Immersive Serious Game-style Virtual Environment for Training in
Electrical Live Line Maintenance Activities
Klaus de Geus
1a
, Rafael T. Beê
1
, Vinícius M. Corrêa
1
, Ricardo C. R. dos Santos
2
,
Alexandre P. de Faria
2
, Elton M. Sato
3
, Vitoldo Swinka-Filho
3
, Awdry F. Miquelin
3b
,
Sergio Scheer
2c
, Paulo H. Siqueira
2d
, Walmor C. Godoi
3
, Matheus Rosendo
3
and Yuri Gruber
3
1
Copel Geração e Transmissão S. A., Rua José Izidoro Biazetto, 158, 81.200-240 Curitiba, Brazil
2
Universidade Federal do Paraná, PPGMNE, CESEC, Centro Politécnico, 81.530-900 Curitiba, Brazil
3
Lactec, Rod BR 116, 8.813, Jardim das Américas, 81531-980 Curitiba, Brazil
Keywords: Virtual Reality, Gamification, Learning Theories, Gagné’s Learning Model, Electrical Energy Maintenance,
Critical Activities.
Abstract: This paper describes a virtual environment solution for the training of electricians in critical activities,
namely, live-line maintenance, in electrical energy substations. The main concept of the virtual environment
is the mapping between virtual reality technology and gamification methods with learning theories, in
particular, Gagné’s cognitive model. In order to explore the benefits of gamification, the system uses
concepts established by the Flow Theory, the Magic Circle concept as well as the Player Experience of Need
Satisfaction (PENS) theory. User Experience (UX) is used to assess how the system is perceived by the user.
Non-player characters are modelled to assist the trainee in the learning process. However, they may use
misleading information in order to induce the trainee to make mistakes and thus provide a means of
exercising decision making in adverse conditions, which is an important stage in the learning process,
especially in the context of critical activities. Additionally, an automatic feedback system based on the
visualization of error patterns highlights not only the mistakes made in the virtual experience, but also the
strategy for solving the proposed problem. Tests were carried out aiming at measuring several aspects,
ranging from usability, perception of benefits and learning effectiveness. A trainee classification process is
proposed based on the analysis of human error patterns during the execution of a task. The modelling of
knowledge is based on the literature on human reliability and results from the application of tools such as
task analysis and knowledge extraction from expert users when interacting with the system (expert
elicitation). Clustering techniques applied to error patterns allows for the identification of prototypes of
performance classes and their visualization in the form of distinct groups. Results of different assessment
processes, based on the view of potential users, are presented, analysed and discussed. Future work includes
the conclusion of the automatic evaluation process, based on the analysis and visualization of human error.
1 INTRODUCTION
Virtual reality, along with gamification, has played an
important role in alternative learning in recent years,
especially in the context of critical activities. This
paper describes a virtual environment aimed at
training electricians in power substation maintenance
activities.
a
https://orcid.org/0000-0003-0303-3548
b
https://orcid.org/
0000-0002-7459-3780
c
https://orcid.org/
0000-0003-3995-9780
d
https://orcid.org/
0000-0002-7498-0721
The general benefits of a complementary virtual
process include a) safety, since there are no risks and,
more precisely, there is no health and life related
threat in a virtual environment, as opposed to the
traditional maintenance activity; b) psychological
effects, since trainees know there are no risks
involved and they can concentrate solely in the
learning process; c) logistics, because the actual
42
de Geus, K., Beê, R., Corrêa, V., Santos, R., Faria, A., Sato, E., Swinka-Filho, V., Miquelin, A., Scheer, S., Siqueira, P., Godoi, W., Rosendo, M. and Gruber, Y.
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities.
DOI: 10.5220/0009343200420053
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 2, pages 42-53
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
training process requires special arrangements,
favourable weather conditions, the involvement of a
whole team of professionals and displacement of
people and equipment, whereas the virtual process
can be used at any time and can be transported easily;
and d) the innovation of an effective learning through
the mediation of the virtual reality technology
involved.
The most important benefits, however, are related
to the improvement of the training process,
addressing the following issues:
a) the fact that the traditional training can only be
performed sporadically, at specific occasions,
due to the constraints implied in the process,
which makes it very difficult for the trainees
to recall learning, and thus reducing the
effectiveness of the training process;
b) the use of methods, concepts, and cognitive
aspects with great potential to improve the
learning process; and
c) risk activities require a lot of attention, since
they are by nature very dangerous. However,
experienced professionals tend to rely on their
muscle memory, when they have already
mastered the activity to be performed. This
may lead to accidents because of minor
mistakes. In a virtual environment, error-
inducing mechanisms are useful to bring the
issue from the muscle memory back to the
cognitive system. This way, professionals
activate their attention in the activities,
preventing mistakes which can lead to serious
accidents.
