By Topic

Three Frames for Studying Users in Virtual Environments: Case of Simulated Mobile Machines

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
Tiainen, T. ; Sch. of Inf. Sci., Univ. of Tampere, Tampere, Finland ; Ellman, A. ; Kaapu, T.

Virtual Environment (VE) offers an effective way to study virtual prototypes, also from a user-centered perspective. This paper focuses on theoretical models which can be used in studying the VE user. We present three alternatives frames in which the focus varies. The first one is the traditional frame in VE studies, i.e. the concept of presence. It focuses on the technological components needed for providing the VE user with the feeling of acting with a real product. The second frame focuses on the work task by using an extended version of the activity theory. The third frame focuses on the individual user and her/his behavior and feelings when acting with the (virtual) product. The third frame is based on the studies of user experience (UX) especially on those focusing on users' emotions. We outline the alternative frames by simulating control cabins of a mobile machine.

Published in:

Distributed Simulation and Real Time Applications (DS-RT), 2011 IEEE/ACM 15th International Symposium on

Date of Conference:

4-7 Sept. 2011