A Serious Mixed-Reality Game for Training Police Officers in Tagging Crime Scenes
Abstract
:1. Introduction
2. Related Works
3. Materials and Methods
3.1. Basic Concepts of Serious Games
- Narrative represents the plot or the main story of an SG. As discussed in [23], a narrative is essential for fostering greater immersion, engagement, motivation, and learning. In particular, studies have shown that the existence of a narrative is associated with greater and more positive learning outcomes [23].
- Game dynamics and design include everything that is based on gamification, such as rankings, status, rewards, badges, or points, which tend to animate and motivate players throughout a game. The design structure and mechanics of the game should have an adequate relationship with the narrative.
- Feedback represents the punishment or reward that a player instantly receives during a game. The purpose of feedback is to direct learners to improve their performance, motivation, or learning outcomes through various methods of providing information to learners about the correctness of their responses [24,25]. Providing feedback allows a learner to evaluate their progress and responses, identify knowledge gaps, and repair faulty knowledge [24,26].
3.2. Mixed Reality: Software and Hardware Aspects
- bloom, which is specifically used to start the main menu in HoloLens (first generation);
- air-tap, which is almost the same as a mouse click, i.e., by using an air tap, one can select a hologram;
- hold and drag, which is used to move, rotate, or scale holograms.
3.3. System Overview
3.3.1. User Mode: Scenario Creation
3.3.2. User Mode: Game Session
4. Evaluation
4.1. Use-Case Scenarios
- the original location at which the crime was committed, that is, the primary scene or secondary scene. In more detail, the term “primary scene” is used to refer to where the original criminal event happened, and any subsequent scene is labeled as a secondary scene;
- the size of the crime scene, that is, a macroscopic or microscopic scene. More precisely, a criminal investigation involving only the analysis of observable items, such as the body of the victim, can be referred to as an investigation in a macroscopic crime scene; conversely, a criminal investigation involving the collection and analysis of unobservable items, such as DNA, biological cells, and so on, can be referred to as an investigation in a microscopic crime scene.
- the appearance of the crime scene, that is, an organized or disorganized crime scene. Specifically, a crime scene can be defined as organized when the environment in which the violent act occurred is clean and it does not show any signs of struggle. Conversely, a disorganized crime scene is characterized by the presence of several pieces of evidence of struggle and a collection of objects that are chaotically distributed around the environment.
4.2. Evaluation Methods
- What adjectives would you use to describe the TraceGame experience?
- What is your physical condition after using TraceGame? For example, do you have eye strain?
- What did you like the most?
- What would you change?
4.3. Setup of the Experimental Session
5. Results and Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
Appendix A
Appendix A.1. System Usability Scale
Question | Strongly Disagree | Strongly Agree | |||
---|---|---|---|---|---|