The immersive virtual environment relies on a
few concepts which address learning factors not
normally and suitably addressed in traditional
training processes. Thus, it provides an alternative
learning experience capable of a greater degree of
knowledge retention, exploring motivation as a key
factor for learning. This scheme can ultimately result
not only in better quality of services but also in human
security.
It is also very important that a virtual learning
system provide an adequate means of assessing the
effectiveness of learning. However, learning
evaluation is not a simple task, and it normally
considers the progress the learner has made since the
beginning of the training. Automatic evaluation
should be presented to the user as part of the
gamification process, since players admire scores and
feel motivated to carry on until they reach the desired
level.
Due to the professional nature of the critical
activities training, knowledge modelling was carried
out by means of human reliability tools such as task
analysis and expert elicitation during training
sessions. From the interaction data of expert users
with the virtual system during the execution of a task
sequence, error patterns of each user were mapped,
allowing for the proposal of a trainee model. Trainee
error patterns were grouped into performance classes
using simple data mining techniques, such as K-
means, implemented in the R language. The
identification of performance classes provides a basis
for developing a system of the evaluation of new
trainees. This can also be fed into a more advanced
evaluation model, capable of measuring how much
the player has actually learned.
2 RELATED WORK
This section describes the state-of-the-art in the areas
which play a major role in the work, namely, virtual
reality technology and applications, gamification,
virtual modelling and learning evaluation.
2.1 Virtual Reality Applied to Training
in Critical Activities
The attractiveness of virtual reality to training in
critical activities is high due to several aspects.
Trainees are able to train whenever they wish, for
how long they wish. Real world problems do not
represent any danger in a virtual environment, and
this corresponds to a significant advantage in terms of
psychological aspects. Gamification methods can
also enhance motivation, a key aspect of learning.
They provide means to deal with a problem which
affects to a great extent the performance of critical
activities, namely, overconfidence.
Works dealing with the application of virtual
reality in the area of power systems tend to focus on
providing the user with familiarity with an
environment to each there is limited access, so that
the user does not feel uncomfortable or even
threatened when present in the real scene. Such is the
case of the work by Cardoso et al (2017). The work
by Velosa et al. (2018), with application to power
substations, proposed the use of a virtual model to
provide a way to introduce a beginner to the scene, so
that safety distances can be assessed and dealt with
prior to an experience in a real scene.
Other works deal with the feasibility of
implementing a well modelled and fast enough
environment capable of adequately simulating a
power substation. This is the case of the work by
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
43
Fanqi and Yunqi (2010) and the work by Nasyrov and
Excell (2018).
2.2 Gamification
Gamification is the application of game mechanics
outside the context of games, stimulating the reward
centre of the brain and creating a psychological
positive reaction to keep the subject interested in the
activity and, thus, to generate engagement and
increase the fidelity of the subject in the activity
implemented by the system.
The flow theory, central to the object of keeping
challenge and engagement, was developed by the
Hungarian-American psychologist Mihaly
Csikszentmihalyi in 1990 (Csikszentmihalyi, 1990)
and further explained in 1997 (Csikszentmihalyi,
1997), claims that the maximum motivation of the
player occurs when the challenge is large enough, but
not impossible to the point of generating either
anxiety or frustration. In this situation, the player can
spend hours playing without realizing the passage of
time.
There must be a goal that can actually be achieved
by the player when performing the activity, otherwise
it will become pointless and the player will lose
interest. Too easy a task implies boredom by the
player. Analogously, too difficult a task implies
frustration or anxiety on the part of the player. There
must be a well-defined relationship between skill and
challenge (Csikszentmihalyi, 1990).
In order to achieve a successful experience, the
player should receive feedback. The brain uses the
feedback as a means to predict performance, to assess
the chances of not reaching the desired goal and,
specifically in the case of a game, the chances of
losing (Tom et al., 2007).
The magic circle concept, within the theories of
Huizinga (1949), considered the pioneer of the study
of the play activity, explores the intrinsic limitations
of an activity, be it spatial, temporal, or even social,
and creates a parallel universe to everyday life, a self-
contained microcosm in which some rules are added
or removed from the player's context, so that errors
may have little or no consequence outside the magic
circle. Finally, the use of the PENS theory (Player
Experience of Need Satisfaction) can help create
virtual engaging experiences, mapping three aspects
that the player feels the need to have: competence,
autonomy and relationship (Scott Rigby, 2011).
