5 CONCLUSIONS
In this work we presented and discussed a user study
aimed at assessing the usability, ergonomics and ef-
fectiveness (in terms of learning outcomes) of three
different VR systems used to deploy a firefighter
training application.
The major takeaways of this work are the follow-
ing. First, the VR training environment was capable
of achieving the expected learning outcomes, in terms
of both precision and timely completion of the emer-
gency procedures. Second, the introduction of the
serious game in the evaluation phase of the applica-
tion was appreciated by learners and was contributing
to support the educational path designed. Third, we
found different levels of usability (as well as different
levels of users’ appreciation) among the different VR
systems analyzed.
In particular, one of the most critical parameters
influencing the evaluations was the quality of the lo-
comotion management provided by the system. As
a matter of fact, locomotion is a relevant task in our
scenario. In order to complete the emergency proce-
dures, users have both to travel long distances and to
exert a fine control on their movements. With respect
to these requirements, when the interaction devices
(or the interaction metaphors) are not capable of sup-
porting the users, the results is a negative effect on
the trainee performances, in terms of both accuracy
and timing of the execution.
Future works will address the evaluation of alter-
native locomotion interfaces, simple to use and capa-
ble of guaranteeing a high level of immersion and an
adequate naturalness in the locomotion control. Then,
given the relevance of locomotion in other areas of ap-
plication, we are planning to extend the breadth of this
study beyond the firefighter training domain.
REFERENCES
(2007). ISO 9241-400 Ergonomics of human-system inter-
action – Part 400: Principles and requirements for
physical input devices.
Argasinski, J. K., Wegrzyn, P., and Strojny, P. (2018). Af-
fective vr serious game for firefighter training. In
Workshop on Affective Computing and Context Aware-
ness in Ambient Intelligence, volume 41, page 43.
Backlund, P., Engstrom, H., Hammar, C., Johannesson, M.,
and Lebram, M. (2007). Sidh–a game based firefighter
training simulation. In 2007 11th International Con-
ference Information Visualization (IV’07), pages 899–
907. IEEE.
Bayouth, S. T., Keren, N., Franke, W. D., and Godby, K.
(2013). Examining firefighter decision-making: how
experience influences speed in process and choice. In-
ternational Fire Service Journal of Leadership and
Management, 7:51.
Bowman, D. A., Koller, D., and Hodges, L. F. (1997).
Travel in immersive virtual environments: an evalu-
ation of viewpoint motion control techniques. In Pro-
ceedings of IEEE 1997 Annual International Sympo-
sium on Virtual Reality, pages 45–52.
Brooke, J. (2013). Sus: A retrospective. Journal of Usabil-
ity Studies, 8(2):29–40.
Cagiltay, N. E., Ozcelik, E., and Ozcelik, N. S. (2015). The
effect of competition on learning in games. Computers
& Education, 87:35 – 41.
Cater, J. P. (1994). Smell/taste: odors in reality. In Pro-
ceedings of IEEE International Conference on Sys-
tems, Man and Cybernetics, volume 2, pages 1781–
vol. IEEE.
Cha, M., Han, S., Lee, J., and Choi, B. (2012). A virtual
reality based fire training simulator integrated with fire
dynamics data. Fire Safety Journal, 50:12–24.
Engelbrecht, H., Lindeman, R., and Hoermann, S. (2019).
A swot analysis of the field of virtual reality for fire-
fighter training. Frontiers in Robotics and AI, 6:101.
Garris, R., Ahlers, R., and Driskell, J. E. (2002). Games,
motivation, and learning: A research and practice
model. Simulation & Gaming, 33(4):441–467.
Heldal, I., Wijkmark, H., and Pareto, L. (2016). Simulation
and serious games for firefighter training: Challenges
for effective use. NOKOBIT, 24:12.
Iso, W. (1998). 9241-11. ergonomic requirements for office
work with visual display terminals (vdts). The inter-
national organization for standardization, 45.
Kalawsky, R. S. (1999). Vruse – A computerised diagnostic
tool for usability evaluation of virtual/synthetic envi-
ronment systems. Applied Ergonomics, 30(1):11–25.
Lee, J., Cha, M., Choi, B., and Kim, T. (2010). A
team-based firefighter training platform using the vir-
tual environment. In Proceedings of the 9th ACM
SIGGRAPH Conference on Virtual-Reality Contin-
uum and its Applications in Industry, pages 299–302.
ACM.
Nielsen, J. (1993). Usability Engineering. Academic Press.
Nilsson, N. C., Serafin, S., Steinicke, F., and Nordahl, R.
(2018). Natural walking in virtual reality: A review.
Computers in Entertainment (CIE), 16(2):8.
Poupyrev, I. and Ichikawa, T. (1999). Manipulating objects
in virtual worlds: Categorization and empirical evalu-
ation of interaction techniques. Journal of Visual Lan-
guages & Computing, 10(1):19–35.
Rebenitsch, L. and Owen, C. (2016). Review on cybersick-
ness in applications and visual displays. Virtual Real-
ity, 20(2):101–125.
Rojas-Drummond, S. and Mercer, N. (2003). Scaffolding
the development of effective collaboration and learn-
ing. International journal of educational research,
39(1-2):99–111.
Tate, D. L., Sibert, L., and King, T. (1997). Using vir-
tual environments to train firefighters. IEEE Computer
Graphics and Applications, 17(6):23–29.
Assessing the Usability of Different Virtual Reality Systems for Firefighter Training
153