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Proceedings of Regional Conference on Knowledge Integration in ICT 2010 697
THE LEARN ABILITY OF VIRTUAL ENVIRONMENT TRAINING (VET)
Ima Shanaz Binti Wahidin
Fakulti Teknologi dan Sains
Informasi
Kolej Universiti Islam
Antarabangsa Selangor,
Bangi, Selangor
Nur Muizz Mohamed
Salleh
Fakulti Teknologi dan Sains
Informasi
Kolej Universiti Islam
Antarabangsa Selangor,
Bangi, Selangor
Abdul Nasir Zulkifli
Fakulti Teknologi dan Sains
Maklumat,
Universiti Utara Malaysia.
Sintok, Kedah
Abstract
Virtual Environment Training (VET) is a virtual world that makes the user feel that they are
being there. It enables user to experience the environment without having to take any risks by
interacting with the computer in real time. VET is a non-immersive desktop application. It
allows user to walk-through the environment and explores the environment freely. It is
integrated with multimedia elements such as realistic graphic 3D environment, audio, video,
text and animation. Within the environment, the users will be provided with some
information that might be useful for the training that covers the topic of one module of the
course. At the end of the training, there will be an evaluation session to evaluate the learn
ability of VET among TM Trainees.
1.0 Introduction
According to Wikipedia, Virtual Environment is a ―computer-based simulated environment
intended for its users to inhabit and interact via avatars. This habitation usually is represented
in the form of two or three-dimensional graphical representations of humanoids (or other
graphical or text-based avatars).‖(Oliviera et al., 2000). Virtual Environments (VEs) have
many potential applications, including education, training, design and prototyping,
entertainment, rehabilitation, and research. The utility of VEs for many applications increases
that spatial judgments are similar in the VEs as in the real world.(Betty, Creem-Regehr, &
B.Thompson., 2006)
The effectiveness of a VE might be defined in terms of enhancement of task performance,
effectiveness of training, improvement of data comprehension and so on. (Micheal Meehan,
2002).VE can bring simulation-based training environments closer to real-life
experience.(Jeff Rickel, 1995). Virtual environments have been increasingly used for a
variety of contexts: teaching in the lab, informal learning, distance learning, business, and e-
commerce to name a few.(Selim & Elif, 2004).
3D in contrast to 2D computer graphics are graphics that use a three-dimensional
representation of geometric data that is stored in the computer for the purposes of performing
calculations and rendering 2D images. Such images may be for later display or for real-time
viewing.(Bowman, Johnson, & Hodges, 2001) has carried out systematic research about 3D
interaction techniques in the context of virtual reality systems. He and his colleagues have
suggested that general 3D tasks in virtual environments can be viewed as compositions of
more primitive tasks, such as object selection, object manipulation, navigation and system
control.
(Singhall and Zyda, 1999) has been studied some benefits of 3D that can be discerned:
Proceedings of Regional Conference on Knowledge Integration in ICT 2010 698
A shared sense and understanding of the space, i.e. the trainee have an illusion of
being located in the same space with other users and with objects or models. Those
objects not only provide a visual representation of information, but also a meaningful,
shared context for co -operation, since they can be observed from multiple and
flexible viewpoints. In fact, the space might be formed from nothing but information.
A shared sense of being the person through their avatars. This allows user to be aware
of himself/herself in their activities since both direct and indirect awareness modes are
supported.
A shared sense of time, i.e. ability to observe and react correctly to the activities of
others in real -time when the activity takes place.
A way to share objects and models in the space, and respectively gain mutual
understanding of work activities. It should be noticed that ―the way to share‖
complements ―the sense of space‖ and ―the way to communicate‖ by providing means
to modify the objects and work upon them.
3D Virtual Environment Training for TM Trainee is a PC-based, non-immersive VR system
that allow user to view and interact with the computer. It provides a user-friendly 3D virtual
environment that is integrated with multimedia elements such as audio, video, text, graphic
and animation. The training consist of the courses that are involved the highly cost equipment
and devices that are very limited to be use frequently.
The training syllabus will be covered all the topics listed in the course. The user can interact
with the model in real-time environment by using the functions provided. The functions
includes rotating the object, view the object in different angle, walk-through and freeplay.
2.0 Objective
This study aims to investigate the following:
Question Method Focus
What are the advantages
of Virtual Environment
Training compared to
normal training?
Literature Review
To study the development
of Virtual Environment
Training.
What are the features
required to develop the
Virtual Environment
Training?
Literature Review
To understand the
differences of Virtual
Environment Training and
normal training.
How to develop the
Virtual Environment
Training?
Methodology To develop the prototype of
VET.
How does the learn ability
of Virtual Environment
Training affects the
trainees?