The discipline of neuroscience has also shown
that the human mind is constantly subject to
interpretations that may not correspond to reality. It is
not difficult to deceive the human mind by inserting
it into a fictitious scenario and at the same time
convincing it that the scenario is real and that
everything within it is real.
The characteristics reported above led to the
conception of the learning virtual environment
described in this paper as a serious game.
2.3 Virtual Modelling
The modelling of virtual objects is commonly
performed using ontology, since they must interact
with the user and also with other objects in the scene,
that is, they must have a well-defined behaviour.
Zagal et al. (2005) developed a framework aiming
at an ontological language for game analysis. Their
model, called Game Ontology Project (GOP), is
based on the following taxonomy: a) Interface –
interaction of the player with the game; b) Rules –
what and how events happen within the game; c)
Goals – what must be fulfilled by the player; d)
Entities – all interactable objects; and e) Entity
Manipulation – actions by entities and the player.
Yusoff et al. (2009) present a framework for the
development of serious games combined with
learning theories. The model allows for the
specification of technical aspects of the game as well
as learning dynamics based on the ability to fulfil
certain tasks and promote reflection on the player
about the actions taken in the learning process.
A similar approach is used in the work of Tang
and Hanneghan (2010), which presents a model for
the automatic generation of serious games, based on
the following models: a) Game Content Model, used
for defining objects, attributes and relationships; b)
Game Technology Model, used for presenting the
game within a programmatic order; and c) Game
Software Model, used for implementing the model on
a specific platform.
The works listed above describe, in general,
development aspects in the production of serious
games. However, in the proposed virtual
environment, it is necessary to describe the elements
within the dynamics and story of the game, as well as
their behaviour.
2.4 Non-player Characters
Non-player characters (NPC) have played an
important role in virtual environments focused on
social skill training. Moon (2018), in his review paper
on social embodiment for design of NPCs in virtual
reality-based social skill training for autistic children,
stresses that NPCs are “believed to enhance the social
CSEDU 2020 - 12th International Conference on Computer Supported Education
44
awareness of users in simulated social worlds”. They
have three special roles in virtual training:
i. Serve as an aid to the trainee, giving hints as
to how to solve a problem;
ii. Serve as a sort of companion, providing the
learners with a desirable social engagement;
iii. Initiate problematic situations in order to
expose the learner to situations likely to be
experienced in real life.
Gamage and Ennis (2018) examined some effects
of NPCs in serious games both in terms of learning
and engagement. The results they obtained in their
experiments show that NPCs can lead to significant
positive effects on engagement and also that learners
prefer to use virtual environments which contain
virtual characters, which in turn leads to a positive
effect on learning.
The works by Buede et al. (2016) and Balint et al.
(2018) both address the issue of designing intelligent
NPCs in order to enhance interaction with users of the
virtual system and thus promote engagement.
2.5 Learning Evaluation
Learning virtual systems reported in the literature
normally use experimental tests in order to validate
results, but none of them comprises a module to
actually perform the evaluation of how much the
trainee has actually learned.
Shen et al. (2018) applied questionnaires to
students to assess the effectiveness of the use of
virtual reality in learning, by means of an immersive
VR experience. Analogously, Sankaranarayanan et
al. (2018) applied a questionnaire to a simulation
group and to a control group to assess the difference
in performance when training in a simulated
operating room fire scenario, resulting in a better
performance to the simulation group. Ekstrand et al.
(2018) compared an immersive virtual reality-based
training system with the traditional paper-based
method in the area of neuroanatomy, where 3D
techniques are essential for providing a better
understanding of the brain. The aim of the work by
Mavromihales et al. (2018) was to evaluate the
benefits of games-based learning for the performance
of mechanical engineering students, dividing them
into two groups and then comparing their
performance. Sreelakshmi et al. (2015) integrated a
serious game with the nine events of instructions by
Gagné, and evaluated its benefits. All these works,
regardless of the discipline to which virtual reality
and gamification technology have been applied,
highlight the fact that measuring learning is still a
scientific challenge.
Artificial intelligence techniques have also been
used for two relevant purposes regarding learning
evaluation: a) to map or to infer the knowledge state,
current and future, of the trainee from data generated
within the interaction with the virtual environment;
and b) to be an auxiliary tool for the analysis of
human error risks.
There are vast amounts of studies related to
human error in the scientific literature. This work is
based on some parameters that have been
consolidated in the area of knowledge: First, as stated
by Rasmussen (1982), back in 1982, every
instructional proposal must offer the opportunity for
trial and error experiments. According to Bateson
(1973), as interpreted by Pereira (1983), error is a
necessary consequence of any learning process and,
thus, error is an indicator of change in knowledge.
