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Garcia Rivera, FranciscoORCID iD iconorcid.org/0000-0002-4273-7751
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Publications (10 of 19) Show all publications
Garcia Rivera, F. (2026). Collaborative Technologies in Engineering Design Reviews. (Doctoral dissertation). Skövde: University of Skövde
Open this publication in new window or tab >>Collaborative Technologies in Engineering Design Reviews
2026 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Design reviews are central activities in product development, bringing together cross-functional teams to evaluate design proposals, identify issues, and decide on the progression of work. As product development becomes increasingly digital and distributed, these reviews are mediated by tools such as CAD software, videoconferencing platforms, and, more recently, extended reality (XR) systems. These technologies fundamentally shape how reviewers access shared product models, coordinate attention, and form a shared understanding. However, current industrial practice relies heavily on one person’s screen sharing with the rest of the group, which limits direct interaction with product design representations and creates friction in communication and coordination.

This thesis examines how collaborative technologies can better support interaction and coordination in design reviews and develops practical guidance for their deployment in industrial settings. The research adopts a design-oriented mixed-method approach, combining field studies, experiments, and participatory workshops. Field observations of distributed design reviews identified four recurring friction situations: requesting specific viewpoints, indicating specific elements, expressing design change ideas, and evaluating ergonomics. Subsequent laboratory experiments and qualitative observations in shared 3D environments isolated how specific technological configurations, such as independent navigation and shared spatial scenes, influence how teams distribute attention and maintain common ground.

Synthesizing the results, the thesis identifies a set of core affordances that collaboration systems for design reviews need to support: shared spatial presence around the product model, in-scene deictic indication (pointing), and independent navigation with mechanisms for following a presenter. These affordances are translated into a framework and a set of practical guidelines that connect interaction capabilities with the preparation, conduct, and documentation of design reviews. These guidelines were developed and validated through workshops with two automotive companies, confirming the guidelines’ clarity and applicability in real-world practice. Collectively, the thesis contributes to a deeper understanding of technology-mediated collaboration and provides actionable methods for integrating advanced digital tools into engineering workflows.

Abstract [sv]

Konstruktionsgenomgångar (design reviews) är centrala aktiviteter inom produktutveckling, där tvärfunktionella team samlas för att utvärdera konstruktionsförslag, identifiera problem och besluta om hur arbetet ska fortskrida. I takt med att produktutvecklingen blir alltmer digital och distribuerad medieras konstruktionsgenomgångar via verktyg såsom CAD-programvara, videokonferensplattformar och, på senare tid, XR-system (extended reality). Dessa tekniker påverkar i grunden deltagarnas tillgång till produktmodellerna, hur uppmärksamhet samordnas och hur deltagarna bildar en gemensam förståelse. Nuvarande industriell praxis är dock starkt beroende av presentatörscentrerad skärmdelning vilket begränsar deltagarnas interaktion med konstruktionsförslag och skapar friktion i kommunikation och samordning.

Denna avhandling undersöker hur samarbetsteknologier bättre kan stödja interaktion och samordning vid konstruktionsgenomgångar och utvecklar praktiska riktlinjer för deras användning i industriella sammanhang. Forskningen använder en designorienterad mixed-method-ansats, som kombinerar fältstudier, experiment och deltagande workshops. Fältobservationer av distribuerade konstruktionsgenomgångar identifierade fyra återkommande friktionssituationer: begäran om specifika betraktningspunkter, indikering av specifika produktdetaljer, uttryckande av idéer om designförändringar, och utvärdering av ergonomi. Efterföljande laboratorieexperiment och kvalitativa observationer i delade 3D-miljöer isolerade hur specifika tekniska konfigurationer, såsom oberoende navigering och delade rumsliga scener, påverkar hur team fördelar sin uppmärksamhet och upprätthåller gemensam grund.

Resultaten sammanfattas i en uppsättning centrala funktioner som samarbetssystem för konstruktionsgenomgångar behöver stödja: delad rumslig närvaro kring produktmodellen, deiktisk indikation (pekning) i scenen, och oberoende navigering med mekanismer för att följa en presentatör. Dessa funktioner översätts till ett ramverk och en uppsättning praktiska riktlinjer som kopplar samman interaktionsmöjligheter med förberedelse, genomförande och dokumentation av konstruktionsgenomgångar. Dessa riktlinjer har utvecklats och validerats genom workshops med två fordonsföretag, vilket bekräftar riktlinjernas tydlighet och användbarhet i industriell verksamhet. Sammantaget bidrar avhandlingen till en djupare förståelse av teknikmedierad samverkan och ger praktiska metoder för att integrera avancerade digitala verktyg i ingenjörsmässiga arbetsflöden.

