scholarly journals Facilitating User Involvement in Product Design Through Virtual Reality

Author(s):  
J.P. Thalen ◽  
M.C. van der Voort
Author(s):  
Attila Gere ◽  
Abdul Hannan Bin Zulkarnain ◽  
Dorina Szakál ◽  
Orsolya Fehér ◽  
Zoltán Kókai

AbstractVirtual reality (VR) offers a new instrument for food scientists to evaluate different aspects of food products. The possible applications range from product design testing, evaluation of the labels, effects of different placements or the evaluation of store layouts. These analyses help us to get a deeper understanding of consumers' minds. Additionally, VR can be coupled by several different tools (e.g. eye-trackers or skin conductance sensors or even electroencephalographs). However, as there have been only a limited number of applications published, there are several open questions which need to be answered. In the presented paper the authors aim i) to introduce the current knowledge on VR applications in food science by introducing several fields of applications and ii) to point out the most important questions regarding the applications of VR in food science.


Author(s):  
Jennifer L. Penland ◽  
Kennard Laviers ◽  
Elbert Bassham ◽  
Victor Nnochiri

Virtual reality (VR) is now becoming a major player in education. When first introduced into schools, computer technology and multi-media content were riveted by its newness. Over time, more higher education institutions began to use newer technologies online or distance classes that could be taken from home. Unfortunately, many students have difficulty acquiring the same experience when learning with most classroom management software (CMS). Virtual reality technology is taking user involvement to the next level of immersion and is postured to change the landscape of education in a very significant way. This chapter examines methods of employing VR to maximize benefits to the student as well as the challenges and opportunities for using VR for distance learning. Finally, emerging research and developments in VR is discussed.


2019 ◽  
Vol 13 (2) ◽  
pp. 92-100 ◽  
Author(s):  
Rachel Proffitt ◽  
Stephanie Glegg ◽  
Danielle Levac ◽  
Belinda Lange

Purpose Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors’ collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. Design/methodology/approach The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI. Findings A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. Research limitations/implications Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. Originality/value The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.


Author(s):  
Hao Song ◽  
Fangyuan Chen ◽  
Qingjin Peng ◽  
Jian Zhang ◽  
Peihua Gu

User experience has a significant impact on the effective product design and improvement, especially for a personalized product to meet user’s individual need. The development of personalized products requires data from user experience in the evaluation of the product function and performance. The existing methods of Internet-based interactive platforms and direct market user surveys cannot provide users full experience of product features. This research proposes a user interactive system based on virtual reality technologies to provide users a close-real experience in the development of open-architecture products. The system provides users an interface built on the virtual environment. The users can review a product design by virtually operating and evaluating the product. The system records users’ operations and feedbacks for designers to improve the product. Food trucks designed using the open-architecture concept are used as applications to verify the proposed method. A user survey is conducted to examine the system effectiveness.


Author(s):  
Robert W. Stone ◽  
John W. Henry

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.


Author(s):  
John Gammack ◽  
Christopher Hodkinson

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.


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