Methodology for Emotional Assessment of Product Design by Customers in Virtual Reality

2015 ◽  
Vol 24 (1) ◽  
pp. 62-73 ◽  
Author(s):  
Jurica Katicic ◽  
Polina Häfner ◽  
Jivka Ovtcharova

The presented six-step methodology suggests a novel, integrated way of emotional assessment of future products during the early conceptual design stages by the customer. In the first step, the product developers create virtual product concepts. These will be evaluated by the lead user group, which is defined by market researchers within the second step. The third step is the design of the immersive emotional assessment environment, which combines compatible technological solutions for virtual reality and measurements of psycho-physiological data. The experiment in the fourth step consists of preparation and calibration sub-steps and of the product case scenario. After completing the statistical analysis of the experimental results in the fifth step, the variant space is reduced in a customer-centered way. The goal of this methodology is to provide relevant emotional customer feedback during the interactive experience of only virtually existing conceptual product designs at very early development stages and thus to identify emotionally suitable designs. Its novelty aspect lies in the holistic approach through the structured integration of experts from the areas of product development, marketing, virtual reality, and psychology. The presented validation study proved the coherence of the methodology. Furthermore, it showed clear preferences for the application of simple interaction gestures, the PA emotional model, and the measurement of psycho-physiological parameters—especially the zygomaticus major muscle activity—as suitable state-of-the-art solutions for capturing relevant customer emotional feedback in an immersive environment.

2002 ◽  
Author(s):  
D. P. Jang ◽  
B. K. Wiederhold ◽  
S. B. McGehee ◽  
E. Durso ◽  
M. D. Wiederhold ◽  
...  

2011 ◽  
Vol 20 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Mattias Wallergård ◽  
Peter Jönsson ◽  
Gerd Johansson ◽  
Björn Karlson

One of the most common methods of inducing stress in the laboratory in order to examine the stress response in healthy and clinical populations is the Trier Social Stress Test (TSST). Briefly, the participant is asked to deliver a speech and to perform an arithmetic task in front of an evaluating committee. The committee, consisting of three trained actors, does not respond emotionally during the test, which makes the situation very stressful for the participant. One disadvantage of the TSST is that it can be difficult to hold the experimental conditions constant. In particular, it may be difficult for actors to hold their acting constant across all sessions. Furthermore, there are several practical problems and costs associated with hiring professional actors. A computerized version of the TSST using virtual humans could be a way to avoid these problems provided that it is able to induce a stress response similar to the one of the original TSST. The purpose of the present pilot study was therefore to investigate the stress response to a virtual reality (VR) version of the TSST visualized using an immersive VR system (VR-TSST). Seven healthy males with an average age of 24 years (range: 23–26 years) performed the VR-TSST. This included delivering a speech and performing an arithmetic task in front of an evaluating committee consisting of three virtual humans. The VR equipment was a CAVE equipped with stereoscopy and head tracking. ECG and respiration were recorded as well as the participant's behavior and comments. Afterward, a semi-structured interview was carried out. In general, the subjective and physiological data from the experiment indicated that the VR version of the TSST induced a stress response in the seven participants. In particular, the peak increase in heart rate was close to rates observed in studies using the traditional TSST with real actors. These results suggest that virtual humans visualized with an immersive VR system can be used to induce stress under laboratory conditions.


2019 ◽  
Vol 43 (2) ◽  
Author(s):  
Insil Choi

Hospital autopsy is important for diagnosing neurodegenerative disease in deceased patients. Despite its importance, training autopsy brain removal is challenging for autopsy assistants due to lack of availability of real specimens, initial hesitation to perform the procedure because of proximity to the face, and limited teaching tools. To address these deficits, a virtual reality (VR) simulation was created to teach proper methods to perform the steps of the procedure. This simulation features real-time visual feedback of user performance during the step of opening the cranium with an oscillating saw in order to assist in skill improvement. It also provides an immersive VR interactive experience using realistic virtual patient models, sound effects, and haptic responses.


2021 ◽  
Author(s):  
Ahmed Abdelkhalek ◽  
Govindavilas Sudhesh ◽  
Anjan Sarkar ◽  
Mohammed Eissa

