A 3D Descriptive Model for Designing Multimodal Feedbacks in any
Virtual Environment for Gesture Learning
Djadja Jean Delest Djadja
a
, Ludovic Hamon
b
and Sébastien George
c
LIUM, Le Mans University, Le Mans, France
Keywords:
Virtual Reality, Pedagogical Feedback, Design, Motion Learning.
Abstract:
This paper addresses the problem of creation and re-usability of pedagogical feedbacks, in Virtual Learning
Environments (VLE), adapted to the needs of teachers for gesture learning. One of the main strengths of VLE
is their ability to provide multimodal (i.e. visual, haptic, audio, etc.) feedbacks to help the learners in evaluat-
ing their skills, the task progress or its good execution. The feedback design strongly depends on the VLE and
the pedagogical strategy. In addition, past studies mainly focus on the impact of the feedback modality on the
learning situation, without considering others design elements (e.g. triggering rules, features of the motion to
learn, etc.). However, most existing gesture-based VLEs are not editable without IT knowledge and therefore,
failes in considering the evolution of pedagogical strategies. Consequently, this paper presents the GEstural
FEedback EDitor (GEFEED) allowing non-IT teachers to create their multimodal and pedagogical feedbacks
into any VLE developed under Unity3D. This editor operationalises a three dimensional descriptive model (i.e.
feedback virtual representation, its triggering rules, involved 3D objects) of a pedagogical feedback dedicated
to gesture leaning. Five types of feedbacks are proposed (i.e. visual color or text, audio from a file or a text and
haptic vibration) and can be associated with four kinds of triggers (i.e. time, contact between objects, static
spatial configuration, motion metric). In the context of a dilution task in biology, an experimental study is con-
ducted in which teachers generate their feedbacks according to pre-defined or chosen pedagogical objectives.
The results mainly show : (a) the acceptance of GEEFED and the underlying model and (b), the most used
types of modalities (i.e. visual color, vibration, audio from text), triggering rules (i.e. motion metric, spatial
configuration and contact) and (c), the teacher satisfaction in reaching their pedagogical objectives.
1 INTRODUCTION
Virtual Environments (VEs) dedicated to learning
technical gestures has been used in many fields such
as sports, health, biology, etc.(Lee and Lee, 2018;
Le Naour et al., 2019; Mahdi et al., 2019). One of the
main advantages of Virtual Learning Environments
(VLEs) lies in their multimodal (i.e. visual, audio,
haptic, etc.) feedbacks characterizing the dynamic of
performed motions as well as assisting the learners in
their self-evaluation, the task progress and/or its good
execution.
For example, (Le Naour et al., 2019) show a vir-
tual avatar reproducing the throw of a rugby ball of the
teacher. (Wei et al., 2015) used the same principles for
physical therapy, and added a textual guidance (e.g.
"Arm too high, too slow"). (Lin et al., 2018) colored
a
https://orcid.org/0000-0001-7923-0690
b
https://orcid.org/0000-0002-3036-0854
c
https://orcid.org/0000-0003-0812-0712
the skeleton bones of the 3D avatar to show the er-
ror in the plantar pressure during a Tai-chi exercise.
A prerecorded voice can describe the next motion to
perform for cooking (Mizuyama, 2010), while a brief
sound can indicate the grabbing or the assembly of an
object in industry (Chen et al., 2019). Furthermore,
haptic feedbacks can generate an attractive force to re-
orient motions for calligraphy learning (Nishino et al.,
2011) or for surgery (Wang et al., 2018).
Gesture learning is contextual to the task and the
teaching strategy as this expression can be related to:
i) the observation and imitation of successive postures
(ii), the learning of a sequence of actions or (iii) the
building of a motion respecting geometric, kinematic
or dynamic features (Larboulette and Gibet, 2015;
Djadja et al., 2020). The vast majority of the past
gesture-based VLEs are, therefore, specific to the task
to learn, with no or few functionalities in terms of
feedback creation or edition.
However, designing efficient feedbacks is not triv-
84
Djadja, D., Hamon, L. and George, S.
A 3D Descriptive Model for Designing Multimodal Feedbacks in any Virtual Environment for Gesture Learning.
DOI: 10.5220/0012081000003538
In Proceedings of the 18th International Conference on Software Technologies (ICSOFT 2023), pages 84-95
ISBN: 978-989-758-665-1; ISSN: 2184-2833
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
ial. Indeed, (Sigrist et al., 2012) deeply investigated
the impact of feedback modalities for motor learning
in VE and Real Environment (RE). Those modalities
must be carefully chosen according to the complex-
ity of the task and the cognition abilities of the learn-
ers. Nonetheless a feedback cannot be reduced to its
modality, and other design elements are crucial such
as, its virtual representation, its triggering rule or the
motion metric to monitor. For this last point, even
if the teacher is involved in the metric initial choice,
the efficiency of the evaluation system is not guaran-
teed (Senecal et al., 2002). Consequently, a system
must be built to allow any teacher, without IT knowl-
edge, to (re)design and (re)implement all feedback
elements, to make them efficient and adapted to the
learning situation. To our knowledge, no such a sys-
tem exists, except the work of (Lo et al., 2019), lim-
ited to one VE not built for learning purposes.