Place, publisher, year, edition, pages
Skövde: University of Skövde, 2026. p. [xvi], 105
Series
Dissertation Series ; 69
National Category
Design Human Computer Interaction Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design
Identifiers
urn:nbn:se:his:diva-26312 (URN)978-91-989081-1-4 (ISBN)978-91-989081-2-1 (ISBN)
Public defence
2026-05-28, ASSAR Industrial Innovation Arena, Kavelbrovägen 2B, 541 36, Skövde, 13:15 (English)
Opponent
Supervisors
Note

Två av sex delarbeten (övriga se rubriken Delarbeten/List of papers):

IV. Rivera, F.G., Högberg, D., Dozio, N., Ferrise, F. and Lamb, M. (2026). Shared versus individual viewpoint control in remote design review meetings. Theoretical Issues in Ergonomics Science (under review).

VI. Rivera, F.G., Rostami, A., Högberg, D., Brolin, A. and Lamb, M. (2026). Guidelines development for design reviews with advanced collaboration tools. Research in Engineering Design (submitted).

Available from: 2026-05-05 Created: 2026-04-29 Last updated: 2026-09-02Bibliographically approved
García Rivera, F., Mugur, P., Li, D. & Söderlund, H. (2026). Towards Advanced Collaboration Systems for Design Reviews in Product and Production Development. In: SPS 2026 - The 12th Swedish Production Symposium 24/03/2026 - 26/03/2026 Luleå, Sweden: . Paper presented at SPS 2026 - The 12th Swedish Production Symposium 24/03/2026 - 26/03/2026 Luleå, Sweden, Leading the transformation towards net zero industry. Institute of Physics Publishing (IOPP), Article ID 012040.
Open this publication in new window or tab >>Towards Advanced Collaboration Systems for Design Reviews in Product and Production Development
2026 (English)In: SPS 2026 - The 12th Swedish Production Symposium 24/03/2026 - 26/03/2026 Luleå, Sweden, Institute of Physics Publishing (IOPP), 2026, article id 012040Conference paper, Published paper (Refereed)
Abstract [en]

Design reviews are essential checkpoints in product and production development, yet their current implementation often leads to coordination difficulties and weak traceability. This paper defines what qualifies as an advanced collaboration tool for design reviews and identifies the core capabilities that distinguish such systems from conventional setups. The study builds on workshops with two industrial partners in the automotive sector, where participants reflected on the capabilities needed for more effective collaboration. Transcribed discussions were coded into capability clusters and grouped into three categories: interaction-related, process management-related, and domainspecific. The analysis identifies three core affordances that enable more effective design reviews: shared spatial presence, in-scene deictic indication, and independent navigation with presenter follow. Supportive capabilities such as anchored documentation, lightweight roles, and integration with managed records further improve participation and traceability. The proposed definition shifts attention from specific technologies to observable affordances that enable teams to jointly reason about complex geometry. It provides a practical foundation for evaluating and implementing collaboration systems that make design reviews more participatory, accountable, and efficient.

Place, publisher, year, edition, pages
Institute of Physics Publishing (IOPP), 2026
Series
IOP Conference Series: Materials Science and Engineering, ISSN 1757-8981, E-ISSN 1757-899X ; 1342
National Category
Other Engineering and Technologies Other Mechanical Engineering
Research subject
Socio-TEchnicAl SysteMs Engineering (STEAM)
Identifiers
urn:nbn:se:his:diva-26924 (URN)10.1088/1757-899X/1342/1/012040 (DOI)001803535300040 ()
Conference
SPS 2026 - The 12th Swedish Production Symposium 24/03/2026 - 26/03/2026 Luleå, Sweden, Leading the transformation towards net zero industry
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022-01704
Note

CC BY 4.0

E-mail: francisco.garcia.rivera@his.se

This research was funded by Swedish innovation agency Vinnova in the PLENUM project (Grant Number: 2022–01704).

Available from: 2026-07-27 Created: 2026-07-27 Last updated: 2026-08-25Bibliographically approved
Garcia Rivera, F., Rostami, A., Cao, H., Högberg, D. & Lamb, M. (2025). Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work. In: Jessie Y. C. Chen; Gino Fragomeni (Ed.), Virtual, Augmented and Mixed Reality: 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part III. Paper presented at 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025 (pp. 96-112). Cham: Springer
Open this publication in new window or tab >>Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work
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2025 (English)In: Virtual, Augmented and Mixed Reality: 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part III / [ed] Jessie Y. C. Chen; Gino Fragomeni, Cham: Springer, 2025, p. 96-112Conference paper, Published paper (Refereed)
Abstract [en]

This study examines how specific collaborative features for independent viewpoint control, collaborative pointing, sketching, and manikin representations support design reviews in a virtual environment. Participants conducted design reviews using the collaborative design tool Gravity Sketch while engaging with these features. Results show that friction situations were minimal, with viewpoint control eliminating the need for perspective adjustments. Collaborative pointing and sketching effectively clarified design modifications, while manikin representations aided discussions on ergonomics. The findings highlight how the evaluated features facilitate communication in remote design reviews.