Abstract Structural bearings of 47 offshore platform-link bridges with average age of 40 years were inspected and recommended for replacements due to their poor condition. Replacement of bridge bearings involves major risk and production interruptions given the structural modifications, and critical piping and E&I disconnections required for safe jacking-lifting activities required during the process. This paper presents the approach adopted to assure the integrity of the bridges and extend their lives without the need to replace the bearings. The approach employed failure mode and effect analysis to identifying and narrowing down areas that need focused efforts while tackling the problem. Scenario based structural assessments were carried out to examine the impact of the level of movement-allowing bearings functionality on the integrity of the bridge and its supporting structures; identify critical locations to be targeted during focused inspections; and establish envelopes for monitoring thermal expansion and contraction of the bridges. Guidelines were developed and implemented for integrated inspection-maintenance and repair campaign, which aimed to tackle corrosion issues and to install movement-monitoring indicators. Indicator seasonal monitoring is employed to establish the functionality of bearings on the long-term. The what-if structural assessments revealed that even in the worst-case scenario (in which the bearing are completely jammed) the option of local strengthening of the bridge and its supporting elements is more attractive than bearing replacement. The integrated inspection-maintenance and repair campaigns revealed that excessive corrosion levels observed from historic visual inspections on external non-critical bearing components (e.g: guide plates, angles, etc.) is not indicative of the condition of the internal load-bearing components (pedestals) which experienced much lower corrosion levels. The seasonal monitoring of bridge movements revealed that the 40+ years old Teflon pads are still functional and allow the bridges expansion and contraction. The developed holistic approach enabled demonstration of the fitness for service of the bearings, and provided means for assuring their long-term performance through monitoring. The results assured safety, integrity and delivered significant cost savings through aversion brownfield modifications, and production loss associated with bridge jacking and bearing replacement operations.


2019 ◽  
Vol 63 (6) ◽  
pp. 60413-1-60413-11
Author(s):  
Yunfang Niu ◽  
Danli Wang ◽  
Ziwei Wang ◽  
Fan Sun ◽  
Kang Yue ◽  
...  

Abstract At present, the research on emotion in the virtual environment is limited to the subjective materials, and there are very few studies based on objective physiological signals. In this article, the authors conducted a user experiment to study the user emotion experience of virtual reality (VR) by comparing subjective feelings and physiological data in VR and two-dimensional display (2D) environments. First, they analyzed the data of self-report questionnaires, including Self-assessment Manikin (SAM), Positive And Negative Affect Schedule (PANAS) and Simulator Sickness Questionnaire (SSQ). The result indicated that VR causes a higher level of arousal than 2D, and easily evokes positive emotions. Both 2D and VR environments are prone to eye fatigue, but VR is more likely to cause symptoms of dizziness and vertigo. Second, they compared the differences of electrocardiogram (ECG), skin temperature (SKT) and electrodermal activity (EDA) signals in two circumstances. Through mathematical analysis, all three signals had significant differences. Participants in the VR environment had a higher degree of excitement, and the mood fluctuations are more frequent and more intense. In addition, the authors used different machine learning models for emotion detection, and compared the accuracies on VR and 2D datasets. The accuracies of all algorithms in the VR environment are higher than that of 2D, which corroborated that the volunteers in the VR environment have more obvious skin electrical signals, and had a stronger sense of immersion. This article effectively compensated for the inadequacies of existing work. The authors first used objective physiological signals for experience evaluation and used different types of subjective materials to make contrast. They hope their study can provide helpful guidance for the engineering reality of virtual reality.


2020 ◽  
Vol 4 (Supplement_2) ◽  
pp. 1308-1308
Author(s):  
James Hollis ◽  
James Oliver

Abstract Objectives The objective of this study was to a) determine the feasibility of eating in virtual reality (VR) environment while wearing a head mounted display (HMD) and b) determine the effect of eating in a virtual restaurant on food intake, sensory evaluation of the test food and masticatory parameters. Methods Fifteen adults were asked to report to the laboratory on two occasions, separated by at least one week, at their usual lunchtime. On reporting to the laboratory, surface electrodes were attached to the left and right masseter muscles to measure masticatory activity and a wristband placed on the non-dominant wrist to collect physiological data. The participant sat quietly for 5 minutes before a VR (HMD) was placed on their head. The HMD displayed either a virtual restaurant (pizzeria) or a blank scene (consisting of a white background and a table). The participant's hand movements were captured using an infrared camera mounted on the HMD so when the participant moved their hands this was represented by computer generated model hands in the VR scene. The test foods (pizza bites) were represented in VR using a 3D model of pizza bites. The test foods were arranged so that when the participant touched the test food model in the VR scene they touched the test food in real life allowing them to locate and pick up the test food. The participant was instructed to eat the test food until they felt comfortably full.  When the participant finished eating the equipment was removed and they completed questionnaires regarding their feelings of presence and experiences in the VR environment and their ratings of the test food attributes. Results Participants were able to successfully locate and eat the pizza rolls while in the VR environment. The participants feeling of presence was higher in the restaurant scene compared to the blank scene (P < 0.05). Heart rate and skin temperature were higher in the restaurant scene (P < 0.05). Differences in masticatory parameters were found with participants using fewer masticatory cycles before swallowing in the restaurant scene (P < 0.05). There were no differences between scenes regarding the sensory evaluation of the test foods. There was no difference in food intake between the treatments. Conclusions Eating in VR is feasible and may provide a new method to understand eating behavior in different contexts. Funding Sources None.


