Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3148456.3148492acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

User interface design of an immersive virtual reality environment to electricians training

Published: 03 November 2015 Publication History

Abstract

This paper discusses usability problems in immersive virtual reality environments that were identified during the development of a system used to train electricians to perform maintenance and emergency maneuvers in electric distribution substations. Differently from traditional desktop systems, in which graphical interface techniques and standards are already consolidated, immersive virtual reality environments present several new challenges for the creation of user interfaces. A case study was performed with 37 participants and the collected data is helping the development team to improve the system usability.

References

[1]
L. J. Ausburn, F. B. Ausburn, "Desktop virtual reality: A powerful new technology for teaching and research in industrial teacher education", Journal of Industrial Teacher Education, vol. 41, n. 4, p. 33--58, 2004.
[2]
Beenoculus. 2015. Disponível em: <http://www.beenoculus.com/>. Acesso em: 10 jun 2015.
[3]
S. W. Blume, 2007. Electric Power System Basics: For the Nonelectrical Professional. John Wiley & Sons, Inc., Hoboken, New Jersey, USA.
[4]
Epic Games, Inc. 2015. Unreal Engine. Disponível em: <https://www.unrealengine.com/>. Acesso em: 11 jun 2015.
[5]
Epic Games, Inc. 2015. Virtual Reality Best Practices. Disponível em: <https://docs.unrealengine.com/latest/INT/Platforms/VR/ContentSetup/index.html>. Acesso em: 11 jun. 2015.
[6]
R. A. Fisher. 1934. Statistical Methods for Research Workers. 5th Edition, Edinburgh: Oliver and Boyd.
[7]
A. Grabowski and J. Jankowski. 2015. Virtual Reality-based pilot training for underground coal miners, Safety Science, vol. 72, p. 310--314, February 2015. ISSN 0925-7535.
[8]
K. Kilteni, J-M. Normand, M. V. Sanchez-Vives, M. Slater. 2012. Extending Body Space in Immersive Virtual Reality: A Very Long Arm Illusion PLoS ONE 7(7): e40867.
[9]
Leap Motion Inc. 2015. Leap Motion. Disponível em: <https://www.leapmotion.com/>. Acesso em: 10 jun. 2015.
[10]
J. Ludwig. 2013. Lessons learned porting Team Fortress 2 to Virtual Reality. Game Developers Conference. Disponível em: <http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf>. Acesso em: 11 jun 2015.
[11]
D. Martínez, J-Y. L. Lawson, J. P. Molina, A. S. García, P. González, J. Vanderdonckt, and B. Macq. 2011. A framework to develop VR interaction techniques based on openinterface and AFreeCA. In Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III (INTERACT'11), Heidelberg, 1-18. 2011.
[12]
Massachusetts Institute of Technology. 2011. The future of the Electric Grid: an interdisciplinary MIT study. Cambridge, Massachusetts, USA.
[13]
Microsoft. 2015. Xbox 360 Wireless Controller for Windows. <https://www.microsoft.com/hardware/enus/p/xbox-360-wireless-controller-for-windows>. Acesso em: 10 jun. 2015.
[14]
Microsoft. 2015. Kinect. Disponível em: <http://www.microsoft.com/en-us/kinectforwindows/>. Acesso em: 10 jun. 2015.
[15]
T. Mikropoulos, A. Chalkidis, A. Katsikis, P. Kossivaki. 1997. Virtual realities in environmental education: The project LAKE, Education and Information Technologies, vol. 2, p. 131--142, 1997.
[16]
Oculus. 2015. Oculus Rift. Disponível em: <https://www.oculus.com/>. Acesso em: 10 jun. 2015.
[17]
Oculus. 2015. Powering the Rift. Disponível em: <https://www.oculus.com/en-us/blog/powering-the-rift/>. Acesso em: 10 jun. 2015.
[18]
J. Orlosky, K. Kiyokawa, and H. Takemura. 2014. Managing mobile text in head mounted displays: studies on visual preference and text placement. SIGMOBILE Mob. Comput. Commun. Rev. 18, 2 (June 2014), 20-31.
[19]
R. E. M. de Oliveira and J. C. de Oliveira. 2014. A Kinect-based Oil Platform Training Application, In Proceedings of the XVI Symposium on Virtual and Augmented Reality (SVR), 2014, pp. 135--138.