The recurrence of error, regardless of the context,
allows for identification of error patterns, which
provide indications of critical issues anchored in the
human-system interaction (Reason and Hobbs, 2003).
The virtual learning system described in this paper
goes beyond demonstrating that technology can
improve the learning process, providing a model for
the evaluation of trainees as well as of the learning
they achieve when subject to the training process. The
concept of the model is based on the analysis and
visualization of human error, and is the focus of
ongoing work.
3 METHODOLOGY
The work involves multiple areas of knowledge
aiming at providing an effective solution for the
virtual learning process. The most important areas
involved are geometric modelling, virtual reality,
which can be categorized as technological, and
gamification and learning models, which can be
categorized as cognitive sciences.
In addition, this work addresses two special
aspects. The first consists of the application of virtual
reality technology and gamification aiming at
enhancing the learning process, making special use of
the role of human errors in learning. The second
consists of conceiving an automatic evaluation
model, which is a very challenging task, since
measuring learning is rather difficult and methods to
accomplish that are still incipient.
3.1 Using Errors for Learning
Beyond the work towards the development of a
realistic virtual environment for learning purposes,
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
45
the first research topic addressed in the project
attempts to answer the question on the effectiveness
of gamification on learning, especially in the context
of critical activities. The system should make use of
all gamification scheme which bring benefits to the
learning process.
The first thing to do is to map the methods
mentioned in the previous section onto a mechanism
of learning, which in turn is represented by a suitable
learning model. Due to the nature of the activities
addressed in the virtual environment, namely, “live
line maintenance of electrical substations”, which
englobe very rigorous protocols, the learning theory
adopted was Gagné’s learning model, with its nine
events of instruction. For further details on the
Gagné’s learning model, the reader must refer to the
seminal paper by Gagné, Briggs and Wager (1992).
After carefully identifying how each of the nine
events of instruction proposed by Gagné et al. relate
to the physical (standard) training process, it was
possible to analyse which of the gamification
schemes previously mentioned had potential of
application aiming at enhancing the learning process.
Apart from the geometric modelling challenges
involved in the development of the learning
environment, some important decisions had to be
made to ensure a satisfactory learning experience.
One of them was that the experience in the learning
environment should be of the type “single player”,
which implies that only one electrician is trained at
any particular time.
The second modelling challenge is to make every
agent (also known as actor) in the scenes behave
appropriately, according to the type of relationship
they have among themselves. For this purpose, an
ontology scheme was adopted.
For the modelling of behaviour and relationship
patterns of agents (whether they be simple electric
components or maintenance tools), seven
requirements were defined: 1) to take into
consideration the social relationship dynamics
present in real world practice, namely, subordination
and cooperation; 2) to convey to the player a sense of
the need for reaching a specific goal so that a larger
goal is achievable; 3) to consider that a specific
problem in this domain can have multiple possible
solutions; 4) to verify whether the player is able to
make a decision considered correct in activities such
as choice and use of maintenance tool; 5) to consider
possible consequences of not executing a specific
procedure; 6) to consider the nature of fortuitous
violations of good practices; and 7) to consider
possible adverse conditions which could jeopardize
or even prevent activities from being performed.
Logging user interactions with the system while
performing a task enables detection of different types
of errors. According to the taxonomy presented by
Reason and Hobbs (2003), based on Rasmussen's
Skill-Rules-Knowledge hierarchical scheme
(Rasmussen, 1982), these errors assume the following
forms of observable behaviours:
Task not performed due to action omission;
Inaccurate performance;
Action performed in the wrong order;
Performance outside the expected time;
Incorrect action;
Wrong action performed on the correct
component;
Correct action performed on a wrong
component;
Action performed at the wrong time.
Given the critical nature of training activities, the
role of error in assessing learning goes beyond its
pedagogical character. Often used in instructional
planning and learner classification (Bloom et al.
1983), human error is the central element in human
reliability studies and, therefore, was defined as the
fundamental parameter for mapping the trainee's
learning level.
These mechanisms help in the determination of
errors performed by the trainee. They can also
dynamically provide suitable feedback so that they
can estimate their performance and attempt to prevent
failure.
It is assumed that there is a projection of the state
of knowledge of the trainee in the form of behavioural
patterns. A pattern is a reflection of shared beliefs that
influence the performance of an individual. Thus, the
recognition and analysis of a critical situation, or the
execution and validation of a proposed solution, must
correspond to a certain level of performance in
relation to the knowledge of rules and procedures as
a strategy for problem solving and decision making in
critical situations. Data knowledge discovery
techniques have been successfully applied in
instructional systems to either statically or
dynamically infer the trainee's state of knowledge or
to map patterns of user interactions. The purpose of
analysing and visualizing such patterns is to reveal a
dynamic image that allows for the identification of
changes in individual performance and its
classification in relation to the proposed learning
objectives.
