scholarly journals Virtual Reality Training Applications in Industry - Towards a User-friendly Application Design

2021 ◽  
pp. 59-80
Author(s):  
Benjamin Knoke ◽  
◽  
Moritz Quandt ◽  
Michael Freitag ◽  
Klaus-Dieter Thoben

The purpose of this research is to aggregate and discuss the validity of challenges and design guidelines regarding industrial Virtual Reality (VR) training applications. Although VR has seen significant advancements in the last 20 years, the technology still faces multiple research challenges. The challenges towards industrial VR applications are imposed by a limited technological maturity and the need to achieve industrial stakeholders' technology acceptance. Technology acceptance is closely connected with the consideration of individual user requirements for user interfaces in virtual environments. This paper analyses the current state-of-the-art in industrial VR applications and provides a structured overview of the existing challenges and applicable guidelines for user interface design, such as ISO 9241-110. The validity of the identified challenges and guidelines is discussed against an industrial training scenario on electrical safety during maintenance tasks.

Author(s):  
Hanna Poranen ◽  
Giancarlo Marafioti ◽  
Gorm Johansen ◽  
Eivind Sæter

User interface (UI) is a platform that enables interaction between a human and a machine, a visual part of an information device, such as a computer or software, which user interacts with. A good user interface design makes operating a machine efficient, safe and user friendly in a way that gives the desired result. This paper describes a set of guidelines defined for marine autonomous operations where many actors, devices and sensors are interacting. The UI should manage and present in a user-friendly manner a large amount of data, ensuring situation awareness for the operator/user. The design guidelines of the user interface consist of both a work process part and a content part, also called user experience design (UX). The work process consists of four sections: manage, plan, operate and evaluate, while the content part focuses on how to show the information. Both parts will be detailed and discussed and can be taken as a reference for designing user interfaces in particular for marine autonomous operations.


Semantic Web ◽  
2021 ◽  
pp. 1-16
Author(s):  
Esko Ikkala ◽  
Eero Hyvönen ◽  
Heikki Rantala ◽  
Mikko Koho

This paper presents a new software framework, Sampo-UI, for developing user interfaces for semantic portals. The goal is to provide the end-user with multiple application perspectives to Linked Data knowledge graphs, and a two-step usage cycle based on faceted search combined with ready-to-use tooling for data analysis. For the software developer, the Sampo-UI framework makes it possible to create highly customizable, user-friendly, and responsive user interfaces using current state-of-the-art JavaScript libraries and data from SPARQL endpoints, while saving substantial coding effort. Sampo-UI is published on GitHub under the open MIT License and has been utilized in several internal and external projects. The framework has been used thus far in creating six published and five forth-coming portals, mostly related to the Cultural Heritage domain, that have had tens of thousands of end-users on the Web.


2021 ◽  
Vol 17 (1) ◽  
pp. 247-255
Author(s):  
Konstantinos CHARISI ◽  
Andreas TSIGOPOULOS ◽  
Spyridon KINTZIOS ◽  
Vassilis PAPATAXIARHIS

Abstract. The paper aims to introduce the ARESIBO project to a greater but targeted audience and outline its main scope and achievements. ARESIBO stands for “Augmented Reality Enriched Situation awareness for Border security”. In the recent years, border security has become one of the highest political priorities in EU and needs the support of every Member State. ARESIBO project is developed under HORIZON 2020 EC Research and Innovation program and it is the joint effort of 20 participant entities from 11 countries. Scientific excellence and technological innovation are top priorities as ARESIBO enhances the current state-of-the-art through technological breakthroughs in Mobile Augmented Reality and Wearables, Robust and Secure Telecommunications, Robots swarming technique and Planning of Context-Aware Autonomous Missions, and Artificial Intelligence (AI), in order to implement user-friendly tools for border and coast guards. The system aims to improve the cognitive capabilities and the perception of border guards through intuitive user interfaces that will help them acquire an improved situation awareness by filtering the huge amount of available information from multiple sources. Ultimately, it will help them respond faster and more effectively when a critical situation occurs.