Place, publisher, year, edition, pages
Cham: Springer, 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 15790
Keywords
Design Reviews, Product Development, Remote Collaboration
National Category
Production Engineering, Human Work Science and Ergonomics Industrial engineering and management
Research subject
User Centred Product Design; Interaction Lab (ILAB); VF-KDO
Identifiers
urn:nbn:se:his:diva-25369 (URN)10.1007/978-3-031-93715-6_7 (DOI)001544392900007 ()2-s2.0-105007970379 (Scopus ID)978-3-031-93714-9 (ISBN)978-3-031-93715-6 (ISBN)
Conference
17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022–01704
Note

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025

This research was funded by Swedish innovation agency Vinnova in the PLENUM project (Grant Number: 2022–01704).

Available from: 2025-06-27 Created: 2025-06-27 Last updated: 2026-07-01Bibliographically approved
Garcia Rivera, F., Lamb, M., Högberg, D. & Alenljung, B. (2025). Friction situations in real-world remote design reviews when using CAD and videoconferencing tools. Empathic Computing, 1(1), Article ID 128.
Open this publication in new window or tab >>Friction situations in real-world remote design reviews when using CAD and videoconferencing tools
2025 (English)In: Empathic Computing, Vol. 1, no 1, article id 128Article in journal (Refereed) Published
Abstract [en]

Aims: Recent world events have resulted in companies using remote meeting tools more often in design processes. The shift to remote meeting tools has had a notable impact on collaborative design activities, such as design reviews (DRs). When DRs depend on computer-aided design (CAD) software, the lack of direct support for CAD functionalities in videoconferencing applications introduces novel communication challenges, i.e. friction. This study investigates friction encountered in real world remote DRs when using a combination of standard CAD and videoconferencing applications. The objective was to understand the main sources of friction when carrying out DRs using a combination of CAD and videoconferencing applications.

Methods: At a single Swedish automobile manufacturer, 15 DRs of a fixture component were passively observed. These observations were subjected to a qualitative thematic analysis to identify categories and sources of friction during these DRs. The DRs were carried out using a combination of CATIA CAD software and Microsoft Teams for videoconferencing.

Results: The analysis of the 15 remote DRs identified four recurring friction categories: requesting specific viewpoints, indicating specific elements, expressing design change ideas, and evaluating ergonomics. Each category highlights specific challenges that were observed during the DRs and emerged due to constraints imposed by existing methods and technologies for remote meetings.

Conclusion: This study provides a framework for understanding the current sources of friction in remote DRs using videoconferencing tools. These insights can support the future development of DR software tools, guiding the integration of features that address these friction points. Additionally, the results serve as a guideline for organizations to implement methods that reduce friction in remote DRs and improve DR quality and efficacy.

Place, publisher, year, edition, pages
Science Exploration Press, 2025
Keywords
Design review, product development, remote collaboration
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB); VF-KDO
Identifiers
urn:nbn:se:his:diva-24840 (URN)10.70401/ec.2025.0001 (DOI)
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022-01704
Note

CC BY 4.0

Correspondence to: Francisco Garcia Rivera, School of Engineering Science, University of Skövde, Högskolevägen, 54128 Skövde, Sweden. E-mail: francisco.garcia.rivera@his.se

This project was funded by Swedish innovation agency Vinnova in the PLENUM project (Grant Number: 2022-01704).

Available from: 2025-01-15 Created: 2025-01-15 Last updated: 2026-08-13Bibliographically approved
Cao, H., Garcia Rivera, F., Söderlund, H., Berlin, C., Stahre, J. & Johansson, B. (2025). Human-centered design of VR interface features to support mental workload and spatial cognition during collaboration tasks in manufacturing. Cognition, Technology & Work, 27(3), 467-485
Open this publication in new window or tab >>Human-centered design of VR interface features to support mental workload and spatial cognition during collaboration tasks in manufacturing
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2025 (English)In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 27, no 3, p. 467-485Article in journal (Refereed) Published
Abstract [en]

Industry 5.0 revolution is prioritizing human-centricity and adapting technologies to augment shopfloor workers’ cognitive ergonomics. To provide a user-friendly, efficient virtual planning tool, virtual reality (VR) is adopted by the industry to provide a virtual work environment for layout planning, design reviews, and training use cases. However, the user interface (UI) of VR programs is not yet standardized for universal design, and thus causes issues such as difficult scalable technology adoption due to high mental workload. Creating intuitive and accessible interfaces is a key challenge in VR. As the complexity of VR platforms grows, it is vital that users can effectively explore and engage with them. Improved UI design may improve the whole user experience, making VR more accessible, scalable, and attractive to a larger audience. Navigation in a VR environment can impose a significant mental workload on users, affecting their cognitive capacities, including layout perception, navigation, attention for collaboration, and response/completion time. This study aims to identify and assess the UI design features of a virtual work environment for manufacturing regarding mental workload, spatial navigation, and performance-based evaluation for human centricity. Three design features of typical mini maps examples, which are extracted from the literature and the gamification industry, are portability, tangibility, and dimensionality. By identifying the association between design features and user navigation experience, we may observe patterns for broader VR user interface standardization that address human factors. This study employed a qualitative approach to assess five different prototypes of interactive map designs, categorized into three design features, involving both students and industry practitioners, and resulting in 114 valid data collection sessions in the prototype-based experiment. Reducing mental workloads in VR interfaces can increase efficiency and user satisfaction in Industry 5.0 through intentional use of specific design features—portability proved to have the most significant impact, consistently reducing mental, physical and temporal demands, and frustration, while simultaneously improving performance, layout perception, navigation, and collaborative efficacy. The study provides effective design feature identification, highlighting the importance of user-centric approaches in VR development for cognitive ergonomics.