This paper proposes a three-dimensional descrip-
tive model (virtual representation, triggering rules, in-
volved 3D objects) of a pedagogical feedback and
its operationalization through the GEstural FEedback
EDitor (GEFEED). This editor allows any teacher
to create and integrate feedbacks, characterizing the
performed technical gestures, in any VLE developed
with the unity engine. Five kinds of feedbacks are
available (i.e. visual color, visual text, audio from a
file, audio from a text and haptic vibration) and can be
associated with a set of four kind of triggering rules
(i.e. time, contact between 3D objects, spatial config-
uration or threshold of a motion metric to reach).
Section 2 reviews the past studies regarding VLE
for gesture learning, feedbacks, their design and their
potential re-usability. The next section presents the
4 dimensional descriptive model. The architecture
and Human Computer Interface (HCI) of GEFEED
are described in section 4. A first VLE dedicated to
the dilution in biology is considered in section 5, with
the creation of a feedback example. Section 6 is dedi-
cated to an experiment where the teachers must create
their feedbacks with this VLE. The usability and use-
fulness of GEFEED, its main functonalities are put to
the test. The results of the experiment are discussed
in section 7 while perspectives end this paper.
2 RELATED WORKS
For learning gesture-based tasks or motor skills, var-
ious VLE have been built integrating real-time feed-
backs to: guide learners in correcting their motions
(Luo et al., 2011; Cannavò et al., 2018; Liu et al.,
2020), following the protocol made of an action se-
quence (Mahdi et al., 2019; Mizuyama, 2010), per-
forming a self-evaluation (Cannavò et al., 2018), im-
proving engagement (Adolf et al., 2019) or enhanc-
ing the overall pedagogical experience (Mizuyama,
2010).
All those VLE are, by design, specific to their ped-
agogical and research objectives including the pro-
vided feedbacks. In this work a pedagogical feed-
back is considered as a pedagogical information, pre-
viously defined by a teacher, provided to the learner
through a virtual representation, during the task or af-
ter it, to: (i) assist learners in the evaluation of the task
(ii), its progression or (iii), guide them in its good ex-
ecution. By defining the motion features of the 3D
object to monitor (e.g. geometric, kinematic or dy-
namic features, collisions, etc.), triggering rules (e.g.,
threshold for features, time step, etc.) and a virtual
representation with which the pedagogical informa-
tion will be conveyed (e.g. an arrow the motion must
follow, a hand vibration to avoid reaching a danger-
ous area, etc.), a strategy for operationalising the ped-
agogical information is defined. However, given the
learning context and the pedagogical objective, one
can ask for the best design strategy of such a feed-
back.
(Sigrist et al., 2012) investigated the impact of
feedback modalities (i.e. visual, haptic, audio, multi-
modal) for motor learning in VE and RE. Visual feed-
backs are mainly used, intuitive and efficient. A first
type of visual feedback relies on a color change, for
example, of specific joints of the body to help in ad-
justing its position and orientation to learn tai-chi, i.e.
green when the learner motion is close to the expert
one, red otherwise (Liu et al., 2020). In addition, a
textual score can be added that points out the body
position (correct or not) to assesse the overall perfor-
mance of a basketball throw (Cannavò et al., 2018).
A last recurrent type of visual feedbacks is the replay
of teachers’ motions through a 3D avatar and the mo-
tion trajectory, displayed during or after the perfor-
mance, to guide learners and for self-evaluation (Can-
navò et al., 2018; Le Naour et al., 2019; Djadja et al.,
2020).
Audio feedback can support visual ones as they
are easily interpretable (Sigrist et al., 2012). A first
strategy is to add recorded voices to displayed texts
advising learners to, for example, handle a Chinese
frying pan (Mizuyama, 2010) (e.g. "don’t move your
left wrist", "push the contents forward with the la-
dle"). A brief sound can also be heard for the comple-
tion of a good action or an inappropriate one. In the
context of tenon structure training, (Chen et al., 2019)
provided a collision sound when the hand touches a
tenon part. A prompt, read by a prerecorded voice,
can then deliver the related knowledge. Those feed-
A 3D Descriptive Model for Designing Multimodal Feedbacks in any Virtual Environment for Gesture Learning
85
backs were added to a green light, appearing for 2
seconds, if the assembly of two parts is successful be-
tween the matching surfaces.
Haptic feedbacks, usually appropriate for navi-
gation and orientation, need specific and sometimes
costly hardware (Sigrist et al., 2012). They are often
combined with visual and audio ones, to decrease the
cognitive charge in a reinforcement way of the same
pedagogical message. Otherwise, the risk of a cog-
nitive overload is significant. One of the less costly
and cumbersome strategies implies vibration motors.
