Applied User Research in Virtual Reality: Tools, Methods, and Challenges
February 24, 2024 Β· Declared Dead Β· π arXiv.org
"No code URL or promise found in abstract"
Evidence collected by the PWNC Scanner
Authors
Leonie Bensch, Andrea Casini, Aidan Cowley, Florian Dufresne, Enrico Guerra, Paul de Medeiros, Tommy Nilsson, Flavie Rometsch, Andreas Treuer, Anna Vock
arXiv ID
2402.15695
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.MM
Citations
3
Venue
arXiv.org
Last Checked
4 months ago
Abstract
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine. Qualitative and quantitative research methods, along with their various synergies with VR, are likewise discussed, and some of the challenges associated with VR, such as limited sensory stimulation, are reflected upon. VR is proving particularly useful in the context of space systems development, where its utilisation offers a cost-effective and secure method for simulating extraterrestrial environments, allowing for rapid prototyping and evaluation of innovative concepts under representative operational conditions. To illustrate this, we present a case study detailing the application of VR to aid aerospace engineers testing their ideas with end-users and stakeholders during early design stages of the European Space Agency's (ESA) prospective Argonaut lunar lander. This case study demonstrates the effectiveness of VR simulations in gathering important feedback concerning the operability of the Argonaut lander in poor lighting conditions as well as surfacing relevant ergonomics considerations and constraints. The chapter concludes by discussing the strengths and weaknesses associated with VR-based user studies and proposes future research directions, emphasising the necessity for novel VR interfaces to overcome existing technical limitations.
Community Contributions
Found the code? Know the venue? Think something is wrong? Let us know!
π Similar Papers
In the same crypt β Human-Computer Interaction
R.I.P.
π»
Ghosted
R.I.P.
π»
Ghosted
Improving fairness in machine learning systems: What do industry practitioners need?
R.I.P.
π»
Ghosted
Identifying Stable Patterns over Time for Emotion Recognition from EEG
R.I.P.
π»
Ghosted
Questioning the AI: Informing Design Practices for Explainable AI User Experiences
R.I.P.
π»
Ghosted
Deep Learning for Sensor-based Human Activity Recognition: Overview, Challenges and Opportunities
R.I.P.
π»
Ghosted
Educational data mining and learning analytics: An updated survey
Died the same way β π» Ghosted
R.I.P.
π»
Ghosted
Federated Learning: Strategies for Improving Communication Efficiency
R.I.P.
π»
Ghosted
In-Datacenter Performance Analysis of a Tensor Processing Unit
R.I.P.
π»
Ghosted
Deep Convolutional Neural Networks for Computer-Aided Detection: CNN Architectures, Dataset Characteristics and Transfer Learning
R.I.P.
π»
Ghosted