2018 ◽  
pp. 119-137
Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


Author(s):  
Yilu Sun ◽  
Gourab Kar ◽  
Andrea Stevenson Won ◽  
Alan Hedge

Virtual Reality-based Learning Environments (VRLEs) are an emerging tool for classroom teaching. While VRLEs are increasingly in use, little attention has been paid to ergonomic challenges in use of VRLEs. This study compared two 3D interface designs of a VRLE created to teach the phases of the Moon. Participants ( N = 16) were randomly assigned to either a Hand or Toggle interface design. The interface designs were compared in terms of postural risk (REBA score), task completion time, user experience and environmental presence. Results indicate no significant difference between the Hand and Toggle interface designs for the outcome variables; however, environmental presence was marginally higher in the Hand interface. REBA scores for Hand (3.56 ± 0.89) and Toggle (3.79 ± 1.14) indicate low to medium level of postural risks. Future research should focus on development of 3D interface design guidelines to ensure safe, comfortable and effective use of VRLEs.


2018 ◽  
Vol 14 (10) ◽  
pp. 31
Author(s):  
Salmah J. N. Muhammad ◽  
Khairul Z. Jasni

The interface is an important element in delivering information. This is because the interface becomes an early attraction to the user's perception before going to the next level. A good interface design will emphasize easy and user-friendly elements. Unfriendly interface design may impact the activity provided. This study aims to identify, parse and analyze user ratings on interface design. The respondents of the study involved 87 BBK 3311 Malay Epic and Historiography Literature at Universiti Putra Malaysia. The emphasis of this study will focus on nine interface design elements. The quantitative approach is used to carry out this study. A questionnaire instrument specifically designed to assess respondents' assessment of the interface design. This survey is available online using the Survey Monkey website and analyzed based on the Technology Acceptance Model (TAM) approach. This is because this approach is specifically designed to analyze the acceptance of the technology. The results of the study showed the level of tendency of students to be interested in the interface design. The results of the study can also help in giving an overview to the online course builder on the interface design that affects students' interest. Furthermore, it is hoped that the results of this study will be a guideline in building interface designs in the website.


2021 ◽  
Author(s):  
Nauman Jalil

This chapter is intended to provide an overview of the Intelligent User Interfaces subject. The outline includes the basic concepts and terminology, a review of current technologies and recent developments in the field, common architectures used for the design of IUI systems, and finally the IUI applications. Intelligent user interfaces (IUIs) are attempting to address human-computer connection issues by offering innovative communication approaches and by listening to the user. Virtual reality is also an emerging IUI area that can be the popular interface of the future by integrating the technology into the environment so that at the same time it can be more real and invisible. The ultimate computer interface is more like interacting with the computer in a dialog, an interactive environment of virtual reality in which you can communicate. This chapter also explores a methodology for the design of situation-aware frameworks for the user interface that utilizes user and context inputs to provide details customized to the activities of the user in particular circumstances. In order to comply to the new situation, the user interface will reconfigure itself automatically. Adjusting the user interface to the actual situation and providing a reusable list of tasks in a given situation decreases operator memory loads. The challenge of pulling together the details needed by situation-aware decision support systems in a way that minimizes cognitive workload is not addressed by current user interface design.


2020 ◽  
Vol 8 (6) ◽  
pp. 4667-4673

Virtual Reality, Augmented Reality and other such immersive environments have gained popularity with the increase in technological trends in the past decade. As they became widely used, the human computer interface design and the designing criteria emerges as a challenging task. Virtual and Augmented Reality provide a wide range of applications ranging from a primitive level like improving learning, education experiences to complex industrial and medical operations. Virtual reality is a viable alternative that can be focussed on, in the future interface design development because it can remove existing generic and complex physical interfaces and replace them with an alternative sensory relayed input form. It provides a natural and efficient mode of interaction, that the users can work with.Virtual and Augmented reality eradicates the need for development of different acceptable standards for user interfaces as it can provide a whole and generic interface to accommodate the work setting.In this paper, we investigated various prospects of applications for user interaction in Virtual and Augemnted realities and the limitations in the respective domains. The paper provides an outline on how the new era of human computer interaction leading to cognition-based communications, and how Virtual and Augmented realities can tailor the user needs and address the future demands which replaces the need for command-based interaction between the humans and computers.


Author(s):  
Ebru Polat ◽  
Nuri Basoglu ◽  
Tugrul Daim

User Interfaces act as the interaction layer between human and computer and have an important role in system adoption. According to technology acceptance model, acceptance of a system is explained as a function of perceived usefulness and perceived ease of use. Since there are several external variables that have an impact on those variables, the content and interface design of every single application should be addressed specifically to enhance users’ intention to use the system. Adding adaptive features into systems may be one of the approaches to address this phenomenon. This paper identifies external variables including adaptive behavior impacting acceptance of a mobile reservation system through implementation of two prototypes.


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