3.2 Evaluation Process
The evaluation of learning has always been a
challenge, since there is no definite method which is
CSEDU 2020 - 12th International Conference on Computer Supported Education
46
able to clearly state how much somebody has learned
from a particular experience or activity. One of the
clearest reasons is the subjective nature of scoring,
since every evaluator uses an internally conceived
scale and therefore different from that of any other
possible evaluator.
Evaluation processes in virtual learning systems
are performed on a learner model consisting of state
variables based on user interaction with the
environment. The trainee modelling was carried out
using tools and models to analyse human reliability
and, in particular, the study of human error in critical
activities. In this perspective, the state of knowledge
of a trainee corresponds to the likelihood of certain
types of errors occurring during the execution of a
task.
The trainee model is based on the probability of
violation or negligence towards implicit semantic
rules. Learning measure, as well as the measure of the
efficiency of the virtual environment, is based on a)
the ability by the trainee to respond to the requests
made by the system; and b) the evolution of this
ability.
Table 1: Error categories and types.
General category Error type
Choice of procedure (P) P1- incomplete
P2 - incorrect
P3 - superfluous
P4 - absent
P5 - unnecessary
Execution (E) E1 - omission
E2 - replication
E3 - inclusion
E4 - sequence
E5 - intervention at some
inappropriate time
E6 - incorrect operator
position
E7 - incomplete action
E8 - unrelated or
inappropriate action
E9 - right action on wrong
object
E 10- unintended action
Recovery from error (R) R1 - too late
R2 - late
R3 - immediate
Performance metrics of a trainee in a virtual
environment allow for the categorization according
to:
a) Trainee’s current level of knowledge;
b) Aims of the training;
c) Interactive processes with the system;
d) Risk associated with human error.
The categorization of human error, in turn, allows
for a) the identification of critical situations; and b)
the definition of preventive and corrective
interventions.
Error categories analysed in this paper were
selected from the work by Sherer et al. (2010) and are
presented in Table 1.
4 DEVELOPMENT
The immersive virtual learning environment was
developed using a game engine, Unreal® Engine 4. A
real electrical substation was digitalized, first using
laser scan and then a geometric modelling tool.
Details of objects, such as day and night cycle, dust
in the air and on insulators and 3D modelled gravel,
enhance realism and thus the sensation of immersion.
Figure 1 illustrates the modelling of a power
substation.
Figure 1: Image showing the modelling of a power
substation and tools used in maintenance activities.
Figure 2: Conceptual diagram showing an abstraction of
components of the live learning virtual environment in four
domains (fundamentals, methods, validation, and
application) along with their relationships. Continuous
arrows indicate direct relationship, whereas dotted arrows
indicate abstract relationship.
The concept of the system can be thought of as the
interaction between several different components.
Figure 2 attempts to represent, in terms of
methodology and technology, how the virtual
learning environment was conceived and developed.
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
47
4.1 Virtual Learning Modelling
The system provides five modalities of virtual
training:
a) demonstration modality: the system shows
the procedures to be performed using a
movie-like animation, causing effects on the
components which must be moved or acted
upon.
b) instruction modality: the system takes one
step further, showing to the trainee how the
procedures must be carried out. In this
modality, the trainee is already inside the
virtual scene, but does not perform anything.
c) interaction modality: The trainee is now
responsible for carrying out the procedures
in their logical sequence. In this modality,
errors begin to have a role.
d) game modality: The system now provides
functionalities that make it resemble
entertainment games, including scoring.
This modality attempts to explore the
motivation to play and, thus, to learn.
e) unexpected situations modality: The last
layer of the system is built on top of the
game modality, inserting into the scene
agents with bad behaviour, which will try to
induce the trainee to make mistakes. In this
modality, errors are used to enhance the
learning experience.
4.2 Game Modelling
As far as the effectiveness of using interaction
equipment is concerned, with the intrinsic movement
restrictions, the magic circle concept was explored
and tested with potential users, showing that the
concept indeed works. The users easily transferred
their minds to the parallel world, with its new rules,
namely, the standard controllers and interface devices
of off-the-shelf game consoles, which were capable
of performing six degrees of freedom hand presence,
which contributed to the feeling of immersion by the
trainees.
The concept of Flow has also been explored and
tested with potential users, showing that the sensation
of passage of time had been altered. This means that
the users can train more without getting tired,
enhancing the level of learning. The tests also showed
that immersion significantly enhances the sensation
of a captivating experience and thus the learning
process.