Q1: I think that I would like to use this system frequently. | □ | □ | □ | □ | □ |
Q2: I found the system unnecessarily complex. | □ | □ | □ | □ | □ |
Q3: I thought the system was easy to use. | □ | □ | □ | □ | □ |
Q4: I think that I would need the support of a technical person to be able to use this system. | □ | □ | □ | □ | □ |
Q5: I found that the various functions in this system were well integrated. | □ | □ | □ | □ | □ |
Q6: I thought there was too much inconsistency in this system. | □ | □ | □ | □ | □ |
Q7: I would imagine that most people would learn to use this system very quickly. | □ | □ | □ | □ | □ |
Q8: I found the system very cumbersome to use. | □ | □ | □ | □ | □ |
Q9: I felt very confident using the system. | □ | □ | □ | □ | □ |
Q10: I needed to learn a lot of things before I could get going with this system. | □ | □ | □ | □ | □ |
References
- Fisher, B.A.; Tilstone, W.J.; Woytowicz, C. Introduction to Criminalistics: The Foundation of Forensic Science; Academic Press: Cambridge, MA, USA, 2009. [Google Scholar]
- Ribaux, O.; Baylon, A.; Roux, C.; Delémont, O.; Lock, E.; Zingg, C.; Margot, P. Intelligence-led crime scene processing. Part I: Forensic intelligence. Forensic Sci. Int. 2010, 195, 10–16. [Google Scholar] [CrossRef] [PubMed]
- Lee, H.C.; Pagliaro, E.M. Forensic evidence and crime scene investigation. J. Forensic Investig. 2013, 1, 1–5. [Google Scholar]
- Baber, C.; Butler, M. Expertise in crime scene examination: Comparing search strategies of expert and novice crime scene examiners in simulated crime scenes. Hum. Factors 2012, 54, 413–424. [Google Scholar] [CrossRef]
- Santtila, P.; Korpela, S.; Häkkänen, H. Expertise and Decision-making in the linking of car crime series. Psychol. Crime Law 2004, 10, 97–112. [Google Scholar] [CrossRef]
- Reale, K.S.; Beauregard, E.; Chopin, J. Expert versus novice: Criminal expertise in sexual burglary and sexual robbery. Sex. Abus. 2022, 34, 292–318. [Google Scholar] [CrossRef] [PubMed]
- Robson, S.G.; Searston, R.A.; Edmond, G.; McCarthy, D.J.; Tangen, J.M. An expert–novice comparison of feature choice. Appl. Cogn. Psychol. 2020, 34, 984–995. [Google Scholar] [CrossRef] [Green Version]
- Akhgar, B.; Redhead, A.; Davey, S.; Saunders, J. Introduction: Serious Games for Law Enforcement Agencies. In Serious Games for Enhancing Law Enforcement Agencies; Springer: Berlin/Heidelberg, Germany, 2019; pp. 1–11. [Google Scholar]
- Mourtzis, D.; Siatras, V.; Angelopoulos, J. Real-Time Remote Maintenance Support Based on Augmented Reality (AR). Appl. Sci. 2020, 10, 1855. [Google Scholar] [CrossRef] [Green Version]
- Tepper, O.M.; Rudy, H.L.; Lefkowitz, A.; Weimer, K.A.; Marks, S.M.; Stern, C.S.; Garfein, E.S. Mixed reality with HoloLens: Where virtual reality meets augmented reality in the operating room. Plast. Reconstr. Surg. 2017, 140, 1066–1070. [Google Scholar] [CrossRef]
- Aruanno, B.; Garzotto, F.; Rodriguez, M.C. Hololens-based mixed reality experiences for subjects with alzheimer’s disease. In Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter, Cagliari, Italy, 18–20 September 2017; pp. 1–9. [Google Scholar]
- Sormani, R.; Soldatos, J.; Vassilaras, S.; Kioumourtzis, G.; Leventakis, G.; Giordani, I.; Tisato, F. A serious game empowering the prediction of potential terrorist actions. J. Polic. Intell. Count. Terror. 2016, 11, 30–48. [Google Scholar] [CrossRef]