Place, publisher, year, edition, pages
Springer Nature, 2025
Keywords
VR, User interface design, Mental workload, Industry 5.0, Assisted navigation, Mini maps, Cognitive ergonomics, Collaborative manufacturing
National Category
Production Engineering, Human Work Science and Ergonomics Human Computer Interaction
Research subject
User Centred Product Design
Identifiers
urn:nbn:se:his:diva-25404 (URN)10.1007/s10111-025-00809-6 (DOI)001512466800001 ()2-s2.0-105008461322 (Scopus ID)
Funder
Vinnova, 2022-01704Chalmers University of Technology
Note

CC BY 4.0

Published: 20 June 2025

Huizhong Cao huizhong@chalmers.se

Open access funding provided by Chalmers University of Technology. This work was supported by VINNOVA, 2022-01704.

Correction in: Cognition, Technology & Work, July 2025.  doi:10.1007/s10111-025-00814-9

Correction: Human-centered design of VR interface features to support mental workload and Spatial cognition during collaboration tasks in manufacturing (20 Jun, 10.1007/s10111-025-00809-6, 2025). DOI:10.1007/s10111-025-00814-9

Available from: 2025-06-30 Created: 2025-06-30 Last updated: 2025-09-29Bibliographically approved
Garcia Rivera, F., Ferrise, F. & Panarotto, M. (2025). Leveraging Activity Theory and Functional Modelling for Implementing Extended Reality in Design Reviews (1ed.). In: Sangeun Jin; Jeong Ho Kim; Yong-Ku Kong; Jaehyun Park; Myung Hwan Yun (Ed.), Sangeun Jin; Jeong Ho Kim; Yong-Ku Kong; Jaehyun Park; Myung Hwan Yun (Ed.), Proceedings of the 22nd Congress of the International Ergonomics Association, Volume 1: Better Life Ergonomics for Future Humans (IEA 2024). Paper presented at 22nd Triennial Congress of the International Ergonomics Association (IEA), Jeju, South Korea, August 25 to 29, 2024 (pp. 360-366). Singapore: Springer
Open this publication in new window or tab >>Leveraging Activity Theory and Functional Modelling for Implementing Extended Reality in Design Reviews
2025 (English)In: Proceedings of the 22nd Congress of the International Ergonomics Association, Volume 1: Better Life Ergonomics for Future Humans (IEA 2024) / [ed] Sangeun Jin; Jeong Ho Kim; Yong-Ku Kong; Jaehyun Park; Myung Hwan Yun, Singapore: Springer, 2025, 1, p. 360-366Conference paper, Published paper (Refereed)
Abstract [en]

Effective communication and stakeholder collaboration are vital for successful design reviews. Traditionally reliant on physical mediums, design reviews now predominantly use digital 3D models for their flexibility and cost-effectiveness. Recent advancements in extended reality (XR) technology allow for immersive interactions with 3D models, enhancing spatial understanding. However, research often limits the choice to XR or flat screens, overlooking task-specific needs. This paper proposes a methodology using functional modeling and activity theory to assess XR’s suitability for various design review tasks. By categorizing tasks and analyzing functionalities, it guides the optimal use of XR and flat screens, enhancing design review effectiveness. Future research will empirically validate and refine this framework to support hybrid design review protocols, improving collaborative design processes. 

Place, publisher, year, edition, pages
Singapore: Springer, 2025 Edition: 1
Series
Springer Series in Design and Innovation, ISSN 2661-8184, E-ISSN 2661-8192 ; 39
Keywords
Activity Theory, Asymmetric Collaboration, Design Reviews, Functional Modeling
National Category
Other Engineering and Technologies
Research subject
User Centred Product Design
Identifiers
urn:nbn:se:his:diva-25842 (URN)10.1007/978-981-95-0211-0_56 (DOI)001582875600056 ()2-s2.0-105015214739 (Scopus ID)978-981-95-0210-3 (ISBN)978-981-95-0213-4 (ISBN)978-981-95-0211-0 (ISBN)
Conference
22nd Triennial Congress of the International Ergonomics Association (IEA), Jeju, South Korea, August 25 to 29, 2024
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022-01704
Note

© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025

Correspondence Address: F.G. Rivera; University of Skövde, Skövde, Högskolevägen 1, 541 28, Sweden; email: francisco.garcia.rivera@his.se

This project was funded by Swedish innovation agency Vinnova in the PLENUM project (Grant Number: 2022-01704). The support is gratefully acknowledged.