For example, the vibration intensity, implemented by
(Adolf et al., 2019), represents the force of a ball for
juggle learning. This feedback is completed with the
volume and pitch of a specific sound and the display
of the ball’s trajectory. (Luo et al., 2011) used vibro-
tactile motors attached to body parts to correct user’s
wrong posture in yoga training. A yoga instructor
gave audio instructions (e.g. “Left Arm Up”) while
a text displayed the same message and a red arrow
pointed to the targeted body part.
Triggering rules, often defined by spatial and tem-
poral conditions of 3D artefacts to monitor, are not
studied in past studies to our knowledge. However,
they can be guessed by considering the uses cases,
and one can point out three categories: a) reaching
thresholds of geometric, kinematic or dynamic fea-
tures of 3d object or body parts (Luo et al., 2011;
Liu et al., 2020) b), collisions between those artefacts
(Adolf et al., 2019; Chen et al., 2019) and c) specific
steps or times of the task to learn (Mizuyama, 2010;
Cannavò et al., 2018; Adolf et al., 2019; Le Naour
et al., 2019). However no tendencies can be high-
lighted in terms of frequency. To go further, feedback
design is strongly contextual on several aspects (e.g.
application domain, task, pedagogical objective and
strategy, learner cognition abilities). The pedagogical
strategy can strongly vary from one teacher to another
for the same task. The re-use and adaptation of exist-
ing VLEs is therefore necessary for their sustainable
integration and adoption in any curriculum.
In terms of re-engineering aspects, few VLE ded-
icated to gesture learning have edition or adaptation
functionalities for the final users (i.e. teachers and
learners), such as: i) the definition of the pedagogical
scenarios as a sequence of predefined actions (Mahdi
et al., 2019) and ii) the capture and replay of gestures
to learn, if one does not consider the heavy process
behind the motion capture (Le Naour et al., 2019). In
our previous work, we proposed the MEVEL (Mo-
tion Evaluation in Virtual Environment for Learning)
system with which teachers can record their own re-
playable gesture-based task to learn, and divide it into
a set of ordered actions (Djadja et al., 2020). The tex-
tual feedbacks on motion features (i.e. speed, accel-
eration, jerk, Dynamic Time Warping) were not ed-
itable.
The strong context-dependent aspect of feedbacks
make shard the definition of consensuses in term of
efficient design principles. To address this problem,
this study considers that a continuous design and im-
plementation loop of feedbacks assisting the gesture
learning, that integrates the teachers in all creation
steps, enhance the efficiency of the VLE, given a ped-
agogical objective. However, there is no indication
in past studies that teachers can modify or incorpo-
rate new feedbacks into existing VLEs without a re-
engineering process requiring IT knowledge. One ed-
itor can be noted in the architecture domain, outside
any learning context (Lo et al., 2019). The authors
proposed the basis of an “action trigger” creation and
edition system to help the final users in managing (i.e.
add, edit, remove) their feedbacks. Nevertheless, the
list of the possible triggers and actions is not clearly
stated.
Research Positioning and Contributions. This pa-
per proposes a descriptive feedback model and its im-
plementation through the GEstural FEedback EDitor
(GEFEED), to help non-IT teachers in creating their
own feedbacks for learning gestures. This editor can
add feedbacks in any VLE made with unity engine.
A first methodological contribution is the descrip-
tive model of pedagogical feedback, tested and vali-
dated, from the acceptance, usefulness point of view
and for reaching pedagogical objectives in a specific
context. The model is generic and can be applied to
any gesture-based task to learn in VE and extended to
better formalized the pedagogical intentions (cf. sec-
tion 7). The GEFEED system allowing any teach-
ers, without IT skills, to design and implement multi-
modal feedbacks in an existing VLE made with Unity
Engine, is a second technological contribution. Fi-
nally, the experimental study brings new data and ten-
dencies in a specific frame, useful for the feedback
design i.e. the most used: i) types of feedbacks be-
longing to a same modality, where most of the past
studies focus only on the impact of modalities, (ii)
triggers rules and (iii), their correlation with the feed-
back modalities. This last point is the third scientific
contribution.
A three-dimensional model to design all steps of
feedbacks is proposed in the next section.
ICSOFT 2023 - 18th International Conference on Software Technologies
86
3 A 3-DIMENSIONAL
DESCRIPTIVE MODEL OF
PEDAGOGICAL FEEDBACKS
Considering the strong contextual aspect of a gesture-
based task and the variation of pedagogical strategies
(Djadja et al., 2020), a system must be built to allow
teachers defining all the functional elements of a feed-
back i.e.: (i) the temporal and spatial conditions of its
triggering (ii), its virtual representation conveying the
pedagogical information and (iii) the 3D artefacts im-
plies in its virtual representation or its triggering rules.
Figure 1(a) presents the UML diagram of a descrip-
tive model made of a three main classes: VRObject,
Trigger and Feedback.
A VRObject is a virtual body part of the user or a
any other 3D object in VE, whose motions or states is
monitored by the triggering rules. It can also be the
element on which the virtual representation must be
applied. A Trigger checks if the spatial and temporal
conditions of the motion or state of a VRObject (ex-
cept for the time trigger, cf. section 3.2) are met, to
turn on the Feedback. A Feedback is a visual, audio
or haptic representation of the pedagogical informa-
tion to convey. A Feedback can be attached to one or
several Triggers and a Triggers is linked to only one
Feedback.
