Benefits and Challenges of Virtual-Reality-Based Industrial Usability Testing and Design Reviews: A Patents Landscape and Literature Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Planning
2.2. Defining the Scope
- Q1:
- How are patents in industrial virtual reality-based usability testing and design review characterized?
- Q2:
- In terms of application fields, methods, hardware, and software involved, how is current knowledge on the application of virtual reality in usability testing and design review in industry defined?
- Q3:
- What are the benefits and challenges of using virtual reality for usability testing and design review in industry?
2.3. Literature Search
2.4. Assessing the Evidence Base
- E1: Exclude patents filed or articles published before 2016;
- E2: Exclude articles not written in English language;
- E3: Exclude patent applications that are no longer alive;
- E4: Exclude patents and articles not related to the industrial domains, such Medicine, Social Sciences, Physics, and Environmental Science.
2.5. Synthesizing and Analyzing
- Product design applications (rather than, for example, building information modeling (BIM) applications);
- Virtual reality providing users with immersive experiences (because some researchers or database-automated mechanisms correlate the terms “mixed reality”, “augmented reality”, or “virtual environment” with immersion properties);
- Studies of the usability of virtual reality devices and the equipment itself (rather than a usability evaluation of the industrial product being developed).
3. Results and Discussion
3.1. Patents Landscape
3.2. Scientific Mapping
3.2.1. Application Fields and Methods
3.2.2. Hardware
3.2.3. Software
3.2.4. Visualizing Products from Different Viewpoints and on a True Scale Stimulated Novel Insights
3.2.5. Increased Team Collaboration and Feeling of Engagement
3.2.6. More Intuitive and Natural Interactions for Non-CAD Specialists
3.2.7. Cost and Time Savings for Redesign
3.2.8. Increased Safety for Participants
3.2.9. Lack of Realism as a Result of Unnatural Tactile and Visual Senses
3.2.10. Latency and Registration Issues
3.2.11. Communication Difficulties between Teams
3.2.12. Motion Sickness and Unpleasant Symptoms
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
Appendix A
Ref. | Objectives, Methods, Hardware and Software |
---|---|
[41] | Described an industry case study of the use of immersive VR as a general design tool with a focus on the decision-making process; Nintendo Wii remote; three-walled immersive environment (3 projectors + 2 walls (4 m 3 m and 3 m 3 m) and a floor (4 m 3 m); infrared-based optical tracking; stereo glasses; surround sound system; TEAMCENTER LIFECYCLE VISUALIZATION 9.1 Siemens PLM Software |
[15] | Proposed a low cost multimodal VR-supported tool for design review; HTC Vive; PC; GeForce GTX 1080 8 GB GPU; CATIA; Unity3D; 3dsMax |
[16] | Described the development and evaluation of a VR-based tool to support engineering design review; HTC Vive; PC; GeForce GTX 1080 8 GB GPU; CATIA; Unity3D; 3dsMax |
[45] | Discussed a set of application areas for VR in industry and modes of visualization and interaction and described the implementation of a light-weight VR-system for industrial engineering applications; HTC Vive; PC; GeForce GTX 1080 8 GB GPU; CATIA; Unity3D; 3dsMax |
[40] | Prototyped and tested a potential knowledge engineering capture and reuse solution, demonstrating real-time user-logging using virtual design environments focused on team-based design reviews; Scale Usability Scale (SUS); full-HD (1920 × 1080) 3D projector; 3.2 m × 1.8 m power wall projection; active shutter glasses; UbiITS framework; microphones; cameras |
[47] | Derived the factors for evaluating usability of virtual reality (VR) contents; unspecified |
[42] | Presented a set of algorithms to automatically determine the geometrical properties of machine parts based only on their triangulated surfaces/Intel Core i7-3770 CPU 3.4 GHz; Platform for Algorithm Development and rendering (PADrend 1.0); Escript |
[19] | Addressed the design review process for CPS by introducing a VR-driven concept, taking CPS characteristics into account, like the use data of (previous) product instances in the field as an additional source of information; workstations, HTC VIVE; 3D Unity; Autodesk Forge; Autodesk Fusion 360; Google Firebase; |
[20] | Presented approaches to counteract this issue in a shared VR space for industry purpose; Xbox-Controller; HTC Vive Pro |