As stated by Tom et al. (2007), adequate feedback
must be given to users, so that they can dynamically
predict their performance, their chances of reaching
the desired goal and, especially in the case of critical
activities, their chances of failing. Since the
environment resembles a game, users with prior game
experience tend to grasp the dynamic of the
environment almost instantaneously.
4.3 Multi-agents and NPCs
Since the environment was modelled as “single-
player”, it must count on NPCs representing the other
participants in the maintenance activity being trained.
The use of NPCs here is also based on what the
scientific literature claims, that it leads to a higher
level of engagement and learning.
In the current version, NPCs are used in order to
provide a means for the use of errors in the learning
process. In this scenario, one of the NPCs, whose
normal role is to assist the learner in the activity and
to perform the actions of other electricians involved
in the activity, can attempt to lead the player to make
a mistake. The mechanism is part of the “unexpected
situations modality” of the virtual environment, and
makes up its most advanced learning module.
The behaviour of NPCs was modelled based on a
solver best known as STRIPS, short for “the Stanford
Research Institute Problem Solver”. As stated by the
authors in their seminal paper (Fikes and Nilsson,
1971), the solver “attempts to find a sequence of
operators in a space of world models to transform a
given initial world model into a model in which a
given goal formula can be proven to be true”.
However, STRIPS lack two characteristics necessary
in the virtual environment: a) it does not account for
human (player) interference; and b) it does not
account for dynamic priorities.
An extension of STRIPS was then developed in
order to allow NPCs to update their tree of plans on
each iteration, and then to alter their priorities
according to their updated needs. This way, an NPC
is able to prioritize harmful actions and thus attempt
to lead the player to an error. The model also accounts
for an “internal distraction” degree, that is, an NPC
has less or more susceptibility of getting distracted in
activities such as trying to talk with the player.
In order to control the behaviour of NPCs, the so-
called BDI (short for “Belief, Desire, Intention”)
model was adopted, which provides NPCs with the
ability to make decisions on their next actions based
on all available information.
CSEDU 2020 - 12th International Conference on Computer Supported Education
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4.4 Evaluation Model
The evaluation model of the virtual learning
environment is based on the acquisition, processing,
analysis and visualization of data collected during and
after training. The first issue to address in the
evaluation process is to provide the learner with
feedback on preliminary performance results, since
this is a fundamental principle in the learning process.
This is one of the nine events of Gagné’s model. The
performance assessment (learning results) comes
next, and then the enhancement of retention and
transfer (internalization of knowledge).
It is important to note that, in the work by Gagné
et al. (1992), the concept of instructional planning
was based on a cognitive model grounded on
information processing. Learning depends on
directing efforts and attention to learning outcomes.
A similar cognitive model is fundamental in
studies of human error, as in the model of human
failure proposed by Rasmussen (1982). This model
relates internal mechanisms of human errors with
their manifestation by means of observable
behaviour. This model is the basis for a learning
evaluation method which encompasses elements of
human reliability analysis within instructional design.
Analysing the interactions of learners in the
virtual environment allows for the mapping of their
performance during the execution of a task, which
then reveals patterns of behaviour. The key challenge
now is to identify and visualize these patterns by
means of data mining techniques which should allow
for the classification of patterns and the inference on
the knowledge states of the learners.
5 RESULTS
The evaluation of knowledge acquisition is a
challenge, encompassing many subjective aspects.
Four different types of tests were carried out
independently to validate the virtual environment.
Aspects in one test may be overlapped to some degree
with aspects in the other tests.
5.1 Usability and User Perceptions
The first test had a somewhat subjective nature,
addressing two aspects: usability and perception of
benefits to the learning process by potential users.
The second test was carried out with three different
groups and addressed four aspects: enjoyment,
usefulness, ease of use and immersion. It is worth
noting that it is not so easy to carry out tests due to
the low number of electricians qualified to perform
this kind of activity.
In the first test, each of the two aspects was
evaluated with a single question, as described below:
Usability: Can you compare this virtual
environment, in terms of effectiveness, with
other computer programs used for learning
purposes?
Learning benefits: Do you think this virtual
environment will be useful to complement
the training process, bringing benefits in
terms of interest and motivation?
Table 2 shows results of the tests carried out with
19 electricians, in three different virtual environment
experiments, attempting to assess “usability” and
“learning benefits”.
Table 2: Results of usability tests.
Criteria
Likert Scale
Much
worse /
strongly
disagree
Worse /
disagree
Similar
/
neutral
Better
/
agree
Much
better /
strongly
agree
Usability
0 0 7 6 6
Learning
benefits
1 2 0 8 8
After careful analysis of the answers, it was clear
that the negative observations on learning benefits
were, in fact, related to usability. This is confirmed
by other arguments they presented in their speeches.
