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JoVE Journal
Environment
Developing a Virtual Reality Video Game to Simulate Rip Currents
Developing a Virtual Reality Video Game to Simulate Rip Currents
JoVE Journal
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JoVE Journal Environment
Developing a Virtual Reality Video Game to Simulate Rip Currents

Developing a Virtual Reality Video Game to Simulate Rip Currents

Full Text
5,853 Views
08:37 min
July 16, 2020

DOI: 10.3791/61296-v

Jase Bernhardt1, Gregory Dusek2, Arielle Hesse3, William Santos4, Thomas Jennings4, Alexander Smiros4, Antoinette Montes1

1Department of Geology, Environment and Sustainability,Hofstra University, 2National Ocean Service,National Oceanographic and Atmospheric Administration, 3Department of Sociology,Drexel University, 4EdTech,Hofstra University

Summary

Rip currents are among the deadliest meteorological hazards in the United States. In order to demonstrate the proper actions to take when caught in a rip current in a memorable and engaging way, a virtual reality video game is developed.

Transcript

This protocol is significant because rip currents are leading beach hazard. We are seeking to help better convey that risk using an innovative virtual reality video game. Because of its VR format, this technique will be more memorable and engaging for users than traditional text-based rip current literature.

To create a rip current video game first open an appropriate virtual development platform. Select a new 3D project entitled rip current, in the program open the asset store tab which contain prefabs already created collections of 2 and 3D game objects and audio files developed by other users, that can be added to the project. To create the first new scene, right-click to select the user interface and canvas to add a new canvas entitled main menu with a text box, for the title VR simulation.

To attach scripts written in the C sharp language to the game object, select main menu and add component add new script and enter the desired script title. Then select user interface and button to add the start, options, about, and quit buttons to the canvas. Using the appropriate function from the main menu and mouse hover scripts, when a button is selected.

To create the buoy test scene, download the realistic water asset from the unity asset store and add the sea prefab to the scene. Add an audio file of ocean waves to the sea prefab on loop and download the standard assets package from the unity asset store. Add the player prefab, which includes a camera that is embedded within the player to the scene.

The greatest sensation that the game participant is controlling the player and select assets, create, and animator controller to add an animation to the camera. Use the animator window to record an animation of the camera bobbing up and down and set the animation to loop continuously, to simulate a person keeping a float in the ocean. Download the VR Hands and First-Person Arms Pack from the unity asset store and add the first person character prefab as a child to the player, to allow the arms to move with the player and to bob up and down with the player camera.

Download the Simple Buoy asset from unity asset store and add the buoy prefab to the scene as a child of the checkpoint. To duplicate the buoy prefab, right-click on the prefab and select duplicate. In the inspector tab for the checkpoint game object, select add component, physics and a box collider and select edit collider to draw the collider between the two buoys.

Then add the checkmarks script to the checkpoint game object. The script will exit the scene once the player enters it and we'll transition to the next scene. To create the wave test scene add a simple wooden boat to the scene and download the Low Poly Animated People asset from the unity asset store.

Add the kid prefab to the scene and duplicate the kid prefab to add the child to the boat prefab. Rename the game object, two boat with kids and place the kids onto each of the seats in the boat. Record an animation of the boat slowly circling around the water to emulate a rowboat slowly moving around and add an animator to the wave hand.

Then record an animation of the arm and hand moving up and down to simulate a hand wave, and add the female animated script to the wave hand, to allow the game participant to control the hand wave using the oculus controllers. Based on the player motor two script, as soon as the participant sees the boat and waves the unity should transition to the rip current scene. To create the rip current scene, adjust the text in text canvas to read you are being pulled from shore and record an audio file reading that text.

Add the audio file to text canvas and set the file to play at the start of the scene. As demonstrated create a new game object in the hierarchy named Rip Collider, and add a Box Collider. The player motor two script, we'll also simulate a rip current by constantly pulling the player perpendicular from shore.

As demonstrated use the inspector tab to add the rip exit script and the rip collider game object. The script will record whether the player escapes the rip current. To survey individuals about the VR rip current video game, open the VR software and set up the hardware through the program.

To administer the consent form and demographic questions on a separate iPad, allow the participant to proceed through the simulation. The participant should complete the main rip scene on their own. After completing the game, question the participant about their prior knowledge and experience with rip currents and the efficacy of the rip current simulation at demonstrating the proper actions to take in such a way that the participant feels comfortable answering without rushing.

Then ask the participant to rate the realism and immersive nature of the game. This representative virtual reality rip current video game survey, was conducted in July and August 2019, on Long Island at the town of Hempstead beach in Point Lookout, New York. 64 individuals played the game and responded to the survey.

Given that most participants waved for help as a means of escape from drowning, the amount of time taken in the simulation was skewed towards higher values. With a mean of 11.1 seconds, a median of 9.5 seconds and a standard deviation of 6.2 seconds. Conversely, the ending stamina was skewed toward lower values with a mean of 36.8, a median of 41.3, and a standard deviation of 15.3.

After the game participants were provided with a set of six brief statements meant to capture their opinion of the virtual reality experience and asked with which they most agreed. Of the 58 participants who responded to the survey, 38 selected the statement that said the game helped them feel better prepared because it was realistic. 19 selected the statement that said it helped because it was scary, it made them feel worried.

While only five participants selected statements that said the game did not help. Take care to make the virtual environment as relatable as possible by including realistic water, sounds, and rip currents. To better evaluate the efficacy of the virtual reality, expand the survey sample to a broader audience especially those who infrequently visit the beach.

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