[51] | Proposed a virtual product prototyping system based on interaction of consumer and producer in terms of user experience and design; HTC Vive; motion capture; pupil tracer; ECG/GSR sensor; Space UI; 3D 360-degree virtual space; Unity 3D; 360 VR images method |
[44] | Evaluated two new operating design modes and their collaborative metaphors enabling two actors, a design engineer and an end user, to work jointly in a collaborative virtual environment for workstation design; RULA; large four-wall immersive room, size was 9.60 m long, 3.10 m high and 2.88 m deep; flystick device; a desktop computer with two windows; |
[48] | Utilized the currently popular virtual reality technology to solve the contradiction between the increasingly complex technologies applied in the automotive and the gradual shortening design and development cycle of the automotive due to market pressure; Time to Complete the Task; Number of Mistakes, T-test; 1:1 cockpit 2018 Mercedes-Benz E200L; PC; HTC vive; Logitech G29 steering wheel kit; Unity |
[54] | Proposed a mixed-reality set-up to support human-centered product and process design, where systems and humans interacting with them are monitored and digitalized to easily evaluate human–machine interactions, with the scope to have feedback for design optimization; Dreyfuss 3D; OWAS/RULA/REBA; human joint angles; Ergonomic ratings (Factory operations); Eye fixation; Pupil diameter (PD); Gaze plot, heat maps; pupil diameter; heart rate (HR); breathing rate (BR); activity (VMU); posture; heart beats per minute; breath per minute; magnitude of resultant vector of mean; acceleration in three directions; stooping angle on sagittal plane; Siemens JACK; VICON tracking; VICON Bonita cameras; 3D-printed rigid bodies with markers; Tobii Pro; Zephyr BioHarness; GoPro; XSensor IX500; New Holland T5.120 tractor model cabin |
[55] | Explored the feasibility of developing VR technologies to reduce environmental impact, drawing from a case study in an automotive company; 3D laser scanner; HTC Vive; Unity3D |
[49] | Reviewed the Usability Evaluation Methods practiced by Industrial researchers while building VR Products; Systematic literature review |
[53] | Discussed the use and the potential of the virtual reality technology in the industrial environment; FMEA (failure modes and effects analysis); criticality analysis (CA); completion time per trial; expected-final distance; HTC Vive; Unity 3D |
[43] | Reported insights of their approach aiming at appropriate VR interaction techniques supporting designers, engineers, and management executives optimally in design assessment; Scale Usability Scale (SUS); intuitiveness; task weight; 55” LCD Full HD; MS Kinect; Apple iPad; 3DVIA Virtools, MS Kinect SDK; MS Speech API |
[46] | Investigated whether the usability evaluation of a car entertainment system within an MR environment provides the same results as the evaluation of the car entertainment system within a real car; time to complete the task; number of mistakes; System Usability Scale (SUS); readability of information; command display; function controls; driver’s seat, a steering wheel, three pedals and individual control panel with gearshift lever knob and RPB from the center console of an Audi A4; Oculus Rift; Leap Motion; Unity3D |
[50] | Reported insights of their user-centered approach aiming at appropriate VR interaction techniques to support designers, engineers, and management executives optimally in design assessment; Scale Usability Scale (SUS); intuitiveness; task weight; 55” LCD with Full HD resolution; Microsoft Kinect Sensor; Apple iPad; game engine 3DVIA Virtools, Microsoft Kinect SDK; Microsoft Speech API |
[52] | Investigated how a VR study context influences participants’ user experience responses to an interactive system with an UX evaluation of the same in-vehicle systems; System Usability Scale (SUS); User Experience Questionnaire (UEQ); Sense of Presence Inventory (ITC); Volvo S90, semi-assisted driving system and a parking camera; 9 inch touch-based infotainment system; 12.3 inch digital driver information display, HTC Vive; system for semi-autonomous driving; screen; Dell Precision 5000; LeapMotion; Unity3D |
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---|---|---|---|
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[33] | JP2021068278A | A design-review system and the design-review method | Nippon Steel Texeng |
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[36] | US20190227626A1 | Neuro-adaptive body sensing for user states framework | HRL Lab LLC |