3.1 Feedbacks
The implemented Feedback are, “visual color”, “vi-
sual text”, “audio from a file”, “audio from a text”
and “haptic vibration”.
The “visual color” consists in changing the color
of the outline of the chosen VRObject e.g. the ball
outline becomes yellow when it reaches the target.
Table 1: List of implemented Feedbacks and their parame-
ters.
Types Parameters
Visual text
Duration, text, position, orien-
tation, size, 2D or 3D, “VROb-
ject”
Visual color Duration, color, “VRObject”
Audio from a
file
Audio file
Audio from a
text
Text
Haptic vibra-
tion
Duration, amplitude, frequency,
device (e.g. HTC Vive con-
troller)
The “visual text” consists in showing a text at-
tached to a VRObject or in a predefined 3D position.
The “audio from a file” and “audio from text” respec-
tively read an audio recording provided by teachers or
use a Text-To-Speech API
1
to read the provided text
The “haptic vibration” makes vibrating the spec-
ified compatible hardware device (e.g. controllers of
the HTC Vive), using a predefined duration, ampli-
tude and frequency. Table 1 resumes all Feedbacks
and their parameters.
3.2 Triggers
The four considered Triggers are respectively named,
“time trigger”, “contact trigger”, “spatial trigger” and
“metric trigger”. The “time trigger” consists in start-
ing the Feedback at each pre-defined time step.
The “contact trigger” starts the Feedback when
two defined virtual 3D objects collide.
The “spatial trigger” turns on the Feedback when
a 3D virtual object enters into a defined radius, the
center being defined by the teacher or being the 3D
position of a VRObject.
The “metric trigger” check if some thresholds
or intervals of geometric or kinematic features are
reached to trigger the “Feedback”. For this work,
the following metrics are proposed: the horizon-
tal/vertical orientation of a VRObject, the velocity and
the jerk of its motion, the Dynamic Time Warping
(DTW) to compare the shape of the trajectory of the
teacher and the learner motion (i.e. the lower it score
is the closer the two motions are (Djadja et al., 2020))
Table 2: List of considered Triggers and their parameters.
Types Parameters
Time Minutes, seconds
Contact Two “VRObject”
Spatial
“VRObject” whose position is anal-
ysed, radius, 3d position of the cen-
ter or 3d position of a “VRObject”
Metrics
“VRObject”, metric type (horizon-
tal, vertical, velocity, jerk, DTW),
its threshold or interval
All Triggers have a parameter that allows them to
run indefinitely or a specific number of times. Table
2 resumes all the “Triggers” and their parameters.
All types of Feedbacks and their parameters were
chosen according to those encountered during the re-
view of past studies (cf. section 2). However, the
motion capture and replay of body parts were not inte-
grated as this kind of Feedbacks still requires an heavy
processing chain, that non-IT teachers can ot handle
1
Click here for more information on the Test-To-Speech
API
A 3D Descriptive Model for Designing Multimodal Feedbacks in any Virtual Environment for Gesture Learning
87
(a) (b)
Figure 1: 3D Descriptive Model of pedagogical feedbacks (a) and GEFEED architecture (b).
nowadays. The Trigger types and their parameters are
deduced from the use cases of past studies.
The next section operationalises the proposed
model through the GEFEED system to allow teach-
ers creating their own feedbacks in any VE developed
with Unity engine.
4 GEstural FEedback EDitor
To configure pedagogical feedbacks in VE, a descrip-
tive model is proposed, based on the dual use of vi-
sual, audio or haptic Feedbacks associated with one
or several Triggers, the overall applied to VRObjects
if required. The following sections describes the GEs-
tural FEedback EDitor (GEFEED) through its archi-
tecture, the existing VLE integration, its main func-
tionalities and HCI for the creation of gesture-based
pedagogical feedbacks.
4.1 Architecture
This editor was implemented using Unity version
2019. Figure 1 (b), shows the architecture made
of four modules: “Feedbacks and Triggers Manager
(FTM), HCI, Data Manager (DM), VR Interactions
and Effects (VRIE)”. The FTM module (blue part,
figure 1 (b)) represents an instance of the descriptive
model (cf. 3). The instance is used in the HCI mod-
ule (green part, figure 1 (b)) for building the pedagog-
ical feedback in VLE i.e. selecting VRObjects, con-
figuring the virtual representation, Triggers and their
properties. The DM module (purple part, figure 1 (b))
store, in JSON files, the properties of the Feedback
and their Triggers. The data are then used to load the
Feedbacks in VE thanks to the VRIE module (yellow
part, figure 1 (b)). This last module offers to users
VLE interactions to choose the involved VRObjects
(e.g. on which a color could be apply), set up the spa-
tial properties (e.g. placing a text), navigate, show and
test the feedback in VE.
4.2 Integration of an Existing VE
GEFEED can import any existing VE if this last one is
exported as an assetbundle
2
, a set of platform-specific
non-code assets (e.g. 3d models, audios, images, etc.)
that Unity can load at runtime (Djadja et al., 2020).
