIS’93, 1993). The
following sections discuss some of the more important components of this
technology for current working environments.
The core technology that makes
immersive Virtual Reality possible, the head mounted display (HMD), is
progressing particularly fast, with projections common that eyeglass - size and
weight HMDs will be available by the turn of the century (Chien and Jenkins,
1994).
HMD: The essential
ingredient of VR is a tracked head - mounted display (HMD) that lets you see
new views of the visual world as you move your head. Wearing an HMD, one can look around and see the rest of the simulated world just like in the real world. Current image generation computers are
limited in their ability to create a
realistic, changing world. Special
image generators cost hundreds of thousands of dollars, and the special
lightweight, high-resolution displays can be equally expensive. Current microcomputers can realistically
generate only a few thousand polygons per second, while it has been estimated
that nearly a billion polygons per
second may be needed for near realism.
These limitations not only lead to low resolution and cartoon - like
shapes, they also lead to long lags between changes in the head position and
updates of the display. Narrow fields
of view (often about half the normal
field of view of 180 degrees) lead to distortions of perceived space, to
inaccurate self - localization (Psotka, Davison, and Lewis, 1993), errors in
the judgement of distances (Henry and Furness, 1993), and simulator
sickness (feelings of discomfort that
can range from mild eyestrain and headaches to nausea and vomiting)(Kennedy,
Lane, Lilienthal , Berbaum, and Hettinger, 1993).
Tracking: An unobtrusive
tracking mechanism, (magnetic,
mechanical, infrared, gyroscopic,
sound, or based on many innovative alternatives) registers any head
motion and provides the signals to a computer to make the required changes in
viewpoint in the modelled display. When
your head moves, the visual scene changes. The result is a change of
viewpoint just as if the eyes and head
had moved in the virtual world. In advanced systems the scene changes when your
eyes move. Such eye tracking is often used
to provide a more detailed “fovea” or Area Of Interest (AOI) display (Warner,
Serfoss, and Hubbard, 1993) of high resolution imagery that tracks the
viewpoint. Any of these tracked
displays usually result in a compelling sense of “being there”, of being
immersed in the simulation as if it is a real world. Long lags between any
user’s action and the resulting computed change in the display unfortunately
often destroy this illusion and can lead to simulator sickness.
Gestures and Force Feedback:
Gloves to gesture and interact with objects, and force - reflective
feedback all add to the compellingness of the experience. They add to the willingness of a participant
to suspend disbelief so that they can
become immersed, but the main
core of the experience is still primarily visual. Tactile reinforcement of the presence of an
object, its shape, weight, solidity,
and texture, adds considerably
to the experience. Force feedback about
the collisions with objects is a fundamental aid to navigation in VR: It prevents you from going through walls and
floor, and other objects. Otherwise
such sudden unnatural transitions often lead to disorientation and
confusion. Gestures based on sensing of
hand position and shape provide a natural means for interacting and
communicating with the computer. For instance, one can select a distant
object simply by pointing at it.
Sometimes this selection is facilitated by having a ray extrude from a
finger to the object. Others have
suggested that one should be able to select objects by throwing something at
them.
Stereo Sound: Localizing
objects from stereo sound adds to the sense of presence and immersion. Unfortunately, accurate localization depends
on the shape of each individual’s pinna or outer ear, so only ambiguous localization is currently
possible.
Voice Synthesis and Recognition:
Voice input and output
capabilities are progressing rapidly and may soon be added to general VR
environments, but remain currently largely unexploited. Magee (1994) has used them effectively in
a VR training simulator for Navy ship
commanders. Middleton and Boman (1994)
have conducted a practically and theoretically ground breaking study of the
conditions in a VR environment where voice recognition is useful. They observed that voice is best used for
discrete changes in the environment, such as “Put me near object X”, but not as
good for continuously varying dynamic dimensions such as the direction or speed
of one’s flight.
Smell: There are many
different ways to use odors to create a striking sense of presence. The technology of delivering odors has been well-developed (Varner, 1993)
in trials at Southwest Research Institute.
The system uses a microencapsulation
technique that can be dry packaged in cartridges that are safe and easy
to handle. Human chemical senses such as taste and smell create particularly
salient memories. They are also useful
for alerting us to danger, sexual arousal, and emotional experience.
The
Psychological Experience of Immersion
In spite of the many technological limitations, many VR environments easily
create a compelling sense of “being there”, of presence or immersion. The psychological and human interface issues
that affect immersion are beginning to be analyzed by several researchers
(Barfield and Weghorst, 1993; Psotka
and Davison, 1993; Psotka and Calvert,
1994; Slater and Usoh, 1993). Clearly
the burdensome equipment and limited motion often stir feelings of claustrophobia to reduce the sense of
immersion, and open the way to simulation sickness (cf. Kennedy, Lane,
Lilienthal, Berbaum, and Hettinger, 1992).
Immersion seems to be facilitated
by the ability to control attention and focus on the new VR to the exclusion of
the real world. Being able to see
parts of one’s own body, even in cartoon form, adds to the experience. It also depends on the use of a good visual imagination. There is a great range of individual differences in the experience of immersion in
VR environments. The technological
limitations are largely responsible, but
temperamental differences among individuals result in different
reactions to these limitations.
Perhaps if the technological limitations of burdensome equipment, lack
of detail, and slow computers were overcome, these individual differences would
disappear. But some difficulty may
still remain to destroy the illusion, because
voyagers will always possess the knowledge that it is all virtual. Even slight disturbances in the VR
environment, such as obtrusively
measuring heartrate, destroy the experience (Psotka and Calvert, 1994; See
Figure 1.).