The Role of Audio Feedback and Gamification Elements for Remote Boom Operation
<p>The view from inside the virtual excavator including the bucket and the pit with cement liquid and a steam pipe.</p> "> Figure 2
<p>Control help tips.</p> "> Figure 3
<p>A scene from the training process: the user is trying to dig out the stone from the pit without cement liquid in it but has just hit the steam pipe.</p> "> Figure 4
<p>Overall user experience statements.</p> "> Figure 5
<p>Comparison of audio design statements.</p> "> Figure 6
<p>The questionnaire results on gamification elements.</p> ">
Abstract
:1. Introduction
- 1
- How can remote boom operators’ performance be supported through different audio feedback designs?
- 2
- How may gamification elements influence the remote operators’ performance and motivation?
2. Related Work
2.1. Remote Operations in a Nutshell
- 1
- Lack of knowledge on how to act in the presence of given information. The operators require special training to operate the machinery successfully.
- 2
- The time needed to interpret the received information. Human factors such as tiredness may cause the operator to be unable to interpret the received information or stimuli and act on them on time.
- 3
- Not receiving the information at all. Divided attention or other factors may cause the operator to miss important incoming information.
- 4
- Misinterpretation of the information given. This addition by Kallioniemi et al. [1] refers to the scenarios where the remote operator misinterprets the incoming information and/or stimuli, causing them to act in a suboptimal or erroneous way.
2.2. Audtive Feedback and Audio Design in Remote Operations
2.3. Gamification Elements in Remote Operations
3. Materials and Methods
3.1. Excavator Simulator
3.1.1. System Architecture
3.1.2. Gamification Elements
3.2. Study Design
3.2.1. Procedure of the Experiment
3.2.2. Experimental Task and Conditions
- Frequency-modulated beeping indicating the pipe, similar to a car parking radar: Just remove the stones from the cement without hitting the pipe, only worrying about the pipe if it is becoming too close. A constant sound frequency of 622.25 Hz (MIDI note 75) was used, and the beeping interval was adjusted from 1 Hz to 8 Hz at 0.7 and 0 m away from the pipe, respectively. Above 0.7 m away, the beeping sound was disabled. No spatialization or panning was used.
- Realistic spatialized steam sounds from the pipe: Removing the stones from the cement by smoothly and carefully operating the boom without hitting the pipe, being aware of the pipe’s position at all times. An audio listener (virtual microphone) was placed in the bucket of the excavator, and virtual audio sources (virtual speakers) were placed in three places along the pipe, at the extremes, and in the center of the pipe, playing a hissing steam sound. The sound sources were slightly directional towards the center of the pit. A reverb probe was placed in the center of the pit. The sound falloff behavior was left to realistic default values in the Resonance Audio SDK. This set-up produces realistic hissing sounds originating from the pipe as if heard from virtual binaural microphones in the bucket.
3.2.3. Data Collection Methods
- Condition-related questionnaire—similar for both conditions and filled in after both conditions. The questionnaire inquired about the subjective perception of the sound design and gamification elements with 11 statements answered on a 7-point Likert scale (1 = Totally disagree to 7 = Totally agree) and one open-ended question.
- Final questionnaire. The questionnaire inquired about the subjective overall user experience and experiences about the audio designs and gamification elements with 9 statements answered on a 7-point Likert scale, 2 preference selections, and 4 open-ended questions.
- Background information questionnaire. The questionnaire inquired about participants’ age, gender, and experience with gaming, driving, and heavy machinery.
3.2.4. Participants
4. Results
4.1. Overall User Experience and Performance
4.2. Sound Design
4.3. Gamification in Remote Operation
5. Discussion
5.1. The Effect of Audio Design in Remote Boom Operation
- (1)
- Identify the approximate location, for example, via realistic-like spatial sound;
- (2)
- Avoid hitting the object with more concrete feedback sound, such as a car parking radar-like beeping sound.
5.2. Gamification in the Context of Remote Boom Operation
5.3. Limitation and Future Work
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Participant ID | Citation |
---|---|
P1 (male, 30) | “The design on its own was interesting and fun. However, the overall experience was one of frustration. This might have to do with me not being familiar with how excavator works but it distracted me from the objectives given to me.” |
P2 (female, 38) | P6: “Getting used to the controls was hard as they didn’t feel intuitive at first.” |
P3 (female, 30) | P7: “I liked using the game controller, but I think it would take some time to get used to the controls and understand how the excavator should be used to be the most efficient in certain situations." |
P4 (male, 34) | P8: “I felt the task was difficult to perform with a game controller. I couldn’t use my eyes to estimate the location because of the foam, and there was no realistic haptic controls or feedback to help with the movements.” |
P5 (male, 47) | “Overall, controlling the machine felt quite complex task.” |
P6 (female, 30) | “The focus was so much on the complex controls needed to balance in order to perform the task, that the gamification elements were often not noticeable.” |
P7 (male 43) | “At the end, I was still not very experienced in control. Moving the “excavator pot” up and down was not intuitive—I’d like to turn it the other way round.” |
P8 (male, 32) | “It was quite hard to control the machine with controller and the corresponding buttons. The sound was helping me to avoid but controlling 6 different joints independently was a very tough task.” |
Participant ID | Citation |
---|---|
P9 (male, 38) | “The audio feedback was pretty useful for determining where the pipe was, although I felt the volume and tempo range of the sound could have been wider, or the development more gradual” |