[20]
V. S. Pantelidis. 1994. Suggestions on when to use and when not to use virtual reality in education, Report. East Carolina University, 1994.
[21]
L. Perry. 2014. Solving the "unsolvable" issue of mobility in VR. Disponível em: <http://gamasutra.com/blogs/LeePerry/20140930/226747/Solving_the_quotunsolvablequot_issue_of_mobility_in_VR.php>. Acesso em: 11 jun. 2015.
[22]
M. Pichlmair. 2015. Design Challenges for Virtual Reality Games. Disponível em: <http://gamasutra.com/blogs/MartinPichlmair/20150526/244293/Design_Challenges_for_Virtual_Reality_Games.php>. Acesso em: 11 jun. 2015.
[23]
R Development Core Team. 2015. R: A language and environment for statistical computing. R Foundation for Statistical Computing, Vienna, Austria. ISBN 3-900051-07-0. Disponível em: <http://www.R-project.org>. Acesso em: 11 jun. 2015.
[24]
C. Regan. 1995. An investigation into nausea and other side-effects of head-coupled immersive virtual reality. Virtual Reality. 1, 1 (June 1995), 17-31.
[25]
G. Romero, J. Maroto, J. Félez, J. M. Cabanellas, M. L. Martinez, A. Carretero. 2008. Virtual reality applied to a full simulator of electrical sub-stations. Electric Power Systems Research, vol. 78.3 (2008): 409-417.
[26]
R. Sacks, A. Perlman, and R. Barak. 2013. Construction safety training using immersive virtual reality, Construction Management and Economics, vol. 31, n. 9, p. 1005--1017, July 2013. ISSN 1466-433X.
[27]
Samsung. 2015. Gear VR. Disponível em: <http://www.samsung.com/global/microsite/gearvr/>. Acesso em: 10 jun 2015.
[28]
B. S. Santos, P. Dias, A. Pimentel, J. A. Baggerman, C. Ferreira, S. Silva and J. Madeira. 2009. Head-mounted display versus desktop for 3D navigation in virtual reality: a user study, Multimedia Tools and Applications, vol. 41, n. 1, p. 161--181, January 2009. ISSN 1573-7721.
[29]
Sixense. 2015. Razer Hydra. Disponível em: <http://sixense.com/razerhydra>. Acesso em: 10 jun. 2015.
[30]
J. Steuer. 1992. Defining Virtual Reality: Dimensions Determining Telepresence, Journal of Communication, 42: 73--93. 1992.
[31]
K. Ukai and P. A. Howarth. 2008. Visual fatigue caused by viewing stereoscopic motion images: Background, theories, and observations. Displays, 29 (2008), p. 106--116.
[32]
J. P. Wann, S. Rushton, M. Mon-Williams. 1995. Natural problems for stereoscopic depth perception in virtual environments. Vision Research. 35, 19 (October 1995), 2731-2736.
[33]
A. Wawro. 2015. Smooth moves: Designing VR games that won't make players sick. Disponível em: <http://www.gamasutra.com/view/news/243615/Smooth_moves_Designing_VR_games_that_wont_make_players_sick.php>. Acesso em: 11 jun. 2015.
[34]
P. Weston. 2014. Designing games for the Oculus Rift - a success story. Disponível em: <http://www.garagegames.com/community/blogs/view/22570>. Acesso em: 10 jun. 2015.
[35]
D. M. Whittinghill, B. Ziegler, J. Moore, and T. Case. 2015. Nasum Virtualis: A Simple Technique for Reducing Simulator Sickness. Disponível em: <http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html>. Acesso em: 11 jun. 2015.
[36]
Wikimedia Commons. 2015. 360 controller. Disponível em: <http://commons.wikimedia.org/wiki/File:360_controller.svg>. Acesso em: 11 jun. 2015.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
IHC '15: Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
November 2015
514 pages
ISBN:9781450353625
DOI:10.1145/3148456
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2015

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. immersive virtual reality
  2. interface design and evaluation
  3. training staff

Qualifiers

  • Research-article

Funding Sources

Conference

IHC 2015

Acceptance Rates

Overall Acceptance Rate 331 of 973 submissions, 34%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 138
    Total Downloads
  • Downloads (Last 12 months)10
  • Downloads (Last 6 weeks)0
Reflects downloads up to 16 Nov 2024

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media