- Binsubaih, A.; Maddock, S.; Romano, D. A serious game for traffic accident investigators. Interact. Technol. Smart Educ. 2006, 3, 329–346. [Google Scholar] [CrossRef] [Green Version]
- Drakou, M.; Lanitis, A. On the development and evaluation of a serious game for forensic examination training. In Proceedings of the 2016 18th Mediterranean Electrotechnical Conference (MELECON), Limassol, Cyprus, 18–20 April 2016; pp. 1–6. [Google Scholar]
- Dias, J.; Aylett, R.; Paiva, A.; Reis, H. The great deceivers: Virtual agents and believable lies. In Proceedings of the Annual Meeting of the Cognitive Science Society, Berlin, Germany, 31 July–3 August 2013; Volume 35. [Google Scholar]
- Pringle, J.K.; Stimpson, I.G.; Jeffery, A.J.; Wisniewski, K.D.; Grossey, T.; Hobson, L.; Heaton, V.; Zholobenko, V.; Rogers, S.L. eXtended Reality (XR) virtual practical and educational eGaming to provide effective immersive environments for learning and teaching in forensic science. Sci. Justice 2022, 62, 696–707. [Google Scholar] [CrossRef] [PubMed]
- Mayne, R.; Green, H. Virtual reality for teaching and learning in crime scene investigation. Sci. Justice 2020, 60, 466–472. [Google Scholar] [CrossRef] [PubMed]
- Chang, E.; Kim, H.T.; Yoo, B. Virtual Reality Sickness: A Review of Causes and Measurements. Int. J. Hum.-Comput. Interact. 2020, 36, 1658–1682. [Google Scholar] [CrossRef]
- Vovk, A.; Wild, F.; Guest, W.; Kuula, T. Simulator sickness in augmented reality training using the Microsoft HoloLens. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal, QC, Canada, 21–26 April 2018; pp. 1–9. [Google Scholar]
- Molero, D.; Schez-Sobrino, S.; Vallejo, D.; Glez-Morcillo, C.; Albusac, J. A novel approach to learning music and piano based on mixed reality and gamification. Multimed. Tools Appl. 2021, 80, 165–186. [Google Scholar] [CrossRef]
- Theodosiou, S.; Karasavvidis, I. Serious games design: A mapping of the problems novice game designers experience in designing games. J. e-Learn. Knowl. Soc. 2015, 11, 133–148. [Google Scholar]
- Blunt, R. Do Serious Games Work? Results from Three Studies. ELearn 2009. Available online: https://dl.acm.org/doi/abs/10.1145/1661377.1661378 (accessed on 1 January 2023). [CrossRef]
- Naul, E.; Liu, M. Why story matters: A review of narrative in serious games. J. Educ. Comput. Res. 2020, 58, 687–707. [Google Scholar] [CrossRef] [Green Version]
- Johnson, C.I.; Bailey, S.K.; Buskirk, W.L.V. Designing effective feedback messages in serious games and simulations: A research review. In Instructional Techniques to Facilitate Learning and Motivation of Serious Games; Springer: Berlin, Germany, 2017; pp. 119–140. Available online: https://link.springer.com/chapter/10.1007/978-3-319-39298-1_7 (accessed on 1 January 2023).
- Shute, V.J. Focus on formative feedback. Rev. Educ. Res. 2008, 78, 153–189. [Google Scholar] [CrossRef]
- Johnson, C.I.; Priest, H.A. 19 The Feedback Principle in Multimedia Learning. In The Cambridge Handbook of Multimedia Learning; Cambridge University Press: Cambridge, UK, 2014; p. 449. [Google Scholar]
- Kress, B.C.; Cummings, W.J. Optical architecture of HoloLens mixed reality headset. In Proceedings of the Digital Optical Technologies 2017, Munich, Germany, 26 June 2017; Volume 10335, pp. 124–133. [Google Scholar] [CrossRef]
