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This case study was carried out by our super talented team - Ronith Reddy, Katherine (Jiayuew) Wang, Harpreet Vishnoi, as part of a hackathon

Checkout our super-fast slide deck on this - here

Table of Contents

Executive Summary
Problem Selection
1.1 Statement
1.2 Understanding the Potential
1.2 On Bodyswaps and Meta
1.2 Reflection
Understanding the data
2.1 Insights from current data
2.2 Where is VR most effective
2.3 What Student Demographics?
2.4 What are Attitudes Towards VR for Soft-Skill Development?
2.5 Reflection
3.1 Useful metrics to capture
3.2 Creating insightful indices
3.3 Reflection
Further Research Objectives
4.1 Future Goals
4.2 Proposed Research Design
4.3 Reflection
References

Executive Summary

Virtual Reality (VR) is poised to revolutionize education by offering immersive learning experiences. Mel Slater's 2016 research emphasizes VR's potential for implicit learning, making abstract concepts tangible and enhancing understanding. Platforms like Bodyswaps, combined with Oculus VR headsets, promise innovative soft skill training. The booming VR market, projected to reach $165.91 billion by 2030, testifies to its growing influence. Comprehensive research objectives have been outlined, focusing on long-term effectiveness, personalization, inclusivity, cost implications, and device efficacy. The research aims to ensure VR's effectiveness and relevance in the rapidly evolving professional world.

Problem Selection

1.1 Statement

Virtual Reality (VR) offers a transformative approach to education, expanding the boundaries of traditional learning. Mel Slater's 2016 paper, "Implicit Learning through Embodiment in Immersive Virtual Reality," elucidates this potential by delving into the concept of implicit learning, where individuals acquire knowledge without conscious awareness (Slater, 2016). VR's immersive nature is largely attributed to two illusions: Place Illusion (PI) and Plausibility Illusion (Psi). PI gives users the sensation of being in a virtual environment, leveraging the body's natural perception methods, while Psi makes events in VR feel authentic (Slater, 2016). The sense of embodiment, where one's physical body is substituted by a virtual counterpart, enhances this immersion.

1.2 Understanding the Potential

The educational potential of VR is highlighted by its ability to transform abstract concepts into tangible experiences. Instead of mere observation, students can actively participate, visualizing and manipulating realities that would be otherwise challenging or impossible in the physical world. Such hands-on experiences advance explanations and deepen understanding (Slater, 2016). The incorporation of VR in education also shifts the pedagogical paradigm, placing students at the focal point of instructional attention.

Another study examining the efficacy of VR in K-12 and higher education found VR-based instruction significantly impacts various learning outcomes (Effectiveness of virtual reality-based instruction). Factors like learning outcome measures, type of learning tasks, and feedback mechanisms moderate the effectiveness of VR instruction, suggesting a tailored approach to VR integration can yield optimal results.

The expanding VR market, projected to grow from $25.11 billion in 2023 to $165.91 billion by 2030, underscores its burgeoning influence (TAM). Specifically, the VR education segment is expected to reach a valuation of $46.14B by 2027 (SAM). Such growth is indicative of VR's increasing integration in diverse sectors, including education.

Moreover, the unique data potential of VR, as seen in a 2023 study where motion data allowed researchers to identify users with over 94% accuracy, promises personalized learning experiences, enhancing user engagement and facilitating predictive analytics. Such data-driven insights can quantify skill development, bolstering stakeholder confidence and paving the way for novel monetization strategies.

1.2 On Bodyswaps and Meta

Bodyswaps, a cutting-edge VR training platform, specializes in honing soft skills through immersive simulations, enabling learners to practice, receive feedback, and even view their interactions from another's perspective. This innovative approach to learning facilitates deep introspection and skill enhancement. When integrated with Meta's Reality Labs' Oculus VR headsets, users can experience Bodyswaps' transformative training in a seamlessly immersive environment. The synergy between Bodyswaps and Oculus could redefine soft skill training, making it more accessible, effective, and in tune with the digital age's demands. This partnership promises a future where learning transcends traditional boundaries, merging technology with human-centric education.

