A Theoretical and Empirical Analysis of 2D and 3D Virtual Environments in Training for Child Interview Skills
Salehi, Pegah; Hassan, Syed Zohaib; Baugerud, Gunn Astrid; Powell, Martine; Johnson, Miriam S.; Johansen, Dag; Shafiee Sabet, Saeed; Riegler, Michael; Halvorsen, Pål
Peer reviewed, Journal article
Published version
Date
2024Metadata
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Abstract
This paper presents a detailed study of an AI-driven platform designed for the training of child welfare and law enforcement professionals in conducting investigative interviews with maltreated children. It achieves a subjective simulation of interview situation through the integration of fine-tuned GPT-3 models within the Unity framework. The study recruited participants from a range of backgrounds, including professionals experienced in conducting investigative interviews and individuals with academic qualifications in psychology, criminology, or related disciplines. To assess the effectiveness of this tool, a multi-method evaluation approach was utilized, incorporating both quantitative analyses and qualitative interviews. The quantitative methods included mixed-effects models, which provided insights into how effects such as the type of virtual environment (2D vs. 3D), scenario variations, virtual reality (VR) familiarity, and professional expertise influence the user experience. Additionally, structural equation modeling (SEM) provided deeper insights into the relationships between variables, offering a comprehensive
understanding of how they collectively impact the user experience. The qualitative method included a detailed semi-structured interview that provided a deeper understanding of user experiences and perceptions. The findings indicate significant advantages of the 3D environment in enhancing Flow and Virtual Fidelity; however, the 2D environment was favored for Usability. Despite the 3D environment’s potential for greater immersion, the discomfort associated with VR head-mounted displays (HMDs) led some users to prefer the 2D setup. Familiarity with VR technology positively influenced user perception, indicating that prior exposure can mitigate some of the Avatar Interaction Comfort issues. Additionally, the Hand Movement Perception was better understood in scenarios with sensitive themes. As user experience increased, participants had a more positive view of the Age-Appropriate Response. Furthermore, the dialog system’s effectiveness, particularly Response Relevance and Detailed Responses, played a significant role in Empathy Elicitation, often outweighing Virtual Fidelity. However, Emotion in facial expressions and Responsiveness were two factors that negatively impacted the effectiveness of the tool, indicating areas that need improvement in the future.