[37] | KR20190088710A | Method for evaluating usability on vehicle infotainment systems | Hanyang University |
Ref. | Title | Publication Year |
---|---|---|
[40] | A novel design engineering review system with searchable content: knowledge engineering via real-time multimodal recording | 2017 |
[41] | An Industry Case Study: Investigating Early Design Decision Making in Virtual Reality | 2017 |
[42] | Automatic derivation of geometric properties of components from 3d polygon models | 2017 |
[43] | Interaction techniques for virtual reality based automotive design reviews | 2017 |
[44] | VR-based operating modes and metaphors for collaborative ergonomic design of industrial workstations | 2017 |
[15] | A virtual reality supported 3D environment for engineering design review | 2018 |
[45] | Chances and Limitations of a Virtual Reality-supported Tool for Decision Making in Industrial Engineering | 2018 |
[46] | Comparison of the Usability of a Car Infotainment System in a Mixed Reality Environment and in a Real Car | 2018 |
[47] | A study of deriving usability evaluation factors on virtual reality contents | 2019 |
[16] | Analyzing the potential of Virtual Reality for engineering design review | 2019 |
[48] | Combining Virtual Reality (VR) Technology with Physical Models—A New Way for Human-Vehicle Interaction Simulation and Usability Evaluation | 2019 |
[49] | Usability Evaluation of VR products in Industry—A Systematic Literature Review | 2019 |
[50] | User centered design of interaction techniques for VR-based automotive design reviews | 2019 |
[51] | User Experience-and Design-Oriented Virtual Product Prototyping System | 2019 |
[52] | Virtually the Same Experience? Learning from User Experience Evaluation of in-Vehicle Systems in VR and in the Field | 2019 |
[53] | Virtual-Reality-based Approach for Cognitive Design-Review and FMEA in the Industrial and Manufacturing Engineering | 2019 |
[54] | A Transdisciplinary digital approach for tractor’s human-centred design | 2020 |
[19] | Optimizing the Design Review Process for Cyber-Physical Systems using Virtual Reality | 2020 |
[20] | Supporting teamwork in industrial virtual reality applications | 2020 |
[55] | Implications of Virtual Reality on Environmental Sustainability in Manufacturing Industry: A Case Study | 2021 |
Ref. | Metrics |
---|---|
[46,48] | Time to Complete the Task |
[43,46,52] | Scale Usability Scale (SUS) |
[46,48] | Number of Mistakes |
[44,54] | Rapid Upper Limb Assessment (RULA) |
Ref. | Hardware | Category |
---|---|---|
[15,16,19,20,45,48,51,52,53,55] | HTC Vive | HMD |
[46] | Oculus Rift | |
[43,50] | Microsoft Kinect | Motion Capture |
[54] | Vicon | |
[51] | Motion Capture (model unspecified) | |
[54] | New Holland T5.120 tractor model cabin | Cockpit |
[46] | Driver’s seat, steering wheel, three pedals and the center console of an Audi A4 | |
[48] | 1:1 physical model 2018 Mercedes-Benz E200L | |
[48] | Steering wheel kit Logitech G29 | |
[54] | Zephyr BioHarness to record human physiological data | Sensors |
[54] | IX500 pressure mat (to collect seat pressure data (used only for cabin design) | |
[51] | ECG/GSR (for Real-time analysis of user’s emotion) | |
[41] | Three-walled room (two walls and a floor) | CAVE-like systems/immersive rooms |
[44] | four-wall room | |
[40] | Power wall projection setup | |
[41] | Nintendo Wii Remote | Interaction devices |
[20] | Xbox controller | |
[44] | Flystick | |
[46,52] | Optical tracking Leap Motion | |
[54] | Tobii Pro | Glasses |
[40] | Active shutter glasses (model unspecified) | |
[41] | Stereo glasses (model unspecified) |
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de Freitas, F.V.; Gomes, M.V.M.; Winkler, I. Benefits and Challenges of Virtual-Reality-Based Industrial Usability Testing and Design Reviews: A Patents Landscape and Literature Review. Appl. Sci. 2022, 12, 1755. https://doi.org/10.3390/app12031755
de Freitas FV, Gomes MVM, Winkler I. Benefits and Challenges of Virtual-Reality-Based Industrial Usability Testing and Design Reviews: A Patents Landscape and Literature Review. Applied Sciences. 2022; 12(3):1755. https://doi.org/10.3390/app12031755
Chicago/Turabian Stylede Freitas, Fabio Vinicius, Marcus Vinicius Mendes Gomes, and Ingrid Winkler. 2022. "Benefits and Challenges of Virtual-Reality-Based Industrial Usability Testing and Design Reviews: A Patents Landscape and Literature Review" Applied Sciences 12, no. 3: 1755. https://doi.org/10.3390/app12031755