scholarly journals Current State of User Experience Evaluation in Virtual Reality: A Systematic Review from an Ergonomic Perspective

Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.

2019 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Lei Zhu ◽  
Ming Shan ◽  
Zhao Xu

Purpose Although the handover stage is the key transition stage between the construction and operation, there is no critical overview of issues and research at the handover stage, hindering the achievement of sustainable development of buildings. Therefore, the purpose of this paper is to review the building handover-related issues and research in construction and facility management (FM) journals. The specific objectives of this study include: analyze the research trends and overview the handover-related publications; identify the major research topics on the handover of buildings; identify research gaps and propose future research directions. Design/methodology/approach This study opted for a four-step systematic review of papers from the well-known academic journals in the construction and FM respects. Findings The results first revealed the increasing research interest in the handover of buildings from the researchers. Moreover, the post-construction defects, poor information fidelity, poor interoperability between building information modeling (BIM) and FM technologies, and insufficient consideration of end users were identified as the most concerned challenges for a building handover. Furthermore, identifying and formalizing information requirements for handover, improving the handover process, and improving the interoperability between BIM and FM were solutions mostly emphasized by researchers. Research limitations/implications As the first systematic review of building handover-related issues and research, this study is the building block for future research on this topic. The findings provide guidance for researchers in the construction and FM research community, and help them form useful collaboration for future research opportunities and find future research directions. Practical implications The identified significant challenges and potential solutions for a building handover could assist practitioners in making rational decisions on developing or adopting relevant technologies, and reshaping their management patterns and working processes. Moreover, the findings could be severed as evidence for policymakers to initiate policies, such as documents e-submission and timely updating BIMs, to achieve the vision of model-based project delivery. Originality/value This study contributed to the body of knowledge of sustainable development by providing a new insight to tackle the hindrance to the smooth transition from the construction to the operation.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Xin Ning ◽  
Tong Liu ◽  
Chunlin Wu ◽  
Chao Wang

3D printing (3DP) is regarded as an innovation that contributes to automation in civil engineering and offers benefits in design, greenness, and efficiency. It is necessary to objectively analyze the current status and challenges associated with 3DP and identify future research directions to properly understand its construction applications. Previous research has focused more on the technical dimension of 3DP; however, the nontechnical dimension of the technology may hinder its implementation and thus must be paid particular attention to. This study presents a systematic review of the existing literature from both technical and nontechnical dimensions by combining quantitative and qualitative studies. The quantitative study was conducted using scientometric methods. The qualitative study analyzed information, including the technical research status and nontechnical challenges and trends. Two aspects of technical research status are presented, including materials and processes. In addition, nontechnical challenges and trends from the economic, environmental, social, and legislative aspects are proposed. This study provides a comprehensive agenda to advance 3DP in construction and proposes research interests, challenges, and future topics. It is intended to help construction practitioners systematically master existing processes and materials and assess the application degree and necessity of 3DP.


Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.


Author(s):  
M. Heiskala

Configurable products are an important way to achieve mass customization. A configurable product is designed once, and this design is used repetitively in the sales-delivery process to produce specifications of product individuals meeting customer requirements. Configurators are information systems that support the specification of product individuals and the creation and management of configuration knowledge, therefore being prime examples of information systems supporting mass customization. However, to the best of our knowledge, there is no systematic review of literature on how mass customization with configurable products and use of configurators affect companies. In this chapter, we provide such a review. We focus on benefits that can be gained and challenges which companies may face. A supplier can move to mass customization and configuration from mass production or from full customization; we keep the concerns separate. We also review benefits and challenges from the customer perspective. Finally, we identify future research directions and open challenges and problems.


2020 ◽  
Vol 20 (3) ◽  
pp. 509-542 ◽  
Author(s):  
Jing Wen ◽  
Masoud Gheisari

Purpose The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence indicates current communication practices fail to meet the requirements of increasingly complex projects. With the advent of Industry 4.0, a trend is noted to create a digital communication environment between stakeholders. Identified as a central technology in Industry 4.0, virtual reality (VR) has the potential to supplement current communication and facilitate the digitization of the AEC industry. This paper aims to explore how VR has been applied and future research directions for communication purpose. Design/methodology/approach This research follows a systematic literature assessment methodology to summarize the results of 41 research articles in the last 15 years and outlines the applications of VR in facilitating communication in the AEC domain. Findings Relevant VR applications are mainly found in building inspection, facility management, safety training, construction education and design and review. Communication tools and affordance are provided or built in several forms: text-based tools, voice chat tool, visual sharing affordance and avatars. Objective and subjective communication assessments are observed from those publications. Originality/value This review contributes to identifying the recent employment areas and future research directions of VR to facilitate communication in the AEC domain. The outcome can be a practical resource to guide both industry professionals and researchers to recognize the potentials of VR and will ultimately facilitate the creation of digital construction environments.


2020 ◽  
Vol 13 (3) ◽  
pp. 795-848
Author(s):  
Alina Köchling ◽  
Marius Claus Wehner

AbstractAlgorithmic decision-making is becoming increasingly common as a new source of advice in HR recruitment and HR development. While firms implement algorithmic decision-making to save costs as well as increase efficiency and objectivity, algorithmic decision-making might also lead to the unfair treatment of certain groups of people, implicit discrimination, and perceived unfairness. Current knowledge about the threats of unfairness and (implicit) discrimination by algorithmic decision-making is mostly unexplored in the human resource management context. Our goal is to clarify the current state of research related to HR recruitment and HR development, identify research gaps, and provide crucial future research directions. Based on a systematic review of 36 journal articles from 2014 to 2020, we present some applications of algorithmic decision-making and evaluate the possible pitfalls in these two essential HR functions. In doing this, we inform researchers and practitioners, offer important theoretical and practical implications, and suggest fruitful avenues for future research.


2019 ◽  
Vol 40 (2) ◽  
pp. 107-127 ◽  
Author(s):  
Ana d’Abreu ◽  
Sara Castro-Olivo ◽  
Sarah K. Ura

In this article, we conduct a systematic review of the extant literature on the risk and protective factors that impact the healthy resettlement of refugee children around the world. We identify acculturative stress as a main risk factor to consider for assessment and intervention given that is often overlooked in the literature for refugee children, but has been found to strongly impact their socio-emotional development. In addition, we discuss ecologically framed/culturally responsive interventions and assessment practices that could aid in the successful resettlement of refugee children. We also discuss the limitations of the extant research on refugee children and make recommendations for future research directions.


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