Available from: 2025-09-18 Created: 2025-09-18 Last updated: 2026-05-21Bibliographically approved
Garcia Rivera, F. & Lamb, M. (2024). Examining the Impact of Camera Control on Collaborative Problem-Solving. In: Jonas Olofsson; Teodor Jernsäther-Ohlsson; Sofia Thunberg; Linus Holm; Erik Billing (Ed.), Proceedings of the 19th SweCog Conference: . Paper presented at Annual conference of the Swedish Cognitive Science Society (SweCog), Stockholm, October 10-11, 2024 (pp. 87-87). Skövde: University of Skövde, Article ID P41.
Open this publication in new window or tab >>Examining the Impact of Camera Control on Collaborative Problem-Solving
2024 (English)In: Proceedings of the 19th SweCog Conference / [ed] Jonas Olofsson; Teodor Jernsäther-Ohlsson; Sofia Thunberg; Linus Holm; Erik Billing, Skövde: University of Skövde , 2024, p. 87-87, article id P41Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

Remote design reviews are often carried out using video conferencing apps and are limited by the lack of immersive interaction, which is believed to be addressable by using extended reality (XR). It is argued that giving design review participants control over their viewpoint through XR might enhance the design review process. This study investigates whether enhancing camera control can improve collaborative problem-solving without XR. We propose that the ability to create one’s own cognitive map of a space through self-navigation is the basis for improvement, not XR technology specifically.

The experimental setup involves a collaborative puzzle-solving task with two distinct conditions: one with fixed camera perspectives and another allowing personal camera control. Teams of three engage in a task requiring the assembly of a 3D puzzle, where two of them have half of the solution and work to guide a third individual in a puzzle assembly task.

We aim to measure outcomes in terms of completion time, the number of errors, and user satisfaction. Preliminary results indicate a complex interaction between camera control and collaborative dynamics. I intend to discuss our methodology, share initial observations, and explore the implications of these findings.

Place, publisher, year, edition, pages
Skövde: University of Skövde, 2024
Series
Skövde University Studies in Informatics: SUSI, ISSN 1653-2325 ; 2024:1
National Category
Other Engineering and Technologies
Research subject
User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-24721 (URN)978-91-989038-1-2 (ISBN)
Conference
Annual conference of the Swedish Cognitive Science Society (SweCog), Stockholm, October 10-11, 2024
Available from: 2024-11-20 Created: 2024-11-20 Last updated: 2025-09-29Bibliographically approved
Garcia Rivera, F., Asreen, R., Mattsson, S. & Söderlund, H. (2024). How Can XR Enhance Collaboration with CAD/CAE Tools in Remote Design Reviews?. In: Joel Andersson; Shrikant Joshi; Lennart Malmsköld; Fabian Hanning (Ed.), Sustainable Production through Advanced Manufacturing, Intelligent Automation and Work Integrated Learning: Proceedings of the 11th Swedish Production Symposium (SPS2024). Paper presented at 11th Swedish Production Symposium, SPS 2024 Trollhättan 23 April 2024 through 26 April 2024 (pp. 383-394). IOS Press
Open this publication in new window or tab >>How Can XR Enhance Collaboration with CAD/CAE Tools in Remote Design Reviews?
2024 (English)In: Sustainable Production through Advanced Manufacturing, Intelligent Automation and Work Integrated Learning: Proceedings of the 11th Swedish Production Symposium (SPS2024) / [ed] Joel Andersson; Shrikant Joshi; Lennart Malmsköld; Fabian Hanning, IOS Press, 2024, p. 383-394Conference paper, Published paper (Refereed)
Abstract [en]

This study studies the challenges of effective communication and collaboration in remote design review meetings (DRMs) and explores the potential of Extended Reality (XR) technologies to address these challenges. The research focuses on identifying recurring communication issues and the preferences of companies within the context of remote DRMs. The study involves qualitative content analysis and industry workshops to uncover the current problems with conventional approaches and the aspirations of companies regarding improved collaboration in the DRM process. Drawing upon the insights gathered from both the workshop and design review observations, this paper highlights the features that are critical for collaborative software to handle online design reviews. XR technologies offer immersive and interactive experiences that can transform communication and collaboration in the context of DRMs. By identifying the specific challenges faced in remote DRMs and understanding the desires of companies, this study sets the stage for a more efficient and effective collaborative process. It emphasizes the adaptability of XR technologies to meet industry needs and integrate seamlessly into existing workflows. The study concludes by highlighting the potential for XR technologies to enhance collaboration in DRMs, making them a valuable tool for various industries. 

