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.
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