Virtual Reality for Industrial Application - The Influence of Presence and its Relation to Usability and User Experience

2016 ◽  
Vol 1140 ◽  
pp. 537-544 ◽  
Author(s):  
Jennifer Brade ◽  
Mario Lorenz ◽  
Philipp Klimant ◽  
Franziska Pürzel ◽  
Matthias Putz

Virtual and augmented reality are two big buzzwords in the industrial context and they are increasingly used. A main argument for the use of virtual techniques are their economic benefits, which are confirmed by pilot studies. However there is a research gap on how virtual techniques influence the user. This study addresses the impacts of virtual environments on presence, usability and user experience compared to a real environment. Therefore two groups of participants take part in a geocaching tour through the real or virtual city center of Chemnitz and rate the presence of the environment as well as the usability and user experience of a mobile navigation application. The results of 60 participants show that there are general differences between the environments and verify the strengths and weaknesses of virtual environments: Virtual techniques have a positive influence on the user, like a more engaging experience and a perceived higher hedonic quality of the product. Beside these benefits the negative effects have to be considered too, because they influence the ratings of the user. This study shows the potential of virtual techniques for the user and also the deficits, that need to be improved.

2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


Author(s):  
Chih-Hsing Chu ◽  
Yi-An Chen ◽  
Ying-Yin Huang ◽  
Yun-Ju Lee

Abstract Virtual try-on technology (VTO) in virtual reality (VR) and augmented reality (AR) has been developed for years to create novel shopping experiences for users by allowing them to virtually wear fashion products. Compared to garments or facial accessories, fewer studies have focused on virtual footwear try-on, regardless of user study or technical development. Thus, it is necessary to examine the effectiveness of existing VTO applications on the user's affective responses. In this study, we compared the user experience of three different footwear try-on methods (real, VR, and AR) with both physiological and psychological measures. Subjects conducted a try-on experiment on different pairs of sneakers. Each subject's gaze trajectory was recorded using an eye tracker and analyzed to show his/her visual attention in each method. Afterward, the subjects completed questionnaires to assess the sense of presence, usability, and the user experience score for the try-on processes, and subsequently attended a think-aloud procedure to express their thoughts. The analysis results of the collected data showed that the user experience produced by the VR and AR try-on is not comparable to that of the real environment. The results also revealed factors that negatively affect the quality of the user's interaction with the processes. These findings may provide insights into further improvements in VTO technology.


2015 ◽  
Vol 25 (09n10) ◽  
pp. 1759-1764 ◽  
Author(s):  
Emanuelle Cavalcante ◽  
Luis Rivero ◽  
Tayana Conte

User Experience (UX) is an important attribute for the success and quality of a software application. UX explores how an application is used and the emotional and behavioral consequences of such use. Although several UX evaluation methods allow understanding the reasons for a poor UX, some of them are tedious or too intrusive, making the evaluation unpleasant. This paper presents the Method for the Assessment of eXperience (MAX), which through cards and a board assists software engineers in gathering UX data while motivating users to report their experience. We conducted two pilot studies to verify the feasibility of MAX, which showed that the method is useful for evaluating the UX of finished/prototyped applications from the point of view of users and software engineers.


2019 ◽  
Vol 11 (7) ◽  
pp. 148
Author(s):  
Jesenka Pibernik ◽  
Jurica Dolic ◽  
Hrvoje Abraham Milicevic ◽  
Bojan Kanizaj

Google’s Material Design, created in 2014, led to the extended application of floating action buttons (FAB) in user interfaces of web pages and mobile applications. FAB’s roll is to trigger an activity either on the present screen, or it can play out an activity that makes another screen. A few specialists in user experience (UX) and user interface (UI) design are sceptical regarding the usability of FAB in the interfaces of both web pages and mobile applications. They claim that the use of FAB easily distracts users and that it interferes with using other important functions of the applications, and it is unusable in applications designed for iOS systems. The aim of this paper is to investigate by an experiment the quality of experience (QoE) of a static and animated FAB and compare it to the toolbar alternative. The experimental results of different testing methods rejected the hypothesis that the usage and animation of this UI element has a positive influence on the application usability. However, its static and animated utilization enhanced the ratings of hedonic and aesthetic features of the user experience, justifying the usage of this type of button.


