2Jaguar Land Rover, Virtual Innovation Centre (VIC) (bwaterf1@jaguarlandrover.com) Abstract. Virtual Reality (VR) can reduce time and costs, and lead to an increase in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 stakeholders from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research.
Abstract. This paper presents a systematic review which explores the nature of assistive technologies currently being designed, developed and evaluated for dementia sufferers and their carers. A search through four large databases, followed by filtering by relevance, led to the identification and subsequent review of papers. Our review revealed that the majority of research in this area focuses on the support of day-to-day living activities, safety monitoring, memory aids and preventing social isolation. We conclude that the majority of AT currently available support day-to-day living activities, safety monitoring and assisting healthcare. However these devices merely address the 'ease of living' rather than focusing on 'quality of life.' Although there are some devices which address social symptoms of Dementia, few address behavioural issues such as aggression and virtually none are available to support recreational activities. After discussing the implications of these findings, we finally reflect on general design issues for assistive technologies in this domain that became apparent during the review.
Heuristics evaluation is frequently employed to evaluate usability. While general heuristics are generally suitable to evaluate most user interfaces, there is still the need to establish heuristics for specific domains to ensure that usability issues that are specific to the domains are identified. This paper presented a comprehensive review of 70 studies related to usability heuristics for specific domains. The aim of this paper is to review the processes that were applied to establish heuristics in specific domains and identify gaps in order to provide recommendations for future research and area of improvements. The most urgent issue found is the deficiency of validation effort following heuristics proposition and the lack of robustness and rigour of validation method adopted. There is an early indication that heuristics for specific domains are generally capable of identifying more issues than general heuristics. However, due to lack of validation quality and clarity on how to assess their effectiveness, it is not yet clear to what extent their advantages are. The lack of validation quality also affects effort in improving existing heuristics for specific domain as their weaknesses are not addressed.
A note on versions:The version presented here may differ from the published version or from the version of record. If you wish to cite this item you are advised to consult the publisher's version. Please see the repository url above for details on accessing the published version and note that access may require a subscription. AbstractThe debate on effectiveness of virtual and mixed reality (VR/MR) tools for training professionals and operators is long-running with prominent contributions arguing that there are several shortfalls of experimental approaches and assessment criteria reported within the literature. In the automotive context, although car-makers were pioneers in the use of VR/MR tools for supporting designers, researchers started only recently to explore the effectiveness of VR/MR systems as mean for driving external operators of service centres to acquire the procedural skills necessary for car maintenance processes. In fact, from 463 journal articles on VR/MR tools for training published in the last thirty years, we identified only eight articles in which researchers experimentally tested the effectiveness of VR/MR tools for training service operators' skills. To survey the current findings and the deficiencies of these eight studies, we use two main drivers: i) a well-known framework of organizational training programmes, and ii) a list of eleven evaluation criteria widely applied by researchers of different fields for assessing the effectiveness of training carried out with VR/MR systems. The analysis that we present allows us to: i) identify a trend among automotive researchers of focusing their analysis only on car service operators' performance in terms of time and errors, by leaving unexplored important pre-and post-training aspects that could affect the effectiveness of VR/MR tools to deliver training contents -e.g., people skills, previous experience, cibersickness, presence and engagement, usability and satisfaction and ii) outline the future challenges for designing and assessing VR/MR tools for training car service operators.
This study investigates Chinese consumers' adoption of the innovative 3D printing systems for small-scale manufacturing in home settings. Empirical studies were conducted in a survey with 256 participants. The number of significant determinants that affect an individual's decision to adopt 3D printing systems has been identified by applying a model that integrates the Technology Acceptance Model (TAM) and Innovation Diffusion Theory (IDT). A number of moderation effects of demographic variables (e.g. gender, design background) on the association between motivational variables and participants' adoption have also been analysed with factor analysis, structural equation modelling and hierarchical regression. Our results shed some light on the characteristics of early adopters of home 3D printing systems in China. This study contributes to the early understanding of Chinese consumers' adoption of innovative 3D printing systems.
Virtual training systems deliver training within a virtual environment (VE) using virtual reality (VR) or augmented reality (AR) technologies. However, to be fully accepted as a valid tool for training within the automotive industry, evidence is required on the ability of these systems to deliver effective and efficient training to the relevant users. This paper aims to investigate the effectiveness and efficiency of the first prototype of the virtual training system (VTS) developed within the VISTRA (Virtual Simulation and Training of Assembly and Service Processes in Digital Factories) project (FP7‐ICT‐285176), using real end users from the OPEL automotive plant in Rüsselsheim, Germany. Two separate and independent studies were employed that used objective and subjective methods of investigation to establish performance and usability measures. The objective results show that virtual training was effective in reducing error during task performance when compared to traditional training. The subjective results concluded that the opinions of the participants were mainly positive concerning the overall use of the VTS for assembly operation training; however, a number of issues were highlighted and reported to the developers for further advancement of the system.
Hermawati, Setia and Lawson, Glyn (2014) Managing obesity through mobile phone applications: a state-ofthe-art review from a user-centred design perspective. Personal and Ubiquitous Computing, 18 (8). pp. 2003-2023. ISSN 1617 Access from the University of Nottingham repository: http://eprints.nottingham.ac.uk/34793/1/Managing%20obesity%20through%20mobile %20phone%20applications.pdf Copyright and reuse:The Nottingham ePrints service makes this work by researchers of the University of Nottingham available open access under the following conditions. This article is made available under the University of Nottingham End User licence and may be reused according to the conditions of the licence. For more details see: http://eprints.nottingham.ac.uk/end_user_agreement.pdf A note on versions:The version presented here may differ from the published version or from the version of record. If you wish to cite this item you are advised to consult the publisher's version. Please see the repository url above for details on accessing the published version and note that access may require a subscription. Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications' acceptance and success, a design and development process that focuses on users, such as User-Centred Design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a User-Centred Design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers; privacy; and guidelines for designing for behavioural change through mobile phone applications. Keywords: obesity, user-centred design, mobile phone, ubiquitousRecent evidence shows that the worldwide obesity rate is increasing and has more than doubled since 1980 [1]. The latest data from the Centres for Disease Control and Prevention (CDC) showed that more than one third of US adults were obese, with adults aged 60 and over more likely to be obese than younger adults [2]. Similar trends have been reported in Europe, where between 30% and 80% of adults are obese with higher prevalence of obesity among men than women [3]. Obesity and being overweight have considerable effects on morbidity and mortality through various diseases such as type-2 diabetes, cardiovascular diseases and metabolic syndrome [3]. Obesity yields neg...
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