Skip to main content

Exploring the Benefits of Immersive End User Development for Virtual Reality

  • Conference paper
  • First Online:
Ubiquitous Computing and Ambient Intelligence (UCAmI 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10069))

Abstract

We present an immersive virtual reality tool, called VR GREP, to empower end users with the capacity to design and develop virtual reality environments by themselves. To investigate the potential benefits that this technology might provide to support the end user development of virtual environments we conducted a study in which 23 participants collaborated. The participants designed and implemented two virtual environments using their favourite interaction style. They reported that the immersive environment contributed to making them feel more creative and engaged in the process. They also agreed that the perspective provided by the tool was more adequate for the process, as it is closer to the one perceived by the final user. In general, the results suggest that the technology could have a great potential for supporting the authoring tasks, although to make it a viable alternative to desktop based solutions the precision and accuracy when interacting with the virtual environment will need to be improved.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Dörner, R., Kallmann, M., Huang, Y.: Content creation and authoring challenges for virtual environments: from user interfaces to autonomous virtual characters. In: Brunnett, G., Coquillart, S., van Liere, R., Welch, G., Vasa, L. (eds.) Virtual Realities. LNCS, vol. 8844, pp. 187–212. Springer, Heidelberg (2015)

    Chapter  Google Scholar 

  2. Dörner, R., Grimm, P.: Etoile - an environment for team, organizational and individual learning in emergencies. In: Proceedings of the 9th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WETICE 2000), pp. 27–34. IEEE Computer Society (2000)

    Google Scholar 

  3. Von Hippel, E.: Democratizing Innovation. MIT Press, Cambridge (2005)

    Google Scholar 

  4. Lieberman, H., Paterno, F., Klann, M., Wulf, V.: End-user development: an emerging paradigm. In: Lieberman, H., Paterno, F., Wulf, V. (eds.) End User Development. Human-Computer Interaction Series, vol. 9, pp. 1–8. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  5. Slater, M.: Measuring presence: a response to the witmer and singer questionnaire. Presence 8(5), 560–566 (1999)

    Article  Google Scholar 

  6. Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Ligny, C.D., de Ligny, M.J., van der Mast, C.A.: Treatment of acrophobia in virtual reality: the role of immersion and presence. Behav. Res. Ther. 42(2), 229–239 (2004)

    Article  Google Scholar 

  7. Mühlberger, A., Herrmann, M.J., Wiedemann, G., Ellgring, H., Pauli, P.: Repeated exposure of flight phobics to flights in virtual reality. Behav. Res. Ther. 39(9), 1033–1050 (2001)

    Article  Google Scholar 

  8. Rose, F.D., Brooks, B.M., Rizzo, A.A.: Virtual reality in brain damage rehabilitation: review. CyberPsychol. Behav. 8(3), 241–262 (2005)

    Article  Google Scholar 

  9. Deutsch, J.E., Latonio, J., Burdea, G.C., Boian, R.: Post-stroke rehabilitation with the Rutgers Ankle system: a case study. Presence: Teleoperators Virtual Environ. 10(4), 416–430 (2001)

    Article  Google Scholar 

  10. Shih, Y.C., Yang, M.T.: A collaborative virtual environment for situated language learning using VEC3D. J. Educ. Technol. Soc. 11(1), 56–68 (2008)

    Google Scholar 

  11. Virvou, M., Katsionis, G.: On the usability and likeability of virtual reality games for education: the case of VR-ENGAGE. Comput. Educ. 50(1), 154–178 (2008)

    Article  Google Scholar 

  12. Huang, H.M., Rauch, U., Liaw, S.S.: Investigating learners’ attitudes toward virtual reality learning environments: based on a constructivist approach. Comput. Educ. 55(3), 1171–1182 (2010)

    Article  Google Scholar 

  13. Bricken, M., Byrne, C.M.: Summer students in virtual reality. In: Virtual reality: Applications and exploration, pp. 199–218 (1993)

    Google Scholar 

  14. Hay, K.E., Crozier, J., Barnett, M., Allison, D., Bashaw, M., Hoos, B., Perkins, L.: Virtual gorilla modeling project: middle school students constructing virtual models for learning. In: International Conference of the Learning Sciences: Facing the Challenges of Complex Real-World Settings. Psychology Press (2013)

