Improvements to a Game for

Virtual Reality Wheelchair Training

Samuel M. Savage[1] and Timothy T. Smith[2]

Prof. Susan E. Conry[3] and Prof. Janice T. Searleman[4]

Virtual Reality has proved to be effective for training people in using advanced technology. A Virtual Reality Wheelchair Training Simulator has been developed to train users, particularly children, in how to operate a power wheelchair [1,3,4,5,7]. Towards this goal, a Virtual House was created to provide a home environment within which the users can practice and develop their skills [2]. This is a typical family house that has been augmented with adaptive features such as a wheelchair ramp and elevator. Then a scavenger hunt game was added, where a wizard appears and gives clues to a number of hidden items scattered throughout the house [6]. Since games are enjoyable and engaging for children, they are more motivatedto learn the skills they need while searching for the items.

The goal of our work was to enhance the functionality of thisgame in several dimensions [8]. By making the game more fun and entertaining, a child is more likely to spend the time and effort needed for effective training than they would in a boring therapy session. Our enhancements also significantly increase the “replay” value, so thatchildren with disabilities willcontinue to use this program.

One of the first major flaws in the initial design of the Virtual Reality Scavenger Hunt Game is that if the clues are followed in an incorrect order then they become useless. For example, if the player picks up the radio before the clue for the radio appears, the clue will still show up later in the game inappropriately. A more realistic and entertaining experience has been created by eliminating this flaw. The addition of music and sound effects to the Virtual Environment serves to enhance degree of player immersion in the environment. This has the effect of encouraginglongerperiods of playtime while aiding withsound-picture recognition. Additional objects that are not part of the scavenger hunt (pseudo-objects) were introduced to discourage the random collecting of objects. Instead, the player is forced to follow the current clue to locate the correct object in order to collect it. If the clue is too difficult for the player, an attempt to pick up an incorrect object will trigger an easier clue with a suitable score reduction.

The scoring mechanism has been adjusted to reflect the quality of play. The score is determined by how well the player follows the clues and finds the objects. Interacting with an incorrect object during play reduces the number of points the player is awarded when the correct one is found. In addition, a visual inventory of objects was added that shows all of the hidden items in the scavenger hunt and checks off the ones that have been found. This helps keep the player from becoming confused and is a cognitive aid for finding correct items. A beeping sound has also been added to let the player know that the wheelchair is close enough to the object for the player to pick the object up.

Another issue that has been resolved in the enhanced game is the physical problem of moving through objects. In order to create a realistic environment, the user must not be able to pass through solid objects. Interactivity was enhanced with the pseudo-objects to enrich the user’s experience. The player can interact multiple times with the pseudo-objects.

This program could be used as a preliminary ‘drivers ed’ for power wheelchairs. Data generated through playing this game can show how well a player is able to use a power wheelchair. A file is created for the player that includes the player’s name, score, number of collisions, and overall time. This information can be used by a physical therapist to assess the player’s potential for operating a power wheelchair and to document their performance for insurance companies.

Further enhancements to this project should incorporate more randomness in regard to the object locations. This would minimize the “memorization” aspect of the game and force the player to rely completely on the clues and house layout. The library of objects should be improved, to include more realistic household items. There are also some problems with the virtual environment that should be resolved. This game could also be adapted to improve cognitive recognition. Specifically, players could be required to return items found out of placeto their proper locations. Such enhancements would reach an adult audience, assisting them in cognitive rehabilitation.

References:

[1] Brassaw, A. and R. Clarvoe. “Virtual Reality Wheelchair Simulation in Java3D.” SURE Conference, April 11, 2003.
[2] Burdick, K. D. “Virtual Environment Design for a Virtual Reality Wheelchair Simulator,” Clarkson Honors Thesis, April 2005.

[3] Fulk, G.D., L. Russek, J. Searleman, and E. Thatcher. “Designing and Building a Virtual Reality Power Wheelchair.” Journal of Neurologic Physical Therapy, Special Topic Issue: Pharmacology Part II, Vol. 27, No. 4, December 2003.
[4] Homan, C. “A Virtual Reality Environment that Uses an Intelligent Tutoring System to Teach the Fundamental Concepts of Operating a Power Wheelchair,” Master’s Thesis, ClarksonUniversity, In Preparation.

[5] Kumar, P. “An Intelligent Tutoring System that Teaches the Basics of Using a Motorized Wheelchair.” MS Thesis, Department of Mathematics and Computer Science, ClarksonUniversity, January 2003.

[6] May, R. “Virtual Wheelchair Training Game: Scavenger Hunt,” CS461 Project, ClarksonUniversity, May 2005.

[7] Sonar, A. V., Burdick, K. D., Begin, R. R., Resch, E. M., Thompson, E. M., Thacher, E., Searleman, J., Fulk, G., Carroll, J. J. “Development of a Virtual Reality-Based Power Wheel Chair Simulator,” Proceedings of the IEEE International Conference on Mechatronics and Automation, August 2005.

[8] Gauthier, J. “Building Interactive Worlds in 3D: Virtual Sets and Pre-Visualization for Games, Film, and the Web,” Elsevier, 2005.

Contact Information

Samuel Savage: 268-4314

Timothy Smith: 268-4314

[1] Class of 2009, Computer Science and Computer Engineering, Clarkson University, Honors Program, advised by Professor Conry.

[2] Class of 2009, Computer Science, ClarksonUniversity, Honors Program, advised by Professor Searleman.

[3] Department of Electrical and Computer Engineering

[4] Department of Computer Science