This kind of confusion is fairly normal in experiments
like the ones made here.
The difficulties reported are presented below
along with how the system attempts to address them:
a) Lack of safety distances: the version he
tested did not include safety distances;
b) Lack of force feedback: the system should
address aspects of the learning process
which do not rely on force feedback;
c) Difficulties with the interface: users with no
experience in games or virtual applications
tend to perform significantly better on the
second experiment, improving their ability
in such a way as to match the skills of
experienced users.
The second test had a more general approach in
terms of public, and attempted to assess the virtual
environment as a game. Three different groups were
interviewed: a) game design professionals; b) non-
critical maintenance professionals; and c) critical
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
49
activity maintenance professionals. This means that
only the third group corresponded to the public to
which the virtual environment was designed.
The method employed in these tests were by free
speech interview, where interviewees are allowed to
express themselves as they wish. The interviews were
later analysed to produce the results shown here.
Results presented in Figure 3 show satisfactory
perceptions on enjoyment and usefulness, relatively
satisfactory perceptions on immersion and reasonable
perceptions on ease of use. This will be discussed in
more details in the next section.
Figure 3: Responses of interviews with different groups on
four aspects of the virtual learning environment.
5.2 Analysis and Visualization of
Performance Patterns
The modelling of human error and the tracking of the
behaviour of the trainee, by means of the interaction
process in virtual systems, comprises a first stage of
the learning evaluation, which generates data about
their performance. Determining patterns from these
data requires the concomitant use of classification and
visualization techniques.
An important gap in the development of
interactive data visualization techniques, applied to
user interaction data from virtual training and
educational systems, according to Vieira et al. (2018),
is the lack of connection between data visualization
techniques and learning theories. This lack of
integration has produced a situation where the
sophistication and interactivity of visualization
methods are unrelated to a learning theory and thus
fail to communicate information regarding user
performance.
Based on the analysis of the activity called
“pedestal isolator exchange”, analysis of the system
database, expert interactions and literature review on
human error in the electrical sector, a knowledge
model and an elementary data structure are proposed
aimed at composing a “model of the trainee”. The
available data were extracted from a database of 23
training sessions of a simulated activity composed of
13 tasks represented in the unweighted and directed
graph in Figure 4. The complete execution of the
activity corresponds to a minimum spanning tree of
the graph subject to constraints imposed by edge
directions. The identification of violations which
occurred in the training sessions was based on
violations of the constraints derived from the
mapping of tasks relationships in the system database.
The classification of the mistakes made in training
sessions, as well as information about the time and
number of executions of each task, support the
modular structure for the trainee model. Thus, the
probability of error in a given task is subject to the
knowledge of the chance of occurrence of three error
categories (Table 1), illustrated in Figure 5a, namely,
(P) procedure choice, (E) execution and (R) recovery
from error, as well as the expectation of (T) the time
spent and (No) the number of times the task will be
performed. This model is applied to each task
performed, as illustrated in Figure 5b. A state of the
knowledge of the trainee throughout the 13 proposed
tasks is therefore given by a vector of 65 components.
Figure 4: Graph of possible paths for performing the tasks
within the simulated activity.
The error patterns created from the analysis and
treatment of the interaction data of the 23 training
sessions are represented in the heatmap of Figure 6.
Each line corresponds to the monitoring of trainee
interactions with the system. The columns, taken
from 13 to 13, correspond, respectively, to the values
of the variables T, No., P, R and E.
The mapping of interactions through heatmaps
has been explored in the study of social network
users. Cao et al. (2015) propose a system for user
CSEDU 2020 - 12th International Conference on Computer Supported Education
50
model visualization, called TargetVue, which allows
for the comparison of patterns of user behaviour over
time and supports the detection of anomalies from
different data sources.
Figure 5: Graphs of the model: a) Subgraph that models
probability of error occurrence in Task i; b) Graph of
simulated activity with concatenated tasks.
Figure 6: Heatmap of interactions of 23 training sessions
sorted according to the system entry.
Figure 7: Heatmap ordered and stratified according to five
performance classes.
In the heatmap shown in Figure 7, the matrix lines
were ordered according to similarity between the
patterns. The dendrogram to the left of the figure
allows for the visualization of possible hierarchical
clusters (highlighted line), according to the depth
levels of the groups.
The clusters found in this procedure demonstrate
the ability of the model to capture the state of the
trainee's knowledge by means of patterns which
identify distinct performance classes. The strong
correlation between similar patterns provides
important parameters for the implementation of tools
for automatic performance classification.