However, the interaction scripts cannot be exported
unless they are pre-built. Nevertheless their links to
the 3D objects are still missing. To counterbalance
this last issue, a solution relies on a “csv” file inven-
torying each link between the 3D objects and their in-
teraction scripts, through a dedicated plugin coded for
this work. This file is therefore made during the VE
exportation by the plugin and read during the impor-
tation by GEFEED. A video is available
3
in which an
exported VE and its importation in GEFEED thanks
to our method is shown.
4.3 Interface
The GEFEED interface can been seen in figure 2. Fig-
ure 2 (a) and (b) are respectively used for Feedbacks
and Triggers i.e. their creation, deletion and selection.
They are identified by their unique names, and respec-
tively configured with the menus in figure 2 (d) and
(e). Figure 2 (c) allows saving and loading Feedbacks
and their Triggers. It can also activate the 3D inter-
action system of the VRIE module, for interacting in
the VE using a mouse and a keyboard (cf. section
4.1). With the three buttons of Figure 2 (f), teachers
can respectively perform a translation, a rotation and
2
Click here for more information on assetbundles
3
Click here to access to videos of imported VLEs, cre-
ated feedbacks, questionnaires and collected data
ICSOFT 2023 - 18th International Conference on Software Technologies
88
Figure 2: Human Computer Interface (HCI) of GEFEED.
chose among several angles of view of the VRObject
(i.e. up, down, left and right). For example, the end
user can define, in the VLE, the location and orienta-
tion of a text to display (e.g. figure 2 (iii)). Figures
2 (i) and (ii) show examples of “visual color” Feed-
backs.
The next section presents the VLE considered for
this study and an example of feedback designed and
implemented thanks to GEFEED.
5 THE DILUTION VLE WITH A
FEEDBACK EXAMPLE
In biology, dilution is the action of adding a liquid to a
dangerous or unstable solution to lower its concentra-
tion before making an analysis. This process follows
a strict protocol and mainly consists in getting a part
og the initial solution in a test tube, and drop off this
part in another test tube filled with water.
Figure 3: Example of a biology dilution VLE.
Making a dilution implies to have: one test tube
containing the initial solution and the other one the di-
luted solution (figure 3 (a)), a tool to homogenize so-
lutions (figure 3 (b)), an electric heat source to steril-
ize the tubes opening and the pipette extremity (figure
3 (c)), a rubber bulb attached to a pipette to get/release
a part of the solution (figure 3 (d) and (e)) and a con-
tainer (figure 3 (f)) to drop off the pipette once the
task is done.
One of the requirements to perform such a task
is the following: the user’s hand holding the rubber
bulb attached to the pipette, must not leave the ster-
ile zone, i.e. a half sphere whose center is the elec-
tric heat source. Therefore, a “visual color” Feedback
was created to change the color of the rubber bulb.
This feedback is attached to a “spatial trigger” with a
position at the center of the electric heat source and a
radius defined by the teacher. Figures 4 and 5 respec-
tively shows the setup describing this Feedback and
Trigger.
Figure 4: "Visual color" setup example.
Figure 5: "Spatial trigger" setup example.
A 3D Descriptive Model for Designing Multimodal Feedbacks in any Virtual Environment for Gesture Learning
89
The figure 6, shows the rubber bulb when it is in
the sterile zone and outside of it. A demonstration
video can be found by following the footnote
3
.
(a)
(b)
Figure 6: An example of a visual color feedback: the rubber
bulb is in the sterile zone (a) or outside of it (b).
The validation, usefulness and acceptance of the
GEFEED system and its descriptive model are studied
in the next section.
6 EXPERIMENTAL STUDY
For this study the point of view of teachers is adopted
as it is a first mandatory step to its acceptance, before
evaluating the efficiency of VLEs for gesture learn-
ing, enhanced with teachers’ feedbacks. The proto-
col made to evaluate the usability and the utility of
GEFEED, in the specific context of dilution task, is
explained in this section.
6.1 Protocol
Ten teachers in biology, aged from 26 to 54 years (av-
erage 42.8 years) were volunteers. Each of the partici-
pants received explanations about: (i) the VLE and its
main functionalities (ii), the dilution process and (iii)
GEFEED. For this last point a video
3
was provided
showing an example of a feedback creation.
The two feedbacks add respectively a green color
thanks to a “time trigger” (i.e. every 5 seconds) and
yellow color thanks to a “spatial trigger” that mea-
sures the distance between the test tube and the heat
source (i.e. when a test tube enters a radius of 0.5
meters from the heat source).
The main goal of this protocol is to create Feed-
backs and Triggers to achieve the pedagogical objec-
tives. The protocol, divided into three parts, aims to
progressively familiarize teachers with GEFEED be-
fore letting them acting freely to reach their own ob-
jectives.
In the first part (tutorial), the pedagogical objec-
tives, Feedbacks and Triggers types and parameters
are given. These three pedagogical objectives are: (a)
learners must sterilize the opening of a tube contain-
ing the initial solution without being too close to the
heat source, (b) hands must not touche themselves and
(c) hand motions must be smooth.
