This paper describes an experiment that compares behavior in small groups when its members carry out a task in a virtual environment (VE) and then continue the same task in a similar, real-world environment. The purpose of the experiment was not to examine task performance, but to compare various aspects of the social relations among the group members in the two environments. Ten groups of three people each, who had never met before, met first in a shared VE and carried out a task that required the identification and solution of puzzles that were presented on pieces of paper displayed around the walls of a room. The puzzle involved identifying that the same-numbered words across all the pieces of paper formed a riddle or saying. The group continued this task for fifteen minutes, and then stopped to answer a questionnaire. The group then reconvened in the real world and continued the same task. The experiment also required one of the group members to continually monitor a particular one of the others in order to examine whether social discomfort could be generated within a VE. In each group, there was one immersed person with a head-mounted display and head-tracking and two non-immersed people who experienced the environment on a workstation display. The results suggest that the immersed person tended to emerge as the leader in the virtual group, but not in the real meeting. Group accord tended to be higher in the real meeting than in the virtual meeting. Socially conditioned responses such as embarrassment could be generated in the virtual meeting, even though the individuals were presented to one another by very simple avatars. The study also found a positive relationship between presence of being in a place and copresence—the sense of being with the other people. Accord in the group increased with presence, the performance of the group, and the presence of women in the group. The study is seen as part of a much larger planned study, for which this experiment was used to begin to understand the issues involved in comparing real and virtual meetings.
The training objective for urban warfare includes acquisition and perfection of a set of diverse skills in support of kinetic and non-kinetic operations. The US Marines (USMC) employ long-duration acted scenarios with verbal training feedback provided sporadically throughout the training session and at the end in a form of an after-action review (AAR). The inherent characteristic of training ranges for urban warfare is that they are the environments with a high level of physical occlusion, which causes many performances not to be seen by a group of instructors who oversee the training. We describe BASE-IT (Behavioral Analysis and Synthesis for Intelligent Training), a system in development that aims to automate capture of training data and their analysis, performance evaluation, and AAR report generation. The goal of this effort is to greatly increase the amount of observed behavior and improve the quality of the AAR. The system observes training with stationary cameras and personal tracking devices. It then analyzes movement and body postures, measures individual and squad-level performance, and compares it to standards and levels of performance expected in given situations. An interactive visualization component delivers live views augmented with real-time analytics and alerts; it also generates a personalized AAR review in a three-dimensional virtual or mixed reality environment, indexed by automatically extracted salient events and accompanied by summary statistics of unit performance. The approaches presented in the system have the potential to radically change the analysis and performance assessment on physical training ranges and ultimately this type of training itself.
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