Evaluation
To conduct the learn ability
study of the VET among
trainees.
Table 2.1 : Research Question Table
The objectives of the study are:
Proceedings of Regional Conference on Knowledge Integration in ICT 2010 699
To study the development of Virtual Environment Training.
To identify the differences between Virtual Environment Training compared to
normal training.
To develop a prototype of an effective Desktop Virtual Environment for Training.
To determine the learn ability of Virtual Environment Training for training
individuals in a safe and vigilant manner.
3.0 Literature Review
Virtual environment is a computer generated three dimensional model, where participant can
interact intuitively in real time with the environment or objects within it and to some extent
have a feeling of actually ‗being there‘(John R.Wilson, 1998). To produce a real environment
in every single aspect would demand incredible computational and graphics performance
(Kalawsky, 1993). It is likely to be some time before this level of performance become
available. Therefore, virtual environments typically represent a simplification of
reality(S.P.Smith & D.J.Duke, 2000). This simplification can be in the presented sensory
information (e.g., vision and audio and etc) and in the level of interaction provided. The
appearance and behavior of objects give strong cues to interaction in an environment and are
therefore associated to usability issues (S.P Smith, D.J Duke, & J.S Willians, 2000).
3D in contrast to 2D computer graphics are graphics that use a three-dimensional
representation of geometric data that is stored in the computer for the purposes of performing
calculations and rendering 2D images. Such images may be for later display or for real-time
viewing (Bowman, Johnson, & Hodges, 2001) has carried out systematic research about 3D
interaction techniques in the context of virtual reality systems. He and his colleagues have
suggested that general 3D tasks in virtual environments can be viewed as compositions of
more primitive tasks, such as object selection, object manipulation, navigation and system
control.
Some benefits of 3D that has been discerned:
A shared sense and understanding of the space, i.e. the trainee have an illusion of
being located in the same space with other users and with objects or models. Those
objects not only provide a visual representation of information, but also a meaningful,
shared context for co -operation, since they can be observed from multiple and
flexible viewpoints. In fact, the space might be formed from nothing but information.
A shared sense of being the person through their avatars. This allows user to be aware
of himself/herself in their activities since both direct and indirect awareness modes are
supported.
A shared sense of time, i.e. ability to observe and react correctly to the activities of
others in real -time when the activity takes place.
A way to share objects and models in the space, and respectively gain mutual
understanding of work activities. It should be noticed that ―the way to share‖
complements ―the sense of space‖ and ―the way to communicate‖ by providing means
to modify the objects and work upon them.
To insert multimedia design in VE, there are three issues that concern multimedia
specifically:
Matching the media to the message, by selecting and integrating media so the user
comprehends the information content effectively.
Proceedings of Regional Conference on Knowledge Integration in ICT 2010 700
Managing users attention so key items in the content are noticed and understood and the
user follows the message thread across several media.
Navigation and interaction so the user can access, play and interact with media in an
engaging and predictable manner.
4.0 Methodology
4.1 Usability Evaluation
Usability evaluation is conducted to get the feedback or respond from the user. This study
used the Summative evaluation that occurred after the prototype development stage. The
evaluation for VSTE was conducted to thirty respondents that have been given an ample time
to learn and use the prototype. Before the training process begins, a short brief has been given
to them as to make sure the process is executed in a proper way. After the process of learning,
each of respondents gave feedback through the questionnaire given as in Appendix B.
4.2 Instrument for User Evaluation
User evaluation was conducted to determine user‘s perception on the usability aspect of
Virtual Streamyx Training Environment. The instruments was adapted from (J.Nielsen, 1994.
) and (Lin et al., 1997 ). The instruments evaluate on three dimensions: Learnability,
Perceived Ease of Use and Outcome/Future Use. A set of questionnaire that comprises the
General Information and these three dimensions has been conducted on thirty respondents.
General Information section is to gather some general background of respondent. Learnability
section measures the capability of learning VSTE. Two others section, Perceived Ease Use
measures the degree to which a person believes that using this application would be free of
effort while Outcome/Future Use is the degree of user willingness to use this prototype in the
future. A 5-point Likert scale has been applied in the questionnaire anchored by 1- Strongly
Disagree and 5-Strongly Agree.
5.0 Data Analysis
The respondent has been divided into two groups, TM trainer and Not a TM Trainer. The
purpose is to show the category of expert and novice. The terminology of validation adapted
from (Balci, 1994) is defined as involves substantiating that the model, within its domain of
applicability, behaves with satisfactory accuracy consistent with objective governing its use.
It relates to the comparison of model behavior with system behavior. According to (U.S
Department of Defense, 1996), validation refers to the process of determining the degree to
which a model is an accurate representation of the real world from the perspective of the
intended use of the model.
