Simulating real-world experiences in a safe environment has made virtual human medical simulations a common use case for research and interpersonal communication training. Despite the benefits virtual human medical simulations provide, previous work suggests that users struggle to notice when virtual humans make potentially life-threatening verbal communication mistakes inside virtual human medical simulations. In this work, we performed a 2x2 mixed design user study that had learners (n = 80) attempt to identify verbal communication mistakes made by a virtual human acting as a nurse in a virtual desktop environment. A virtual desktop environment was used instead of a head-mounted virtual reality environment due to Covid-19 limitations. The virtual desktop environment experience allowed us to explore how frequently learners identify verbal communication mistakes in virtual human medical simulations and how perceptions of credibility, reliability, and trustworthiness in the virtual human affect learner error recognition rates. We found that learners struggle to identify infrequent virtual human verbal communication mistakes. Additionally, learners with lower initial trustworthiness ratings are more likely to overlook potentially life-threatening mistakes, and virtual human mistakes temporarily lower learner credibility, reliability, and trustworthiness ratings of virtual humans. From these findings, we provide insights on improving virtual human medical simulation design. Developers can use these insights to design virtual simulations for error identification training using virtual humans.
more »
« less
Virtual faculty mentoring: Can it be accomplished through embodied conversational agents?
Presentation of embodied conversational agents as a candidate virtual supplement in virtual faculty mentoring.
more »
« less
- Award ID(s):
- 1744500
- PAR ID:
- 10108411
- Date Published:
- Journal Name:
- 2019 Annual Meeting of the Association of American Colleges and Universities
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Virtual laboratory utilization has been trending in STEM undergraduate curricula for over twenty years. A virtual laboratory is an interactive computer simulation that mimics real-world laboratory experiences in silico. Virtual labs are cost-effective pedagogical options for academic institutions that lack adequate funding for physical infrastructure and instrumentation. Virtual labs are an excellent proxy for lab activities threatening individual safety and public health. Further, during the COVID-19 pandemic, virtual labs were the primary pedagogical strategy for laboratory instruction. STEM faculty have developed numerous techniques for incorporating virtual labs into classroom and laboratory activities. New technology like artificial intelligence will expand virtual lab usability and effectiveness. Educational research demonstrates positive student outcomes and other benefits from virtual lab engagement. Continued effective mixed-methods research and production of essential virtual lab-based evaluation materials, such as discipline-specific rubrics, are needed to advance the application of this vital technology further. Moreover, from a software development perspective, many more virtual laboratories are needed in technology, engineering, mathematics, and specialized scientific fields.more » « less
-
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts to expand and monetize augmented and virtual reality environments increased. While these spaces increased accessibility for some, others were left behind. In 2024, many events returned to on-site venues, yet virtual spaces remain central in academic and research communities, particularly for disabled scholars. As such, in this paper, we advocate for continued virtual access and improved virtual spaces; we also identify some potentially overlooked harms in immersive and embodied virtual spaces.more » « less
-
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts to expand and monetize augmented and virtual reality environments increased. While these spaces increased accessibility for some, others were left behind. In 2024, many events returned to on-site venues, yet virtual spaces remain central in academic and research communities, particularly for disabled scholars. As such, in this paper, we advocate for continued virtual access and improved virtual spaces; we also identify some potentially overlooked harms in immersive and embodied virtual spaces.more » « less
-
Efthimiou, E.; Fotinea, S-E.; Hanke, T.; McDonald, J.; Shterionov, D.; Wolfe, R. (Ed.)With improved and more easily accessible technology, immersive virtual reality (VR) head-mounted devices have become more ubiquitous. As signing avatar technology improves, virtual reality presents a new and relatively unexplored application for signing avatars. This paper discusses two primary ways that signed language can be represented in immersive virtual spaces: 1) Third-person, in which the VR user sees a character who communicates in signed language; and 2) First-person, in which the VR user produces signed content themselves, tracked by the head-mounted device and visible to the user herself (and/or to other users) in the virtual environment. We will discuss the unique affordances granted by virtual reality and how signing avatars might bring accessibility and new opportunities to virtual spaces. We will then discuss the limitations of signed content in virtual reality concerning virtual signers shown from both third- and first-person perspectives.more » « less
An official website of the United States government