For (a), a “haptic vibration” is applied on the left-
hand controller, during 1 second with an amplitude
of 10 Pa and frequency of 10 Hz. A “spatial trigger”
must monitor the distance between the test tube with
the initial solution and the heart source. The maxi-
mum radius between these two objects is 0.3 meters.
For (b), a “visual red color” is applied on both vir-
tual hands representing each HTC Vive controllers,
during 1 second. A “contact trigger” must monitor
the collision between both hands.
For (c), an “audio from a text” is created and must
read the following statement: “Take your time, slow
down your motions”. A “metric trigger” must moni-
tor the jerk of the right-hand motion (Larboulette and
Gibet, 2015). The activation threshold value must be
adjusted between 50 and 100. The feedback must be
activated twice.
The second part (technical assessment) provides
the three following pedagogical objectives: (i) the test
tube must be held vertically (ii), the user’s hands be in
front of the user at all time and (iii), the pipette must
be held horizontally. Teachers must define their own
Feedbacks and Triggers.
The third part (pedagogical assessment) pro-
poses to the participants to define a maximum of
three pedagogical objectives and create their associ-
ated Feedbacks and Triggers.
The first part acts as a tutorial, the second part tests
if teachers can technically use GEFEED by giving
them some operationalisable and pedagogical objec-
tives. The last part assesses the GEFEED abilities in
reaching teachers’ pedagogical objectives. The third
part is not mandatory and allows to see if the interest
of teachers keep going regarding the use of GEFEED
The time was recorded and, once the protocol fin-
ished, the teachers completed questionnaires on the
usefulness and the usability of GEFEED.
ICSOFT 2023 - 18th International Conference on Software Technologies
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6.2 Results and Analysis
All participants completed the tutorial and technical
parts, and 8/10 the pedagogical part. The average
completion time was 26.991 minutes (std 5.663 min-
utes). In the following paragraphs, the results regard-
ing the use of Feedbacks (modalities and types) and
Triggers (types) for part 2 and 3 are presented. The
original data can be found here
3
. One can note that
no participant was interested in recording their voice
to make an “"audio from file"” Feedback.
6.2.1 Technical Assessment
Tables 3 and 4 show the number of Feedback and
Triggers for each pedagogical objective. The visual
modality is the most used (12 times), followed by
the “audio” and “haptic” modalities (both 9 times).
“visual color” is more considered than “visual text”
(8/12). For objectives 1 and 3, the haptic modality
has the best score (with the visual ones for objective
1), while visual feedbacks are the most considered for
objective 2.
Table 3: Number of Feedbacks by modality and type for the
2nd part.
Pedagogical
objectives
Modalities Properties 1 2 3
color 2 4 2
Visual
text 2 1 1
Haptic vibration 4 1 4
Audio from a text 2 4 3
Regarding Triggers, the “metric” type appears
15 times, followed closely by the “spatial” one (13
times). In addition the “metric trigger” dominates ob-
jectives 1 and 3, while the “audio” one is the most
considered for objective 2. The “time trigger” was
not used at all.
Table 4: Number of Triggers by type for the 2nd part.
pedagogical objectives
1 2 3
Contact 1 0 1
Metric 7 1 7
Spatial 2 9 2
Types
Time 0 0 0
Relationships between Feedbacks and Triggers
can be seen in table 5. The couples “visual/metric”
and “audio/spatial” appear more frequently (7 and
6 times) over all objectives, followed by the “hap-
tic/metric” couple (5 times).
Table 5: Relationships between Feedbacks and Triggers for
the 2nd part ("V" for visual, "H" for haptic, "A" for audio
feedback, "C" for contact, "M" for metric, "S" for spatial
trigger).
Pedagogical objectives
1 2 3
V H A V H A V H A
C 1 1
M 3 2 2 1 3 3 1Types
S 2 4 1 4 2
The most frequent couple for objective 1 is “vi-
sual/metric” (3 times), for objective 2 “visual/spatial”
and “audio/spatial” equally (4 times), and for objec-
tive 3 “visual/metric” and “audio/metric” equally (3
times).
6.2.2 Pedagogical Assessment
In this non-mandatory part, 2 participants proposed
3 pedagogical objectives, 4 participants suggested 2
objectives and 2 participants formalized only 1 objec-
tive. In total, 8/10 participants explored 16 pedagogi-
cal objectives.
Table 6: Number of Feedbacks by modality for the 3rd part.
Pedagogical
objectives
Modalities Properties
color 2
Visual
text 0
Haptic vibration 6
Audio from a text 8
Table 7: Number of Triggers by type for the 3rd part.
Pedagogical objectives
Contact 9
Metric 1
Spatial 5
Types
Time 1
Tables 6 and 7 show the number of Feedback
modalities and Trigger types. The audio modality is
the most used (8 times) followed by the haptic one (6
times). It seems that teachers abandoned the visual
modality to focus on audio and haptic ones. “Contact
trigger” was chosen 9 times and the “spatial” one 5
times. This part suggests an investigation of “contact
triggers” at the cost of “"metric"” ones.