5.3 Error-inducing Scheme
The tests carried out to measure perceptions on the
error-inducing scheme involved five live line
electricians. It is worth noting that there are not so
many professionals available for tests, since it is a
very restricted public.
The methodology used in these tests were as
follows: First, electricians were asked to perform a
maintenance activity in the virtual environment,
being told that a virtual assistant (NPC) would help
them. Then, they were asked to do it for a second
time, but they were not advised about the change of
behaviour of the virtual assistant, who was supposed
to, at some point, mislead them. After the second
experience, they were told that the virtual assistant
tried to mislead them, and they were asked to perform
the activity for the third time, but this time the virtual
assistant would behave normally.
After the three performances, they were asked to
answer four questions (free speech) and an additional
question using the Likert scale, as follows:
1. Did you notice that the virtual assistant tried
to mislead you? Did you notice it
immediately? If not, how long did you take
to notice? Only two electricians noticed the
error immediately;
2. What did you think when you were sure that
there was a mistake? Three electricians
focused on what to do to correct the actions
when they realized there was an error. One
thought there was an error in the system;
3. Did this mistake lead you to change your
attitude during the experience? Four
participants said they changed their attitude.
One decided not to rely on the virtual
assistant. The other three said they decided
to pay more attention;
4. Did you expect another attempt by the
virtual assistant to mislead you in the third
session? All participants were expecting an
error in the third session;
5. Do you think the error-inducing mechanism
can bring benefits for the training? Does it
induce the trainee to think more about how
to perform the activity? (Likert scale: 1 -
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
51
strongly disagree; 5 - strongly agree) Four
participants strongly agreed about the
benefits the error-inducing scheme can bring
(score 5) and one agreed to some degree
(score 4).
6 DISCUSSION
In terms of usability, most users approved the use of
the environment as an important tool to complement
traditional training, as the first test showed (Table 2).
The minority that was sceptical towards the system
based their opinion in arguments which are either out
of scope or dealt with either in future versions, with
the inclusion of other functionalities, or in further
virtual sessions, since other tests have already shown
that the cognitive load of the system is very low.
Furthermore, in one particular case the trainee even
misunderstood the purpose of the system, claiming
that it would not replace the traditional training
process. In fact, this has never been the purpose of the
system.
The second usability test, carried out with three
different groups using free speech interviews, showed
that all groups perceive the system as useful for its
purposes. Furthermore, despite not unanimous, they
find the system enjoyable, which is an important
aspect of the system since learning is affected by the
way learners feel about the process.
However, none of the groups found that the
system was easy to use. Live line maintenance
professionals had a slightly more positive view on
this aspect. This may be related to the unfamiliarity
other users had on the activity itself, which is
understandable. If one does not know what to do in
real practice, one tends to have more difficulties in
finding out what to do in the virtual environment.
As Figure 3 shows, ease of use received a
significantly lower score in comparison to the other
criteria. In order to analyse this, it is important to
distinguish the two types of population, as their
differences in profile cause significant impact as far
as this criterion is concerned. Technical audiences are
generally focused on solving problems. Indeed, the
literature is right when it says that games are a type of
problem-solving method that refrains from
unnecessary complications. Although the chart does
not segregate the groups, results show that active
maintenance personnel have scored significantly
better than the other groups, mostly due to the
knowledge of what tools should be used at every step
of the activity.
Interviews after the experiments also showed that
there was a general misunderstanding about the
meaning of the term "ease of use". From the thirteen
times the term appeared in the interview (that is, the
thirteen interviewees referred to the term after being
asked about it), twelve of them (all but one) were used
in the sense of "lack of familiarity" with the
equipment.
This means that the criterion "ease of use" has
been compromised, and should be addressed in a
different way. Analyses such as this, based on free
speech and using specific terms, proved to be more
complex than previously imagined. Nevertheless, the
whole experiment was presented here in order to
ensure its reliability and authenticity.
The proposed evaluation model, based on the
analysis of errors occurred during training sessions,
aims at providing parameters for the classification of
trainee performance. In this sense, a cluster analysis
was carried out in order to identify performance
classes. Data were normalized and clustering
techniques were implemented through the libraries
and functions available in the R-CRAN language and
the RStudio development environment (Williams,
2011).
As for the error-inducing tests, results show that
the use of the virtual environment brings benefits for
the learning process.
ACKNOWLEDGEMENTS
This work was developed by the OneReal Research
Group, R&D project PD-06491-0299/2013 proposed
by Copel Geração e Transmissão S.A., under the
auspices of the R&D Programme of Agência
Nacional de Energia Elétrica (ANEEL), Brazil.
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