1.2 Reflection

Virtual Reality (VR) is revolutionizing the educational landscape by transcending traditional learning boundaries. Slater's 2016 research highlighted the immersive potential of VR, emphasizing implicit learning and embodiment. The integration of VR into education promotes experiential learning, making abstract concepts tangible. The booming VR market, expected to reach $165.91 billion by 2030, emphasizes its growing significance. Moreover, platforms like Bodyswaps, when combined with Oculus VR headsets, promise innovative soft skill training, blending technological advancements with human-centric educational approaches. The future of learning seems to be at the cusp of a VR-driven transformation.

Understanding the data

2.1 Insights from current data

The current data offers a multitude of insights. Personalization is at the forefront, with data distinguishing between identified and anonymous users, potentially facilitating targeted feedback. Device-specific data can elucidate how different hardware affects user experiences. Furthermore, module-specific IDs enable segmentation based on the soft skill being trained. The diverse range of event verbs and time-stamped data illuminates user interactions and pace of learning, respectively. The metadata's complexity offers an opportunity for detailed event analysis, while the "context" field provides both structured and intuitive data analysis. The grading system in the 'Scored' event can provide immediate feedback, and the data under "conversed" and "said" events can be pivotal in analyzing user decision-making patterns. The presence of the "segmented" event also hints at the platform's capability to conduct A/B testing, fostering continuous module improvement.

2.2 Where is VR most effective

VR's efficacy shines in scenarios demanding an immersive experience, such as public speaking or job interviews, where environment and ambiance play a pivotal role. It excels in behavioral training, especially in modules like "Active Listening" or "Inclusive Leadership," enabling users to practice interpersonal interactions in a controlled setting. Additionally, VR proves highly beneficial in feedback-driven scenarios. For instance, modules like "Navigating Microaggressions" can benefit from VR's ability to simulate intricate social situations and deliver instantaneous, data-driven feedback.

2.3 What Student Demographics?

  • Young Adults/Recent Graduates:
  • Beneficial for those entering the workforce.
  • Modules such as "enteringTheWorkforce" and "jobInterviewSkills" are particularly relevant.
  • Mid-Career Professionals:
  • Modules like "Inclusive Leadership" and "Navigating Microaggressions" cater to those aiming for leadership roles or professional growth.
  • Diverse Backgrounds:
  • The system captures demographic data, including gender and racial group.
  • Opportunities exist to examine training effectiveness across various demographic segments.

2.4 What are Attitudes Towards VR for Soft-Skill Development?

To gauge attitudes towards VR for soft-skill development, one can utilize the "Rated" event, which provides feedback on the VR experience. Metrics like "Duration," "EyeContactTime," and "Participation" can be indicative of users' engagement and their positive inclination towards VR training. Integrating post-training surveys under the "postsurvey" context can shed light on user recommendations, understanding, and engagement. Moreover, conducting qualitative interviews with users who have completed multiple modules can offer deeper insights into their attitudes and experiences with the VR platform.

2.5 Reflection

The data underscores the nuanced capabilities of the VR platform, emphasizing personalization, user experience adaptation based on device usage, and in-depth analysis of user interactions. VR's strength is evident in its immersive nature, transforming traditional learning scenarios like public speaking into rich, experiential sessions. It becomes apparent that VR holds particular promise for young professionals and those seeking leadership growth. The platform's design also suggests a keen interest in understanding user attitudes towards VR for soft-skill development. The integration of feedback mechanisms and in-depth interviews displays a commitment to refining the platform based on user experiences and perceptions.

Improving customer discovery with metrics

3.1 Useful metrics to capture

Speech Confidence Metrics:

The platform measures an individual's command over language, nervousness, clarity, and emotional state. Metrics include speech rate, the frequency and duration of pauses, changes in speech pace, and speech clarity. Vocal fillers, variability in speech rate, and fluency are also tracked. The complexity of vocabulary and structure, the tone of speech, and syntactic complexity further shed light on an individual's speech confidence.