Place, publisher, year, edition, pages
IOS Press, 2024
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 52
Keywords
Collaboration, Design Review, Extended Reality, CAD/CAE, Communication and collaborations, Content analysis, Content industry, Current problems, Effective communication, Research focus, Computer aided design
National Category
Other Engineering and Technologies Information Systems, Social aspects
Research subject
User Centred Product Design
Identifiers
urn:nbn:se:his:diva-23827 (URN)10.3233/ATDE240182 (DOI)001229990300032 ()2-s2.0-85191336566 (Scopus ID)978-1-64368-510-6 (ISBN)978-1-64368-511-3 (ISBN)
Conference
11th Swedish Production Symposium, SPS 2024 Trollhättan 23 April 2024 through 26 April 2024
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022-01704
Note

CC BY-NC 4.0 DEED

© 2024 The Authors.

Correspondence Address: G.R. Francisco; University of Skövde, Sweden; email: francisco.garcia.rivera@his.se

The authors would like to thank the Swedish innovation agency Vinnova for their funding of the PLENUM project, grant number: 2022-01704 as well as the partners in the projects that made this work possible.

Available from: 2024-05-13 Created: 2024-05-13 Last updated: 2026-08-13Bibliographically approved
Cao, H., Söderlund, H., Despeisse, M., Garcia Rivera, F. & Johansson, B. (2024). VR Interaction for Efficient Virtual Manufacturing: Mini Map for Multi-User VR Navigation Platform. In: Joel Andersson; Shrikant Joshi; Lennart Malmsköld; Fabian Hanning (Ed.), Sustainable Production through Advanced Manufacturing, Intelligent Automation and Work Integrated Learning: Proceedings of the 11th Swedish Production Symposium (SPS2024). Paper presented at 11th Swedish Production Symposium, SPS 2024 Trollhättan 23 April 2024 through 26 April 2024 (pp. 335-345). IOS Press
Open this publication in new window or tab >>VR Interaction for Efficient Virtual Manufacturing: Mini Map for Multi-User VR Navigation Platform
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2024 (English)In: Sustainable Production through Advanced Manufacturing, Intelligent Automation and Work Integrated Learning: Proceedings of the 11th Swedish Production Symposium (SPS2024) / [ed] Joel Andersson; Shrikant Joshi; Lennart Malmsköld; Fabian Hanning, IOS Press, 2024, p. 335-345Conference paper, Published paper (Refereed)
Abstract [en]

Over the past decade, the value and potential of VR applications in manufacturing have gained significant attention in accordance with the rise of Industry 4.0 and beyond. Its efficacy in layout planning, virtual design reviews, and operator training has been well-established in previous studies. However, many functional requirements and interaction parameters of VR for manufacturing remain ambiguously defined. One area awaiting exploration is spatial recognition and learning, crucial for understanding navigation within the virtual manufacturing system and processing spatial data. This is particularly vital in multi-user VR applications where participants' spatial awareness in the virtual realm significantly influences the efficiency of meetings and design reviews. This paper investigates the interaction parameters of multi-user VR, focusing on interactive positioning maps for virtual factory layout planning and exploring the user interaction design of digital maps as navigation aid. A literature study was conducted in order to establish frequently used technics and interactive maps from the VR gaming industry. Multiple demonstrators of different interactive maps provide a comprehensive A/B test which were implemented into a VR multi-user platform using the Unity game engine. Five different prototypes of interactive maps were tested, evaluated and graded by the 20 participants and 40 validated data streams collected. The most efficient interaction design of interactive maps is thus analyzed and discussed in the study. 

Place, publisher, year, edition, pages
IOS Press, 2024
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 52
Keywords
Interactive Map, Manufacturing, Multi-User Collaboration Platform, User-Oriented, Virtual Reality, Data handling, Personnel training, Collaboration platforms, Interactive maps, Layout planning, Multi-user collaboration, Multiusers, User oriented, Virtual manufacturing, VR applications, Navigation
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design
Identifiers
urn:nbn:se:his:diva-23831 (URN)10.3233/ATDE240178 (DOI)001229990300028 ()2-s2.0-85191303354 (Scopus ID)978-1-64368-510-6 (ISBN)978-1-64368-511-3 (ISBN)
Conference
11th Swedish Production Symposium, SPS 2024 Trollhättan 23 April 2024 through 26 April 2024
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022-01704
Note

CC BY-NC 4.0 DEED

© 2024 The Authors

Correspondence Address: H. Cao; Chalmers University of Technology, Sweden; email: huizhong@chalmers.se

The authors would like to thank the Swedish innovation agency Vinnova for their funding of the PLENUM project, grant number: 2022-01704. The work was carried out within Chalmers’ Area of Advance Production. The support is gratefully acknowledged.