The relationships between Feedbacks and Trig-
gers can be found in table 8. The couple “au-
dio/contact” is the most used (4 times) followed by
“haptic/contact” and “audio/spatial” (both 3 times).
A 3D Descriptive Model for Designing Multimodal Feedbacks in any Virtual Environment for Gesture Learning
91
Table 8: Relationships between feedbacks and triggers for
the 3rd part ("V" for visual, "H" for haptic, "A" for audio
feedback, "C" for contact, "M" for metric, "S" for spatial
trigger).
Pedagogical objectives
V H A
Contact 2 3 4
Metric 1
Spatial 3 2
Types
Time 1
In brief, different strategies can be seen in the
Feedback and Trigger choices, even for the same
learning objective. In terms of frequency, the visual
modality prevailed in part 2, while the haptic and au-
dio were more investigated in part 3. In terms of trig-
ger types, the “spatial trigger” is regularly chosen in
the whole experiment.
The “metric trigger” leaded part 2 while the “con-
tact trigger” was more studied in part 3. The partic-
ipants curiosity in exploring more Feedbacks (except
the “audio from a file”) and Triggers (except the “time
trigger”) can be noted. In terms of couples, no ten-
dency can be observed. Indeed, part 2 highlighted “vi-
sual/metric” (the most used) but also “visual/spatial”
and “audio/spatial” couples. In part 3 “audio/contact”
(the most used) but also “haptic/contact” and “hap-
tic/spatial” can be observed.
6.2.3 Utility Questionnaire
This questionnaire is divided into two parts to esti-
mate: (i) the usefulness of the descriptive model in
the context of the dilution activity and (ii), its useful-
ness if those concepts will be used in any other VLE.
(i) and (ii) are made of two parts, one for Feed-
backs with 5 questions (q1 visual text, q2 visual color,
q3 audio from a file, q4 audio from a text, q5 hap-
tic vibration) and the other one for Triggers with 4
questions (q1 time, q2 contact, q3 spatial, q4 met-
ric), based on a 5-Likert scale (1 very useless, to 5
very useful). Figures 7 (a) and (b) respectively present
the results regarding the usefulness of Feedbacks and
Triggers for the dilution activity.
“Visual color” was considered the most useful by
the participants (9/10) followed by “haptic vibration”
(8/10), “audio from a text” and “visual text” (7/10).
These results are consistent with the analysis of Feed-
backs in part 2 (cf. section 6.2.1), while part 3 (cf.
section 6.2.2) helped teachers in defining their prefer-
ences between audio and haptic Feedbacks.
Regarding triggers, 9/10 participants thought
“spatial trigger”, closely followed by “contact” and
“"metric"” ones, are useful. If part 2 of the exper-
iment mainly studies the “metric” and “spatial trig-
gers”, part 3 makes an investigation of “contact trig-
gers” while maintaining a notable interest in “spatial”
ones. “spatial triggers” seem to be unquestionable as
well as “contact” and “metric” ones.
Figure 8 (a) and (b) respectively present the results
regarding the estimated usefulness of Feedbacks and
Triggers if they will be used in other VLEs.
Same tendencies can be observed regarding the
success of “visual color” (8 times), close to “haptic vi-
bration” (7 times) followed by “visual text” (7 times).
The Triggers considered most useful were the “con-
tact” and “metric” ones (both 9/10). “Spatial triggers”
have notable results too (8/10). This confirms the po-
tential interest of those three feedback modalities and
triggers, no matter what the VLE is.
6.2.4 Reaching Pedagogical Objectives
Two questions were asked to get the agreement of par-
ticipants regarding the fact that the created Feedbacks
(question 1) and Triggers (question 2) allow them to
achieve the pedagogical objectives. These questions
were based on a Likert scale ranging from 1 (strongly
disagree) to 5 (strongly agree). Except for 1 partici-
pant, all of them agree with this two assertion (figure
9). The descriptive model of pedagogical feedbacks
seems to respond to their pedagogic needs in this spe-
cific experimental context.
6.2.5 Usability Questionnaire
The usability of GEFEED and its HCI were assessed
with the SUS questionnaire made of 10 assertions
(Brooke, 2013): (1) the willingness to use the sys-
tem frequently (2), its complexity (3), its ease of use
(4), the need for technical support to use it (5), the
well integration of its functionalities (6), its number
of inconsistencies (7), its fast learning curve (8), the
cumbersome aspect in its use (9), the user confidence
in using it and (10), the number of things to learn be-
fore being able to use the system. The participants
must state their agreement with a Likert scale of 1 to
5 (from "strongly disagree" to "strongly agree").
From the answers of those questions an average
score is computed to estimate the acceptability the
system (Brooke, 2013). A system is considered "ac-
ceptable" from 50.9/100 points. The average score
obtained for GEFEED is 60.75 points (std 15.57)
with 10 teachers, that makes it belong to the strong
probable acceptance class (High marginal, figure 10).
Therefore, even if its functionalities, HCI and er-
gonomics can be improved, the current usability level
of GEFEED make its descriptive model assessable.