2018 ◽  
Vol 2018 ◽  
pp. 1-7
Author(s):  
Li Li ◽  
Zhen Wang ◽  
Li-Min Li ◽  
Xue-Ling Zheng ◽  
Sen Ma ◽  
...  

Wheat bran is rich in dietary fiber, which improves the flour nutritional content and also endows the flour with a richer flavor. However, a high content of insoluble dietary bran fiber can easily and significantly reduce the processing and edible quality of flour products. This study was conducted to explore ways to decrease the negative effects of adding bran to dough. Basidiomycete strain BS-01 was used to ferment the wheat bran. The surface structure of the bran was examined by scanning electron microscopy, and the fermented bran was incorporated into the wheat flour at various concentrations. The mixed flour farinographic and extensographic characteristics, dough rheological properties, and the specific volume, color, and textural properties of the steamed bread were determined and analyzed. The results suggested that adding an appropriate quantity of fermented bran improves the characteristics of the dough and the quality of the steamed bread compared to those with unfermented bran. The fermented bran effectively decreased the negative impacts exerted on the farinographic and extensographic characteristics of the mixed flour and exerted a positive influence on the dough viscoelasticity and bread specific volume.


2018 ◽  
Vol 26 (2) ◽  
pp. 131-143
Author(s):  
Marlinawati Marlinawati ◽  
Dewi Kusuma Wardani

The purpose of this research is to know the influence between the Quality of Human Resources, Utilization of Information Technology and Internal Control System Against Timeliness of Village Government Financial Reporting at Gunungkidul Regency. This research is causative research. The population is the village government in Gunungkidul Regency, especially in Gedangsari subdistrict. Criteria of respondents in the study were to village and village apparatus. We use questionnaire to collect data. We use multiple regression with SPSS program version 16.0 to analyze data. We find that quality of human resources and internal control system have a positive influence on the timeliness of village government financial reporting. On the other hand, utilization of information technology does not influence the timeliness of village government financial reporting. These imply that the quality of human resources and internal control system can speed up the preparation of village government financial reporting.


Author(s):  
S. G. Grigoriev ◽  
M. V. Kurnosenko ◽  
A. M. Kostyuk

The article discusses possible forms of educational STEM projects in the field of electronics and device control using Arduino controllers. As you know, the implementation of such STEM projects can be carried out not only using various electronic constructors, but also using virtual modeling environments. The knowledge obtained during modeling in virtual environments makes it possible to increase the efficiency of face-to-face practical training with a real constructor, and to improve the quality of students’ knowledge. The use of virtual modeling environments in combination with the use of real constructors provides links between distance and full-time learning. A real constructors can be used simultaneously by both the teacher and the student, jointly practicing the features of solving practical problems. The article provides examples of using a virtual environment for preliminary prototyping of circuits available in the documentation for electronic constructors, to familiarize students with the basics of designing and assembling electronic circuits using the surface mounting method and on a breadboard, as well as programming controllers on the Arduino platform that control electronic devices. This approach allows students to accelerate the assimilation of various interdisciplinary knowledge in the field of natural sciences using STEM design.


Liquidity ◽  
2018 ◽  
Vol 4 (1) ◽  
pp. 43-52 ◽  
Author(s):  
Sri Widyastuti

Customer loyalty is ‘suspected’not been able to optimizationrepetition of transactions, customer recommendation and durability with the establishment relationship quality of the trust, customer satisfaction and commitment. Therefore, research conducted on Bank CIMB Niaga aims to determine the extent of the trust, and commitment to customer satisfaction can increase X-tra and TabunganKU savings customer loyalty. This research is verification and the method of research is explanatory survey method, the sample is 160 customer X-tra and tabunganKU savings in the branch office Bank CIMB Niaga Bintaro. The analytical method used is structural equation model. The results showed loyalty can be achieved with relationship quality for customers through the establishment of trust, and commitment to customer satisfaction, which all three have a positive influence. Therefore, the management of Bank CIMB Niaga need to improve their ability in trust, satisfactionand commitmentwith the bank's customers to become increasingly favored customers.


Sign in / Sign up

Export Citation Format

Share Document