Available from: 2024-05-13 Created: 2024-05-13 Last updated: 2026-08-13Bibliographically approved
Almirón Santa-Bárbara, R., García Rivera, F., Lamb, M., Víquez Da-Silva, R. & Gutiérrez Bedmar, M. (2023). New technologies for the classification of proximal humeral fractures: Comparison between Virtual Reality and 3D printed models—a randomised controlled trial. Virtual Reality, 27(3), 1623-1634
Open this publication in new window or tab >>New technologies for the classification of proximal humeral fractures: Comparison between Virtual Reality and 3D printed models—a randomised controlled trial
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2023 (English)In: Virtual Reality, ISSN 1359-4338, E-ISSN 1434-9957, Vol. 27, no 3, p. 1623-1634Article in journal (Refereed) Published
Abstract [en]

Correct classification of fractures according to their patterns is critical for developing a treatment plan in orthopaedic surgery. Unfortunately, for proximal humeral fractures (PHF), methods for proper classification have remained a jigsaw puzzle that has not yet been fully solved despite numerous proposed classifications and diagnostic methods. Recently, many studies have suggested that three-dimensional printed models (3DPM) can improve the interobserver agreement on PHF classifications. Moreover, Virtual Reality (VR) has not been properly studied for classification of shoulder injuries. The current study investigates the PHF classification accuracy relative to an expert committee when using either 3DPM or equivalent models displayed in VR among 36 orthopaedic surgery residents from different hospitals. We designed a multicentric randomised controlled trial in which we created two groups: a group exposed to a total of 34 3DPM and another exposed to VR equivalents. Association between classification accuracy and group assignment (VR/3DPM) was assessed using mixed effects logistic regression models. The results showed VR can be considered a non-inferior technology for classifying PHF when compared to 3DPM. Moreover, VR may be preferable when considering possible time and resource savings along with potential uses of VR for presurgical planning in orthopaedics. 

Place, publisher, year, edition, pages
Springer Science and Business Media Deutschland GmbH, 2023
Keywords
Fracture, Orthopedics, Regression analysis, Surgery, Virtual reality, Classification accuracy, Exposed to, Humeral fractures, Interobserver agreement, Orthopaedic surgery, Proximal humeral fracture, Randomized controlled trial, Shoulder surgery planning, Surgery planning, Three-dimensional printed model, 3D printing, Three-dimensional printed models
National Category
Orthopaedics Surgery Human Computer Interaction
Research subject
Interaction Lab (ILAB); User Centred Product Design
Identifiers
urn:nbn:se:his:diva-22269 (URN)10.1007/s10055-023-00757-4 (DOI)000926409600001 ()2-s2.0-85147386442 (Scopus ID)
Note

CC BY 4.0

© 2023, The Author(s)

Published: 04 February 2023

Funding for open access publishing: Universidad Málaga/CBUA.