ICSOFT 2023 - 18th International Conference on Software Technologies
92
(a) (b)
Figure 7: Responses to the usefulness questionnaire on Feedbacks (a) and Triggers (b) in the context of the dilution VLE.
(a) (b)
Figure 8: Responses to the usefulness questionnaire on Feedbacks (a) and Triggers (b) in other contexts.
Figure 9: Responses to the questionnaire on the achieve-
ment of pedagogical objectives.
7 DISCUSSION OF FINDINGS
All the participants completed the whole protocol (ex-
cept 2 for part 3) with an acceptable time. The pre-
sented results and tendencies must be considered in
the specific context of one VLE. Other experiments
must be done implying more teachers and other VLEs
to deeply investigate these results.
Figure 10: Average SUS score (in red) of GEFEED.
A first interesting result, is the capacity of
GEFEED to satisfy the pedagogical objectives (pre-
defined or not) for 9/10 teachers.
In terms of Feedbacks, the visual modality and
especially the color type is, from a quick look, the
most interesting feedback that confirms the results of
(Sigrist et al., 2012). However the audio and haptic
ones were also considered at a significant and some-
times close level. For testing purposes, or by confi-
dence, the observed practices were confirmed by the
teachers’ opinion on the effective usefulness of three
modalities (visual, audio, haptic) and their specifi-
A 3D Descriptive Model for Designing Multimodal Feedbacks in any Virtual Environment for Gesture Learning
93
cally types (“visual color”, “visual text”, “audio from
a text”, “haptic vibration”). The absence of interest
for “audio from a file” feedback cannot currently be
explained, showing the need of a study group or inter-
views of participants after the experimentation.
For the triggering rules, a clear exploring strategy
occurs by studying the “metric” and “spatial” triggers
in the second part of the experiment, and then, the
“contact” and “spatial” ones in the last part. The in-
terest of “spatial trigger” appears as unquestionable,
while the metric and contact triggers were also useful
for the majority of the participants. However, the in-
terest in the time trigger was limited. An explanation
can be the absence of a time constraint requirement in
the dilution task and the pedagogical objectives.
In terms of operationalisable and pedagogical
strategies, even if the couples “metric/visual”, “au-
dio/visual” and “audio/contact” can be noted, no
tendency clearly appears regarding the best Trig-
ger/Feedback couple to use for one pedagogical ob-
jective. Nevertheless, this shows the diversity of the
strategies of the teachers and/or their curiosity in ex-
ploring the functionalities of GEFEED.
During the third part of the experiment, the ped-
agogical objectives of the teachers were formalized
such as "homogenize the solution before getting the
sample", "place the pipette in the container after re-
leasing the sample in the test tube", "the pipette must
be attached to the rubber bulb", etc. However those
statements were more closed to operational instruc-
tions than a clear pedagogical objective or intention
(e.g. learning a specific action or motion, a sequence
of actions, avoiding a dangerous gesture, discover the
effect of an action, use a specific knowledge, etc.).
Consequently, one cannot study the relation between
the pedagogical objectives and the design elements
of the pedagogical feedbacks. The descriptive model
must be extended by incorporating some fields to
record a formalization of the pedagogical objectives
or intentions, if possible categorize them, and distin-
guish them from operational instructions given to the
learners, that must also be saved in the model.
8 CONCLUSION AND FUTURE
WORK
In this paper, a three-dimensional descriptive model
of pedagogical feedbacks for learning gesture-based
tasks was proposed as well as its operationalization
through the GEFEED system. GEFEED allows any
teacher to create multimodal feedbacks in any VLE
developed with Unity engine.
The pedagogical feedbacks in VLE being a crucial
elements for assisting the motion learning, this study
aims to propose a full-processing chain made of use-
ful design elements to reach their various pedagogical
objectives.
This processing chain relies on the definition of: a
virtual representation of the pedagogical information
to convey, the triggering rules of the feedback, and the
3D objects implied in the virtual representation or the
triggering rules.
An experimental study allow analyzing teachers’
practices regarding the feedback creation for a dilu-
tion simulation. Among the proposed feedbacks and
triggers provided by GEFEED, the first results high-
light: (a) for feedbacks, the visual color, visual text,
audio form a text and haptic vibration for feedbacks
and (b), the contact between two objects, spatial static
configuration and thresholds of motion metrics for
triggers, as the most used and useful design elements
to reach the pedagogical objectives.
However, those tendencies must be deeper stud-
ied with more participants and others VLEs. This can
also be crucial for the identification of the best as-
sociation “feedback/trigger” as no tendencies can be
currently observed given the current task.
Finally, the current three-dimensional model must
be extended to better distinguish, formalize and save
the pedagogical objectives, intentions and instruc-
tions. With those pieces of information, an analysis
method will be proposed to identify efficient design
elements for creating a feedback able to reach a tar-
geted pedagogical objective, given a specific learning
situation. This is essential before evaluating the effi-
ciency of a VLE enhanced by GEFEED pedagogical
feedbacks, on gesture learning.
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