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Digital Human Modeling Technology in Virtual Reality: Studying Aspects of Users’ Experiences
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0001-8642-336X
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0003-0946-7531
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. University of Skövde, School of Engineering Science. University of Skövde, Virtual Engineering Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0003-2254-1396
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0002-6568-9342
2020 (English)In: DHM2020: Proceedings of the 6th International Digital Human Modeling Symposium, August 31 – September 2, 2020 / [ed] Lars Hanson, Dan Högberg, Erik Brolin, Amsterdam: IOS Press, 2020, p. 330-341Conference paper, Published paper (Refereed)
Abstract [en]

Virtual Reality (VR) could be used to develop more representative Digital Human Modeling (DHM) simulations of work tasks for future Operators 4.0. Although VR allows users to experience the manikin as rather realistic in itself, there are still several aspects that need to be considered when shifting from tasks performed in the real world into a virtual one, adding cognitive and user experience (UX) aspects. Currently, there is limited research of UX in VR. The overall aim was to gain deeper insights into how users’ experiences can ultimately help us to improve how VR can aid in DHM. A pilot study examined how users perceived and experienced actions performed by a humanoid hand (manikin) in VR. Users’ perceived presence indicates how well they are immersed in the virtual environment, and Proactive eye gaze (PEG) was used to measure the realism of the virtual hand. The obtained findings indicate some potentially surprising outcomes and some tentative explanations for these are discussed. The lessons learned from this pilot will be used as input to a future larger study that continues to highlight how UX aspects can be useful in a DHM context.

Place, publisher, year, edition, pages
Amsterdam: IOS Press, 2020. p. 330-341
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 11
Keywords [en]
Virtual Reality, Digital Human Modelling, User Experience
National Category
Interaction Technologies Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
URN: urn:nbn:se:his:diva-18966DOI: 10.3233/ATDE200040ISI: 000680825700034Scopus ID: 2-s2.0-85091261768ISBN: 978-1-64368-105-4 (electronic)ISBN: 978-1-64368-104-7 (print)OAI: oai:DiVA.org:his-18966DiVA, id: diva2:1462677
Conference
6th International Digital Human Modeling Symposium, August 31 – September 2, 2020, Skövde, Sweden
Part of project
Synergy Virtual Ergonomics (SVE), Knowledge Foundation
Funder
Knowledge Foundation, 20180167
Note

CC BY-NC 4.0

Funder: Knowledge Foundation and the INFINIT research environment (KKS Dnr. 20180167). Special thanks to Erik Lagerstedt for his valuable input. This work has been made possible with support the Knowledge Foundation dnr 20180167 and the associated INFINIT research environment at the University of Skövde, in the Synergy Virtual Ergonomics (SVE) project, and by the participating organizations

Available from: 2020-08-31 Created: 2020-08-31 Last updated: 2021-09-06Bibliographically approved

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Rosén, JuliaLindblom, JessicaLamb, MauriceBilling, Erik

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