Available from: 2023-02-16 Created: 2023-02-16 Last updated: 2025-09-29Bibliographically approved
Projects
VIVA - the Virtual Vehicle Assembler [2018-05026]; ; Publications
Brolin, E., Pérez Luque, E. & Iriondo Pascual, A. (2025). Statistical 3D Body Shape Predictions for Standardisation of Digital Human Modelling Tools. In: Vincent G. Duffy (Ed.), Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management: 16th International Conference, DHM 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part I. Paper presented at 16th International Conference, DHM 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025 (pp. 121-131). Cham: SpringerIriondo Pascual, A. (2023). Simulation-based multi-objective optimization of productivity and worker well-being. (Doctoral dissertation). Skövde: University of SkövdeHanson, L., Högberg, D., Brolin, E., Billing, E., Iriondo Pascual, A. & Lamb, M. (2022). Current Trends in Research and Application of Digital Human Modeling. In: Nancy L. Black; W. Patrick Neumann; Ian Noy (Ed.), Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches. Paper presented at 21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June (pp. 358-366). Cham: SpringerGarcia Rivera, F., Högberg, D., Lamb, M. & Perez Luque, E. (2022). DHM supported assessment of the effects of using an exoskeleton during work. International Journal of Human Factors Modelling and Simulation, 7(3/4), 231-246Hanson, L., Högberg, D., Iriondo Pascual, A., Brolin, A., Brolin, E. & Lebram, M. (2022). Integrating Physical Load Exposure Calculations and Recommendations in Digitalized Ergonomics Assessment Processes. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 233-239). Amsterdam; Berlin; Washington, DC: IOS PressIriondo Pascual, A., Högberg, D., Syberfeldt, A., Brolin, E., Perez Luque, E., Hanson, L. & Lämkull, D. (2022). Multi-objective Optimization of Ergonomics and Productivity by Using an Optimization Framework. In: Nancy L. Black; W. Patrick Neumann; Ian Noy (Ed.), Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches. Paper presented at 21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June, 2021 (pp. 374-378). Cham: SpringerGarcía Rivera, F., Lamb, M., Högberg, D. & Brolin, A. (2022). The Schematization of XR Technologies in the Context of Collaborative Design. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 520-529). Amsterdam; Berlin; Washington, DC: IOS PressGarcia Rivera, F., Brolin, A., Perez Luque, E. & Högberg, D. (2021). A Framework to Model the Use of Exoskeletons in DHM Tools. In: Julia L. Wright; Daniel Barber; Sofia Scataglini; Sudhakar L. Rajulu (Ed.), Advances in Simulation and Digital Human Modeling: Proceedings of the AHFE 2021 Virtual Conferences on Human Factors and Simulation, and Digital Human Modeling and Applied Optimization, July 25-29, 2021, USA. Paper presented at AHFE International Conference on Human Factors and Simulation and the AHFE International Conference on Digital Human Modeling and Applied Optimization, 2021, Virtual, Online, 25 July 2021 - 29 July 2021, USA (pp. 312-319). Cham: SpringerPerez Luque, E., Högberg, D., Iriondo Pascual, A., Lämkull, D. & Garcia Rivera, F. (2020). Motion Behavior and Range of Motion when Using Exoskeletons in Manual Assembly Tasks. In: Kristina Säfsten; Fredrik Elgh (Ed.), SPS2020: Proceedings of the Swedish Production Symposium, October 7–8, 2020. Paper presented at 9th Swedish Production Symposium (SPS2020), 7-8 October 2020, Jönköping, Sweden (pp. 217-228). Amsterdam: IOS PressBrolin, E., Högberg, D. & Hanson, L. (2020). Skewed Boundary Confidence Ellipses for Anthropometric Data. In: Lars Hanson, Dan Högberg, Erik Brolin (Ed.), DHM2020: Proceedings of the 6th International Digital Human Modeling Symposium, August 31 – September 2, 2020. Paper presented at 6th International Digital Human Modeling Symposium, August 31 – September 2, 2020, Skövde, Sweden (pp. 18-27). Amsterdam: IOS Press
Synergy Virtual Ergonomics (SVE) [20180167]; University of Skövde; Publications
Brolin, E., Pérez Luque, E. & Iriondo Pascual, A. (2025). Statistical 3D Body Shape Predictions for Standardisation of Digital Human Modelling Tools. In: Vincent G. Duffy (Ed.), Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management: 16th International Conference, DHM 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part I. Paper presented at 16th International Conference, DHM 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025 (pp. 121-131). Cham: SpringerHanson, L., Ljung, O., Högberg, D., Vollebregt, J., Sánchez, J. L. & Johansson, P. (2024). Enabling Manual Workplace Optimization Based on Cycle Time and Musculoskeletal Risk Parameters. Processes, 12(12), Article ID 2871. Iriondo Pascual, A. (2023). Simulation-based multi-objective optimization of productivity and worker well-being. (Doctoral dissertation). Skövde: University of SkövdeHanson, L., Högberg, D., Brolin, E., Billing, E., Iriondo Pascual, A. & Lamb, M. (2022). Current Trends in Research and Application of Digital Human Modeling. In: Nancy L. Black; W. Patrick Neumann; Ian Noy (Ed.), Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches. Paper presented at 21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June (pp. 358-366). Cham: SpringerGarcia Rivera, F., Högberg, D., Lamb, M. & Perez Luque, E. (2022). DHM supported assessment of the effects of using an exoskeleton during work. International Journal of Human Factors Modelling and Simulation, 7(3/4), 231-246Marshall, R., Brolin, E., Summerskill, S. & Högberg, D. (2022). Digital Human Modelling: Inclusive Design and the Ageing Population (1ed.). In: Sofia Scataglini; Silvia Imbesi; Gonçalo Marques (Ed.), Internet of Things for Human-Centered Design: Application to Elderly Healthcare (pp. 73-96). Singapore: Springer NatureIriondo Pascual, A., Lind, A., Högberg, D., Syberfeldt, A. & Hanson, L. (2022). Enabling Concurrent Multi-Objective Optimization of Worker Well-Being and Productivity in DHM Tools. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 404-414). Amsterdam; Berlin; Washington, DC: IOS PressIriondo Pascual, A., Smedberg, H., Högberg, D., Syberfeldt, A. & Lämkull, D. (2022). Enabling Knowledge Discovery in Multi-Objective Optimizations of Worker Well-Being and Productivity. Sustainability, 14(9), Article ID 4894. Lamb, M., Brundin, M., Perez Luque, E. & Billing, E. (2022). Eye-Tracking Beyond Peripersonal Space in Virtual Reality: Validation and Best Practices. Frontiers in Virtual Reality, 3, Article ID 864653. Hanson, L., Högberg, D., Iriondo Pascual, A., Brolin, A., Brolin, E. & Lebram, M. (2022). Integrating Physical Load Exposure Calculations and Recommendations in Digitalized Ergonomics Assessment Processes. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 233-239). Amsterdam; Berlin; Washington, DC: IOS Press
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-4273-7751

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