2020 ◽  
Author(s):  
Naseem Ahmadpour ◽  
Andrew David Weatherall ◽  
Minal Menezes ◽  
Soojeong Yoo ◽  
Hanyang Hong ◽  
...  

BACKGROUND Virtual reality (VR) technology is a powerful tool for augmenting patient experience in pediatric settings. Incorporating the needs and values of stakeholders in the design of VR apps in health care can contribute to better outcomes and meaningful experiences for patients. OBJECTIVE We used a multiperspective approach to investigate how VR apps can be designed to improve the periprocedural experiences of children and adolescents, particularly those with severe anxiety. METHODS This study included a focus group (n=4) and a survey (n=56) of clinicians. Semistructured interviews were conducted with children and adolescents in an immunization clinic (n=3) and perioperative setting (n=65) and with parents and carers in an immunization clinic (n=3) and perioperative setting (n=35). RESULTS Qualitative data were examined to determine the experience and psychological needs and intervention and design strategies that may contribute to better experiences for children in three age groups (4-7, 8-11, and 12-17 years). Quantitative data were used to identify areas of priority for future VR interventions. CONCLUSIONS We propose a set of ten design considerations for the creation of future VR experiences for pediatric patients. Enhancing patient experience may be achieved by combining multiple VR solutions through a holistic approach considering the roles of clinicians and carers and the temporality of the patient’s experience. These situations require personalized solutions to fulfill the needs of pediatric patients before and during the medical procedure. In particular, communication should be placed at the center of preprocedure solutions, while emotional goals can be embedded into a procedure-focused VR app to help patients shift their focus in a meaningful way to build skills to manage their anxiety.


10.2196/19752 ◽  
2020 ◽  
Vol 22 (7) ◽  
pp. e19752 ◽  
Author(s):  
Naseem Ahmadpour ◽  
Andrew David Weatherall ◽  
Minal Menezes ◽  
Soojeong Yoo ◽  
Hanyang Hong ◽  
...  

Background Virtual reality (VR) technology is a powerful tool for augmenting patient experience in pediatric settings. Incorporating the needs and values of stakeholders in the design of VR apps in health care can contribute to better outcomes and meaningful experiences for patients. Objective We used a multiperspective approach to investigate how VR apps can be designed to improve the periprocedural experiences of children and adolescents, particularly those with severe anxiety. Methods This study included a focus group (n=4) and a survey (n=56) of clinicians. Semistructured interviews were conducted with children and adolescents in an immunization clinic (n=3) and perioperative setting (n=65) and with parents and carers in an immunization clinic (n=3) and perioperative setting (n=35). Results Qualitative data were examined to determine the experience and psychological needs and intervention and design strategies that may contribute to better experiences for children in three age groups (4-7, 8-11, and 12-17 years). Quantitative data were used to identify areas of priority for future VR interventions. Conclusions We propose a set of ten design considerations for the creation of future VR experiences for pediatric patients. Enhancing patient experience may be achieved by combining multiple VR solutions through a holistic approach considering the roles of clinicians and carers and the temporality of the patient’s experience. These situations require personalized solutions to fulfill the needs of pediatric patients before and during the medical procedure. In particular, communication should be placed at the center of preprocedure solutions, while emotional goals can be embedded into a procedure-focused VR app to help patients shift their focus in a meaningful way to build skills to manage their anxiety.


2021 ◽  
Vol 2 ◽  
Author(s):  
Mutian Niu ◽  
Cheng-Hung Lo ◽  
Zhiyuan Yu

As a new medium in modern education, virtual reality technology has stimulated the changes of pedagogical practice and added further opportunities for experiential learning. The immersive and interactive experience of VR fits seemingly well with practical subjects such as Creative Design. Design-related courses in secondary education usually appeal to the students with their practical elements, which also help in developing a student's creative and cognitive ability. The dual coding learning theory states that the learning process can be improved by using the symmetrical visual and language systems of the left and right hemispheres. This paper presents a novel teaching framework that combines classroom learning with VR technology. We devise the course structure based on Bloom’s Taxonomy and fill in knowledge and skills related to 3D Design. In collaboration with a local school, we implemented and delivered the proposed course to a group of students. After the course, we use questionnaires and interviews to collect and analyze the attendees’ feedback. The results show that the interactive experience in VR coincides better with the students’ perception of 3D conceptual design. The teaching methods are also well-received by them. Based on the findings, we suggest that immersive VR technology is a promising tool for developing practical courses such as product design and development.


Sign in / Sign up

Export Citation Format

Share Document