Applied User Research in Virtual Reality: Tools, Methods, and Challenges

Sparad:
Bibliografiska uppgifter
I publikationen:arXiv.org (Feb 24, 2024), p. n/a
Huvudupphov: Bensch, Leonie
Övriga upphov: Casini, Andrea, Cowley, Aidan, Dufresne, Florian, Guerra, Enrico, de Medeiros, Paul, Nilsson, Tommy, Rometsch, Flavie, Treuer, Andreas, Vock, Anna
Utgiven:
Cornell University Library, arXiv.org
Ämnen:
Länkar:Citation/Abstract
Full text outside of ProQuest
Taggar: Lägg till en tagg
Inga taggar, Lägg till första taggen!

MARC

LEADER 00000nab a2200000uu 4500
001 2932314940
003 UK-CbPIL
022 |a 2331-8422 
035 |a 2932314940 
045 0 |b d20240224 
100 1 |a Bensch, Leonie 
245 1 |a Applied User Research in Virtual Reality: Tools, Methods, and Challenges 
260 |b Cornell University Library, arXiv.org  |c Feb 24, 2024 
513 |a Working Paper 
520 3 |a 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. 
653 |a Extraterrestrial environments 
653 |a Sensory stimulation 
653 |a Rapid prototyping 
653 |a System effectiveness 
653 |a Lunar surface vehicles 
653 |a Virtual reality 
653 |a Software 
653 |a Computer & video games 
653 |a Ergonomics 
653 |a Aerospace engineering 
653 |a Case studies 
653 |a Software development tools 
700 1 |a Casini, Andrea 
700 1 |a Cowley, Aidan 
700 1 |a Dufresne, Florian 
700 1 |a Guerra, Enrico 
700 1 |a de Medeiros, Paul 
700 1 |a Nilsson, Tommy 
700 1 |a Rometsch, Flavie 
700 1 |a Treuer, Andreas 
700 1 |a Vock, Anna 
773 0 |t arXiv.org  |g (Feb 24, 2024), p. n/a 
786 0 |d ProQuest  |t Engineering Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/2932314940/abstract/embedded/6A8EOT78XXH2IG52?source=fedsrch 
856 4 0 |3 Full text outside of ProQuest  |u http://arxiv.org/abs/2402.15695