Nonverbal Behavior Metrics:

Nonverbal behaviors are essential indicators of a speaker’s influence, rapport with the audience, and overall comfort. Metrics include eye contact duration, the frequency of gestures, posture changes, and smiling frequency. The platform also tracks fidgeting, head nodding, gaze direction, arm movement range, pacing, and whether the speaker exhibits open or closed body language.

Voice Analysis Metrics:

The platform delves into the intricacies of a speaker's voice, assessing pitch variability, volume changes, and spectral energy distribution. The rate of speech variability, intensity, and signs of vocal fatigue are also measured. Moreover, breathing patterns, voice tremors, speaking rate consistency, and vocal resonance quality are analyzed to provide comprehensive feedback.

Emotional Expression Metrics:

Emotions play a pivotal role in communication. The platform captures changes in facial expressions, the intensity of emotions, and the accuracy of emotion recognition. Shifts between positive and negative emotions, the speed of emotion transitions, congruence with speech, and patterns of emotional valence and arousal are assessed. Time intervals between different emotional expressions and synchronization with audience reactions provide a holistic view of emotional expression.

Audience Engagement Metrics:

Audience engagement metrics provide insights into the speaker's effectiveness in maintaining attention. The platform measures interaction rates, audience response rates, and the time taken to respond to questions. Attention spans, feedback sentiments, engagement patterns, interaction consistency, and audience reaction times are also tracked. Additional metrics evaluate the quality of audience questions and the rate of interruptions.

Speech Content Metrics:

The content of a speech is fundamental. Metrics include clarity scores, transcript coherence, use of technical jargon, and the organization of the speech. Effectiveness of visual aids, verbal repetition, alignment with a prepared script, word choice, and engagement phrases are also assessed. The platform also evaluates the appropriateness of speech length relative to content.

Face Tracking:

Quest Pro's Face Tracking API detects facial movements, converting them into expressions like jaw dropping or nose wrinkling.This data offers insights into Engagement and Emotional Responses. Metrics derived include Facial Expression changes, Emotion congruence with speech, and Emotion duration & intensity. Facial expressions indicate user engagement, crucial for business retention and understanding user behaviors. They also serve as primary indicators for emotions, facilitating deeper user behavior interpretation.

Overall Performance Metrics:

The platform provides an overarching evaluation of a speaker's performance. Metrics include alignment of speech duration with the agenda, audience retention, and content recall. The effectiveness of using the virtual environment, adaptability to unexpected scenarios, use of audience feedback, and smooth transitions are also evaluated. An overall engagement score, the speaker's self-assessment, and post-speech evaluations from the virtual audience provide comprehensive feedback on performance.

3.2 Creating insightful indices

The following indices, derived from detailed metrics, can be instrumental in capturing user behaviors, measuring their progress, and ensuring the platform's alignment with real-world needs. This alignment not only enhances the user experience but also boosts the business's value proposition, making it more competitive and relevant in the educational and corporate sectors.

Communication Index (CI):

  1. Definition: CI quantifies verbal and non-verbal confidence scores, providing continuous feedback for user improvement.
  2. Composition: Verbal confidence correlates with speech speed, spacing, articulation, clarity, tone, and intonation, and is inversely affected by filler words and word complexity. Non-verbal confidence is gauged through metrics like eye contact, hand gestures, body posture, head movement, and facial expressions.
  3. Business Value: CI offers insights into overall communication efficiency, emotional intelligence, and clarity of thought, essential for personal and professional growth.

Skill Improvement Index (SII):

  1. Definition: SII contrasts pre and post-VR assessments on soft skills.
  2. Strategies: Design a module-specific skill improvement index, like a Product Management Skill Index combining Leadership, Critical Thinking, and Requirement Understanding.Benchmark against industry standards and potentially introduce accreditations similar to PMP for Project Management, setting a new industry standard.
  3. Business Value: Aligning with industry standards and educational guidelines legitimizes the VR program, ensuring its relevance and effectiveness in real-world scenarios.