- Taylor, A.G. Develop Microsoft Hololens Apps Now; Springer: Berlin/Heidelberg, Germany, 2016. [Google Scholar]
- Lee, H.C.; Palmbach, T.; Miller, M.T. Henry Lee’s Crime Scene Handbook; Academic Press: Cambridge, MA, USA, 2001. [Google Scholar]
- Brooke, J. Sus: A quick and dirty usability. Usability Eval. Ind. 1996, 189. [Google Scholar]
- Bangor, A.; Kortum, P.T.; Miller, J.T. An empirical evaluation of the system usability scale. Int. J.-Hum.-Comput. Interact. 2008, 24, 574–594. [Google Scholar] [CrossRef]
- Mondragón Bernal, I.F.; Lozano-Ramírez, N.E.; Puerto Cortés, J.M.; Valdivia, S.; Muñoz, R.; Aragón, J.; García, R.; Hernández, G. An Immersive Virtual Reality Training Game for Power Substations Evaluated in Terms of Usability and Engagement. Appl. Sci. 2022, 12, 711. [Google Scholar] [CrossRef]
- Conesa-Pastor, J.; Contero, M. EVM: An Educational Virtual Reality Modeling Tool; Evaluation Study with Freshman Engineering Students. Appl. Sci. 2021, 12, 390. [Google Scholar] [CrossRef]
H1 | H2 | H3 | H4 | H5 | L1 | L2 | L3 | L4 | L5 | |
---|---|---|---|---|---|---|---|---|---|---|
I | 6 | 3 | 4 | 1 | 4 | 3 | 3 | 2 | 3 | 1 |
II | - | 6 | 5 | 3 | 6 | 4 | 3 | 3 | 5 | 3 |
H1 | H2 | H3 | H4 | H5 | L1 | L2 | L3 | L4 | L5 | |
---|---|---|---|---|---|---|---|---|---|---|
Q1 | 5 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 |
Q2 | 1 | 2 | 3 | 2 | 3 | 2 | 5 | 5 | 3 | 1 |
Q3 | 5 | 4 | 5 | 4 | 3 | 3 | 5 | 5 | 4 | 5 |
Q4 | 1 | 3 | 4 | 5 | 2 | 3 | 4 | 2 | 2 | 3 |
Q5 | 5 | 4 | 4 | 4 | 3 | 4 | 5 | 5 | 4 | 4 |
Q6 | 1 | 2 | 3 | 2 | 4 | 3 | 2 | 3 | 3 | 3 |
Q7 | 2 | 4 | 4 | 4 | 4 | 3 | 4 | 5 | 5 | 5 |
Q8 | 3 | 2 | 3 | 2 | 2 | 2 | 3 | 2 | 1 | 3 |
Q9 | 5 | 4 | 2 | 4 | 4 | 5 | 5 | 5 | 5 | 4 |
Q10 | 1 | 2 | 3 | 2 | 1 | 2 | 3 | 2 | 1 | 2 |
Score | 87.5 | 72.5 | 57.5 | 67.5 | 65 | 70 | 67.5 | 77.5 | 82.5 | 77.5 |
Q1 | Q2 | Q3 | Q4 | Q5 | Q6 | Q7 | Q8 | Q9 | Q10 | |
---|---|---|---|---|---|---|---|---|---|---|
Mean | 3.2 | 2.8 | 3.2 | 2 | 3 | 2.6 | 2.6 | 2.6 | 2.8 | 3.2 |
Std | 0.45 | 0.84 | 0.84 | 1.58 | 0.71 | 1.14 | 0.89 | 0.55 | 1.1 | 0.84 |
Q1 | Q2 | Q3 | Q4 | Q5 | Q6 | Q7 | Q8 | Q9 | Q10 | |
---|---|---|---|---|---|---|---|---|---|---|
Mean | 4 | 1.8 | 3.4 | 2.2 | 3.4 | 2.2 | 3.4 | 2.8 | 3.8 | 3 |
Std | 0 | 1.79 | 0.89 | 0.84 | 0.55 | 0.45 | 0.89 | 0.84 | 0.45 | 0.71 |
Mean | Std | Min | Max | Median | |
---|---|---|---|---|---|
Group H | 70 | 11.18 | 57.5 | 87.5 | 67.5 |
Group L | 75 | 6.12 | 67.5 | 82.5 | 77.5 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Acampora, G.; Trinchese, P.; Trinchese, R.; Vitiello, A. A Serious Mixed-Reality Game for Training Police Officers in Tagging Crime Scenes. Appl. Sci. 2023, 13, 1177. https://doi.org/10.3390/app13021177
Acampora G, Trinchese P, Trinchese R, Vitiello A. A Serious Mixed-Reality Game for Training Police Officers in Tagging Crime Scenes. Applied Sciences. 2023; 13(2):1177. https://doi.org/10.3390/app13021177
Chicago/Turabian StyleAcampora, Giovanni, Pasquale Trinchese, Roberto Trinchese, and Autilia Vitiello. 2023. "A Serious Mixed-Reality Game for Training Police Officers in Tagging Crime Scenes" Applied Sciences 13, no. 2: 1177. https://doi.org/10.3390/app13021177
APA StyleAcampora, G., Trinchese, P., Trinchese, R., & Vitiello, A. (2023). A Serious Mixed-Reality Game for Training Police Officers in Tagging Crime Scenes. Applied Sciences, 13(2), 1177. https://doi.org/10.3390/app13021177