In general, reliability is the ability of a person or system to perform and maintain its functions
in routine circumstances, as well as hostile or unexpected circumstances (Wikipedia, 2008).
Cronbach Alpha has been chosen to measure reliability instrument in this study. It expressed
on scale from zero (very unreliable) to one (extremely reliable) (J.Kirakowski). SPSS version
13 has been used to calculate the data to determine the reliability of the prototype
Measure Number of items Cronbach Alpha
Learnability 8 0.820
Perceived Ease of Use 6 0.862
Outcome/Future Use 5 0.847
Table 5.1 : Cronbach Alpha Values for All Dimensions
Proceedings of Regional Conference on Knowledge Integration in ICT 2010 701
Table 5.1 presents the Cronbach alpha value for each dimension: Learnability, Perceived
Ease of Use and Outcome/ Future Use. From the table, it shows that these three dimensions
have an alpha value greater than 0.7. These measures satisfy the internal reliability criterion.
Measure Number of items Cronbach Alpha
Learnability 8 0.820
Perceived Ease of Use 6 0.862
Outcome/Future Use 5 0.847
Table 5.2: Descriptive Statistics for All Measures
Above is the descriptive statistics for all measures presented in Table 5.2. A one-way Chi-
Square test of homogeneity was conducted on the responses for all items. As shown in Table
5.2, the results are positive with p-values significant at 0.01 for Learnability, Perceived Ease
of Use and Outcome/Future Use.
Item Mean Std.Deviation
LEARNABILITY
1. It was easy to learn to use VSTE. 3.6667 0.80230
2. The information provided by VSTE was easy to
understand.
3.6000 0.89443
3. The information provided in VSTE helped me in
training process.
3.6000 0.62146
4. It provides clarity of wording. 3.4333 0.77385
5. Data grouping is reasonable for easy training.
3.6000 0.56324
6. The ordering of information is logical. 3.7667 0.72793
7. The command names are meaningful. 3.6000 0.894430
8. It provides no-penalty training. 3.6667 0.84418
PERCEIVED EASE OF USE
1. Learning to operate VSTE would be easy for
me.
3.8000 0.88668
2. I would find it is easy to get VSTE to what I
want it to do.
3.5333 0.97320
2. My interaction with VSTE would be clear and
understandable.
3.4333 0.77385
4. I would find VSTE to be flexible to interact
with.
3.5000 0.86103
5. It would be easy for me to become skillful as
using VSTE.
3.2333 0.93526
6. I would find VSTE is easy to use. 3.8000 0.76112
OUTCOME/FUTURE USE
1. I was able to complete my training quickly
using VSTE.
3.7333 0.78492
2. I could effectively complete my training using
VSTE.
3.5333 0.68145
3. I was able to efficiently complete the training
using VSTE
3.7000 0.65126
4. I believe I could become productive quickly 3.4000 0.96847
Proceedings of Regional Conference on Knowledge Integration in ICT 2010 702
using VSTE.
5. From my current experience with using VSTE, I
think I would use it regularly.
3.5333 0.93710
Table 5.3: Descriptive Statistics for All Items
Table 5.3 shows the descriptive statistics for all items. All of the items indicate that
respondents are neutral towards VSTE. However, based on the mean value, the respondents
agreed with all items. Overall of the result indicate VSTE has a good usability.
Measure Group N Mean Std.Dev
iation
Std.
Error
Mean
t Df Sig.
Learn
ability
Trainer 12 3.7083 0.7197 0.2078 0.4859 28 0.4824
Trainee 18 3.5555 0.7964 0.1877 0.501 24.963
Perceived
Ease Of
Use
Trainer 12 3.5417 0.8240 0.2379 -0.049 28 0.6072
Trainee 18 3.5556 0.8954 0.2110 -0.364 24.4217
Outcome /
Future Use
Trainer 12 3.6333 0.7196 0.2077 0.0146 28 0.2838
Trainee 18 3.5444 0.8466 0.1995 0.4022 24.9504
Table 5.4: Mean, Standard Deviation and Paired t-test for All Measures
Table 5.4 shows the means, standard deviations and paired t-test for all measures. Based on
the paired t-test, as the significance values are less than 0.05 (S.J.Coakes, 2005), there was no
significant difference between novice and expert groups for all measures.
6.0 Conclusion
As the conclusion, VET is a virtual world that enables the trainee to experience the operation
involved without having to be at the exact place. Based on the methodology proposed,
hopefully this VET can be developed within the period of time with the guidance of scope
and objective that have been stated above. The expectation of this project is to fulfill the
requirements and needs of the users as well as achieving the goals and objective by
developing an effective VET that can be applied to TM Company as soon as it finished.
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