Engagement Index (EI):

  1. Definition: EI measures the ratio of active learners to the total number of learners within a week.
  2. Research Direction: Gather feedback from administrators or teachers about desired learning outcomes. Collect feedback from learners on their VR experiences. Combine qualitative insights with objective metrics for enhanced metadata analysis.
  3. Metrics for Active Interaction:
  4. Users actively engaging for at least 10 minutes.
  5. 70% gaze tracking towards the subject.
  6. Achieving an assessment score of 75% or more.
  7. User feedback, progress tracking, and ensuring 80% of user response lengths meet the average.
  8. Ensuring users exhibit body and facial reactions 50% of the time during training.
  9. Business Value: High engagement indicates users' commitment to the program, translating to a higher ROI. It's also pivotal for effective soft skills learning.

3.3 Reflection

The platform harnesses a multitude of metrics to comprehensively assess an individual's speech and communication abilities. From verbal fluency and non-verbal cues to intricate voice analysis and emotional expressions, every aspect of communication is meticulously tracked. Quest Pro's Face Tracking API elevates this by capturing subtle facial expressions, crucial for understanding engagement and emotions. These metrics, when synthesized, form indices like the Communication Index (CI), Skill Improvement Index (SII), and Engagement Index (EI), each offering unique insights. These indices not only enhance user experience but also fortify the platform's position in both educational and corporate landscapes, underscoring its real-world relevance and value.

Further Research Objectives

4.1 Future Goals

To further enhance the understanding and application of the VR training platform, several research objectives are proposed:

  1. Long-Term Effectiveness: One of the primary concerns is the sustainability of VR training. The objective is to assess if individuals who score high in VR modules consistently exhibit these soft skills in real-world scenarios over extended periods.
  2. Personalized Training: With a plethora of user behavior metrics at hand, the potential for creating a tailor-made training experience is vast. Research will focus on leveraging this data to adapt training modules to suit individual user needs and learning patterns.
  3. Inclusivity in Training: Ensuring that VR training is accessible to all, including those with disabilities, is crucial. Investigations will delve into the platform's adaptability and effectiveness for differently-abled individuals.
  4. Financial Viability: The cost implications of VR setups can be significant. Research will aim to determine if the purported benefits of VR training, in terms of skill enhancement and retention, offer a tangible return on investment.
  5. Device Efficacy Comparison: As the system is compatible with various devices, it's imperative to assess if the training experience and outcomes are consistent across platforms. This research will pinpoint if certain devices, especially immersive VR setups, provide a definitive edge in training efficacy.
  6. Emotional Intelligence Enhancement: Emotional intelligence is a cornerstone of effective communication and interpersonal interactions. Given VR's capability to mimic complex social situations, the objective is to ascertain if VR methods outperform traditional training means in enhancing emotional intelligence.

4.2 Proposed Research Design

  1. Methodology: A quasi-experimental design will be employed.
  2. Target Group: The primary focus group will comprise business students on the cusp of entering the workforce. Their fresh perspective and imminent transition to a professional setting make them ideal candidates.
  3. Data Collection Tools: A combination of self-assessments, surveys, and quantitative meta-data collection will be utilized. The Skill Improvement Index (SII) will be a pivotal tool, employing pre and post-intervention scoring to evaluate modular learning efficacy.
  4. Literature Review: A comprehensive literature review will be undertaken, employing numerical scoring methods. Both quantitative (random-effects and fixed-effect models) and qualitative approaches (thematic and narrative analysis) will be used to draw insights from existing research and literature.

This research roadmap aims to address pivotal questions, ensuring the VR training platform's effectiveness, inclusivity, and relevance in today's fast-evolving professional landscape.

4.3 Reflection

The proposed research on the VR training platform is comprehensive, focusing on its long-term efficacy, customization, inclusivity, cost-effectiveness, and technological compatibility. By targeting soon-to-be professionals and utilizing a mix of data collection tools, the study aims to validate VR's potential in modern skill training. This approach promises to solidify VR's role in the contemporary professional development domain, ensuring its relevance and effectiveness.