| Literature DB >> 32296379 |
David J Harris1, Jonathan M Bird2, Philip A Smart2, Mark R Wilson1, Samuel J Vine1.
Abstract
New computer technologies, like virtual reality (VR), have created opportunities to study human behavior and train skills in novel ways. VR holds significant promise for maximizing the efficiency and effectiveness of skill learning in a variety of settings (e.g., sport, medicine, safety-critical industries) through immersive learning and augmentation of existing training methods. In many cases the adoption of VR for training has, however, preceded rigorous testing and validation of the simulation tool. In order for VR to be implemented successfully for both training and psychological experimentation it is necessary to first establish whether the simulation captures fundamental features of the real task and environment, and elicits realistic behaviors. Unfortunately evaluation of VR environments too often confuses presentation and function, and relies on superficial visual features that are not the key determinants of successful training outcomes. Therefore evidence-based methods of establishing the fidelity and validity of VR environments are required. To this end, we outline a taxonomy of the subtypes of fidelity and validity, and propose a variety of practical methods for testing and validating VR training simulations. Ultimately, a successful VR environment is one that enables transfer of learning to the real-world. We propose that key elements of psychological, affective and ergonomic fidelity, are the real determinants of successful transfer. By adopting an evidence-based approach to VR simulation design and testing it is possible to develop valid environments that allow the potential of VR training to be maximized.Entities:
Keywords: fidelity; presence; training; transfer; validity; virtual reality
Year: 2020 PMID: 32296379 PMCID: PMC7136518 DOI: 10.3389/fpsyg.2020.00605
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Summary of validity and fidelity terminology.
| Does the simulation look and feel realistic? | Self-reports from users concerning plausibility | |
| Does the simulation provide an accurate representation of real task performance? | Ability of the simulation to distinguish real-world experts from novices and track improvements | |
| Is there a high degree of detail and realism in the physical elements of the simulation? | Participant reports of realism and measures of presence (both self-report and psychophysiology) | |
| Does the simulation accurately represent the perceptual and cognitive features of the real task? | Measurement and comparison of mental effort, gaze behavior, neural activity etc., between real and virtual tasks | |
| Does the simulation elicit emotional responses (e.g., stress or fear) in a similar way to the real task? | Self-reported experiences of users or online monitoring of psychophysiological indices of affect | |
| Does the simulation elicit realistic motor movements? | Assessing the realism of VR movement parameters through motion tracking, and comparing amplitude, speed, inter-joint coordination etc., with real actions |
FIGURE 1Taxonomy of fidelity and validity and successful transfer of learning from VR. We propose that construct validity and psychological, affective and ergonomic fidelity will have direct effects on successful transfer, while physical fidelity and face validity have indirect effects via the mediator user buy-in. Meanwhile practical and pedagogical factors will have both a direct and moderating effect on training outcomes (Blume et al., 2010). The degree to which validity and fidelity are achieved are a result of simulation design intentions and the capabilities of the technology. The degree of immersion of the technology is a key determinant of whether or not high levels of fidelity can be achieved. The design intentions also influence the level of fidelity and are particularly important for whether the simulation accurately represents the key elements of the real task in relation to training goals and audience (i.e., dashed lines indicate weaker proposed relationships).