Design and validation of a virtual human system for interpersonal skills education

Benjamin Chak Lum Lok, Kyle J. Johnsen · 2008

Training interpersonal skills requires availability, standardization, and diversity of practice interpersonal scenarios. To meet these requirements, we proposed a concept for an interpersonal simulator with a natural interface. We implemented a proof-of concept, called the IPS. We demonstrated that the IPS elicited user performance that was indicative of real world interpersonal skills, making the IPS a powerful tool for interpersonal skills education. To do this, we collaborated with healthcare educators to construct an interpersonal skills training experience using the IPS, called the VOSCE. The VOSCE simulated a patient encounter, and provided feedback on user performance. By conducting pilot studies with the VOSCE, we assessed and improved the usability and acceptability of the IPS for interpersonal skills training. Next, we demonstrated the validity of the VOSCE. An experiment was conducted, which compared user performance in the VOSCE to user performance in a similar real-life interaction. Results showed that performance was significantly correlated, implying that the VOSCE was a valid interpersonal skills evaluation tool. Finally, we demonstrated that changes to the natural interface of the IPS influenced user performance. A significant component of the IPS was the visual display. To provide insight into how changing the visual display component affected interaction with a virtual human, we designed two comparative user studies. The first study compared two immersive visual displays—a large-screen projection display and a more immersive head-mounted display. Results suggested that higher immersion may impair users' ability to accurately reflect upon their own performance. Participants in the head-mounted display condition were less accurate in evaluating their use of empathy. Following up on results from the first study, the second study compared two non immersive visual displays—a plasma television and a smaller computer monitor. Results suggested that displays that enable life-size scale virtual humans enhance user performance. Participants in the plasma television condition were more engaged, empathetic, pleasant, and natural.

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