Professional Documents
Culture Documents
com
ScienceDirect
Available online at www.sciencedirect.com
ScienceDirect
Procedia Manufacturing 00 (2019) 000–000
www.elsevier.com/locate/procedia
Procedia Manufacturing 42 (2020) 2–7
Abstract
Virtual Reality (VR) systems allow for novel modes of visualization and interaction to support engineering design reviews. However, there are
still research challenges to be addressed until companies can fully benefit from the technology’s potential. Our previous research showed that
social exclusion of VR users sharing the same physical space with colleagues during a design review session has a negative influence on the
communication and cooperation among team members. The work in this paper presents approaches to counteract this issue in a shared VR space
for industry purpose. We describe the implementation of our concepts based on touch input and visual cues in an interactive VR environment for
design review. Our evaluation in laboratory setup reveals that simple visual cues provide effective means to reduce the time to find certain details
in complex VR scenes. We conclude our work with thoughts on future development steps to foster the communication between team members
in a diversified VR environment.
© 2020
© 2020The TheAuthors.
Authors. Published
Published by Elsevier
by Elsevier B.V. B.V.
Thisisisan
This anopen
openaccess
access article
article under
under the CCthe BY-NC-ND
CC BY-NC-ND licenselicense (http://creativecommons.org/licenses/by-nc-nd/4.0/)
(http://creativecommons.org/licenses/by-nc-nd/4.0/)
Peer-reviewunder
Peer-review underresponsibility
responsibilityofof
thethe scientific
scientific committee
committee of the
of the International
International Conference
Conference on Industry
on Industry 4.0Smart
4.0 and and Smart Manufacturing.
Manufacturing.
Keywords: Virtual Reality; design review; engineering; multi-user experience; social exclusion
1. Introduction In this paper, we discuss the challenges that can arise with
Virtual Reality application for engineering design review. We
Virtual, Mixed and Augmented Reality technologies are present our ideas to counteract communication problems
evolving at fast pace in terms of display quality, ergonomics, between team members, where only one user is wearing a VR
interaction design and software tools. Virtual Reality (VR) – headset and the others are following the scene on an external
and the whole spectrum of “XR”-technologies – provides a screen (as depicted in Fig. 1). Two concepts have been
huge potential for combining digital, virtual and physical prototypically implemented and tested in laboratory setup. The
worlds into one cyber-physical system. Especially in the field study reveals that simple visual cues provide effective means to
of engineering design review, VR allows for novel modes of reduce the time to find certain details in complex VR scenes.
visualization and interaction to examine prototypes in a realistic Thus, we support the communication process in a diversified VR
way starting in the earliest design stages. However, there are environment.
still research challenges to be addressed like the lack of well- The following section briefly describes our VR system and
established usability guidelines, cybersickness, and social and its core features. Afterwards, measures against social exclusion
cognitive aspects. In a previous work [16] the potential of VR are discussed and our ideas to counteract the issue in VR for
for design review was analyzed in a realistic setup. Our findings industry applications are presented. Finally, we make proposals
show that VR isolates users from their team members which led for future work.
users to ask for features that make their colleagues (sharing the
same room) perceptible in VR.
3. Supporting communication in VR
Fig. 5. VR view of the same scene – the VR user sees the visual cue drawn by
an external user.
4. Evaluation
4.2. Results from the VR sessions 4.3. Results from the questionnaires
Altogether, ten people took part in the evaluation (six male, The questionnaires were filled out after the first part of the VR
four female) with an average age of 29 years (ranging from 25 session (before the method described in section 4.1 was
to 35 years). Their previous knowledge about VR was changed) and at the end of the evaluation. Besides demographic
estimated as “good” (M: 1.8, SD: 0.92, where 1 means “very data, we wanted to know how the users rate the usefulness of
good” and 5 means “very bad” on a 5-point-Likert scale) the features and if there was any effect on counteracting social
Table 2 shows the average time for each level to be exclusion.
completed. For example, level 1 (easy) was completed within The spoken instructions were rated as mostly
20 seconds on average without visual guide. This time was understandable (M: 2.1, SD: 0.88). In combination with visual
reduced to 15 seconds with the support of visual cues. The data cues, all participants rated the level of helpfulness as “very
shows that nearly every level was completed quicker with the high” (M: 1.0). Most of them felt comfortable while solving the
support of visual guides. With increasing difficulty, this effect tasks (M: 1.7, SD: 0.82), no matter if they saw a visual
also intensified (see level 4/5 and 9/10). Altogether, visual cues representation of the non-VR user in the virtual environment or
speeded up the process of finding the right objects by 81%. not. We asked them, if they felt alone while interacting in VR.
When we only look at difficult levels, this value even increases Those, who only heard voice instructions in the first step, did
to 114%. not feel isolated (M: 4.0, SD: 1.15, where 1 means “very
Observations during the evaluation also showed that users isolated” and 5 means “not isolated at all”). Seeing a visual
quickly accepted this form of support as a very helpful and representation of the non-VR user in VR resulted in a higher
intuitive tool to cooperate with non-VR users. Especially in value (M: 4.7, SD: 0.48). Surprisingly, social exclusion was no
level 5 and 10 (the most difficult ones, see Figure 7, bottom big issue for both groups, maybe because the time spent in VR
right) users had problems to follow and interpret the spoken was comparatively short (with an average time of 20 minutes
instructions correctly, because there were hardly any reference per session) and most of the participants were already familiar
points to clearly describe the position of the searched objects. with VR technology.
Here, the visual cues had the biggest impact. In general, both groups wished for more ways to interact
with people outside of the VR environment, like seeing realistic
representations of facial expressions and gestures.The latter
comment provides an interesting direction for future work.