P8 (male, 32) | “It was much easier to determine the location of the pipe with radar sounds, as I could scan the ditch as a first action.” “The beeping feedback was good as it was not disturbing me when I was trying to concentrate. But the realistic sound was giving me constant feedback when I really didn’t need. Also, I didn’t know how much close I was from the pipe. The beep sound helped me better as the faster it beeps means I should move in opposite direction.” |
P1 (male, 30) | “Especially the beeping noise was frustrating and might’ve actually caused to distract from the objective.” |
P5 (male, 47) | “I think I was able to locate the pipe based on the stereo sound quite well. However, it was more difficult for me to figure out the near-far dimension based on the sound.” “I think that the combination of the radar-beep and realistic sound could be efficient sonification for spotting the pipe location. While first hovering above, the natural sound could help in estimating the rough location and detecting the direction of the pipe. Then, while digging the beeps would indicate the proximity.” |
P7 (male 43) | about the stereo sound: “This feedback was less intuitive, and the sound was present all the time. It was less clear how far I’m from the pipe” |
P10 (female, 32) | “With constant sound it was easier to determine where the pipe was by moving the bucket over the cement, and easier to remain aware of where it lay while operating the excavator.” “… but it was also more difficult to tell when the bucket came close to the pipe—especially when it was about to be too close” |
P11 (male, 32) | “The stereo audio helped much more compared to the beeping noise.” |
P2 (female, 38) | “Locating the pipe was easier for me with the beeps than the spatial noise.” |
Participant ID | Citation |
---|---|
P9 (male, 38) | “As a novice in the task, I did not find the gamification elements particularly helpful or reassuring. In fact, they added complexity to the already difficult task.” |
P7 (male, 50) | “Maybe something more complex could guide operator for more accurate and safer working (like “style points” of going carefully, not hitting outside the area etc).” |
P4 (male, 34) | “In general, I think gamification elements could make this kind of repetitive work more fun.” |
P1 (male, 30) | “The gamification elements made me nervous and frustrated that might contribute to less accurate and less safe style of work. On the other hand, the time limit and score motivated me to be faster and more efficient.” |
P8 (male, 32) | “I do agree gamification elements helped me to work faster, but it did create a panic that the time is running, and I couldn’t finish the task. So at that points it made me to take more risk and care less about hitting the pipe and finish the task. “ |
P12 (female, 30) | “Gamification elements, especially the timer, promote haste and stress. The pipe-counter does promote being more careful” |
P3 (female, 30) | “I’m not a construction worker, but I would be afraid that the gamification elements would make the task less real and might make the operators focus on getting points rather than perform the task with careful accuracy. [...] However, it might make more sense in a training situation where mistakes are not made in real life, just the testing software” |
P2 (female, 38) | “At least for me, trying to perform faster decreases the accuracy. Accuracy and safety should maybe be the main points here, but I also understand the need for efficiency. I feel that these simple gamified elements might also backfire if they feel glued on top or are used (or felt like they are used) by employers to get more out of the workforce.” |
References | Context of Work | Key Findings on Auditory Modality |
---|---|---|
Kallioniemi et al. [1] | Remote operation of heavy machinery | Auditory feedback effectively delivers critical information, complementing visual data in dangerous scenarios, and is perceived as urgent. |
Lee et al. [3] | Remote operation of excavator | Auditory feedback is an appropriate modality for alarming and may replace or duplicate visual cues in visually demanding situations. |
Chen et al. [4] | Remotely operated robots | Audio feedback supplements visual modality, advancing situational awareness, conveying complex information, and decreasing operator workload. |
Triantafyllidis et al. [5] | Multimodal interfaces in remotely operated task | No significant impact of auditory stimulation was found, except for a minor improvement in spatial accuracy of less than 5%. |
de Barros and Linderman [6] | Multisensory displays in remote operations | Auditory feedback enhances task immersion, focus, and understanding of distances. |
Bazilinskyy et al. [7,8] | Automated driving | Auditory modality is the most preferred type of feedback for take-over requests, despite being perceived as urgent and annoying. |
Mavridis et al. [9] | Training for remotely operated robots | Auditory feedback reduces subjective difficulty variance, though no statistically significant difference in performance was observed. |
Matthew Dunn [26] | Remotely piloted aircraft | Auditory feedback is valuable when visual representation lacks critical details, improving accuracy and performance. |
Burova et al. (current article) | Remote operation of excavator | Auditory feedback is a suitable method for conveying critical information about the environment of remote operations (e.g., hidden objects). Moreover, the design of audio feedback and technical specifics of sound also affect the performance metrics of remote operators. |
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Burova, A.; Mäkelä, J.; Keskinen, T.; Kallioniemi, P.; Ronkainen, K.; Turunen, M. The Role of Audio Feedback and Gamification Elements for Remote Boom Operation. Multimodal Technol. Interact. 2024, 8, 69. https://doi.org/10.3390/mti8080069
Burova A, Mäkelä J, Keskinen T, Kallioniemi P, Ronkainen K, Turunen M. The Role of Audio Feedback and Gamification Elements for Remote Boom Operation. Multimodal Technologies and Interaction. 2024; 8(8):69. https://doi.org/10.3390/mti8080069
Chicago/Turabian StyleBurova, Alissa, John Mäkelä, Tuuli Keskinen, Pekka Kallioniemi, Kimmo Ronkainen, and Markku Turunen. 2024. "The Role of Audio Feedback and Gamification Elements for Remote Boom Operation" Multimodal Technologies and Interaction 8, no. 8: 69. https://doi.org/10.3390/mti8080069
APA StyleBurova, A., Mäkelä, J., Keskinen, T., Kallioniemi, P., Ronkainen, K., & Turunen, M. (2024). The Role of Audio Feedback and Gamification Elements for Remote Boom Operation. Multimodal Technologies and Interaction, 8(8), 69. https://doi.org/10.3390/mti8080069