    Google Scholar 

  15. Dede, C., Salzman, M.C., Loftin, R.B.: ScienceSpace: virtual realities for learning complex and abstract scientific concepts. In: Proceedings of the IEEE Virtual Reality Annual International Symposium (1996)

    Google Scholar 

  16. Ren, S., McKenzie, F.D., Chaturvedi, S.K., Prabhakaran, R., Yoon, J., Katsioloudis, P.J., Garcia, H.: Design and comparison of immersive interactive learning and instructional techniques for 3D virtual laboratories. Presence 24(2), 93–112 (2015)

    Article  Google Scholar 

  17. Limniou, M., Roberts, D., Papadopoulos, N.: Full immersive virtual environment CAVETM in chemistry education. Comput. Educ. 51, 584–593 (2008)

    Article  Google Scholar 

  18. Cavazza, M., Lugrin, J.L., Hartley, S., Libardi, P., Barnes, M.J., Le Bras, M., Le Renard, M., Bec, L., Nandi, A.: New ways of worldmaking: the Alterne platform for VR art. In: Proceedings of the 12th Annual ACM International Conference on Multimedia, pp. 80–87 (2004)

    Google Scholar 

  19. Google. Tilt Brush. http://www.tiltbrush.com/. Accessed 10 Jan 2016

  20. Bergamasco, M.: Le musee del formes pures. In: 8th IEEE International Workshop on Robot and Human Interaction (RO-MAN 1999) (1999)

    Google Scholar 

  21. Bruno, F., Bruno, S., De Sensi, G., Luchi, M.L., Mancuso, S., Muzzupappa, M.: From 3D reconstruction to virtual reality: a complete methodology for digital archaeological exhibition. J. Cult. Herit. 11(1), 42–49 (2010)

    Article  Google Scholar 

  22. Carrozzino, M., Bergamasco, M.: Beyond virtual museums: Experiencing immersive virtual reality in real museums. J. Cult. Herit. 11(4), 452–458 (2010)

    Article  Google Scholar 

  23. Haraway, D.: Situated knowledges: the science question in feminism and the privilege of partial perspective. Feminist Stud. 14(3), 575–599 (1988)

    Article  Google Scholar 

  24. Suchman, L.A.: Plans and situated actions: the problem of human-machine communication. Cambridge University Press, Cambridge (1987)

    Google Scholar 

  25. Suchman, L.A.: Human-Machine Reconfigurations: Plans and Situated Actions. Cambridge University Press, Cambridge (2007)

    Google Scholar 

  26. Dalgarno, B., Lee, M.J.: What are the learning affordances of 3-D virtual environments. Br. J. Educ. Technol. 41(1), 10–32 (2010)

    Article  Google Scholar 

  27. Bowman, D., McMahan, R.P.: Virtual reality: how much immersion is enough? Computer 40(7), 36–43 (2007)

    Article  Google Scholar 

  28. Zarraonandia, T., Diaz, P., Aedo, I.: Using combinatorial creativity to support end-user design of digital games. Multimed. Tools Appl. 1–26 (2016). doi:10.1007/s11042-016-3457-4

    Google Scholar 

  29. Jennett, C., Cox, A.L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A.: Measuring and defining the experience of immersion in games. Int. J. Hum Comput Stud. 66(9), 641–661 (2008)

    Article  Google Scholar 

  30. Foley, J.D., Wallace, V.L., Chan, P.: The human factors of computer graphics interaction techniques. IEEE Comput. Graph. Appl. 4(11), 13–48 (1984)

    Article  Google Scholar 

  31. Bowman, D.A., Kruijff, E., LaViola Jr., J.J., Poupyrev, I.: An introduction to 3-D user interface design. Presence Teleoperators Virtual Environ. 10(1), 96–108 (2001)

    Article  Google Scholar 

  32. Hand, C.: A survey of 3D interaction techniques. Comput. Graph. Forum 16(5), 269–281 (1997). Blackwell Publishers

    Article  Google Scholar 

  33. Lazer, J., Fenq, J.H., Hochheiser, H.: Research Methods in Human-Computer Interaction. Wiley, New York (2010)

    Google Scholar 

  34. Carroll, E.A., Latulipe, C., Fung, R., Terry, M.L.: Creativity factor evaluation: towards a standardized survey metric for creativity support. In: Proceedings of the Seventh ACM Conference on Creativity and Cognition, pp. 127–136. ACM (2009)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Telmo Zarraonandia .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this paper

Cite this paper

Zarraonandia, T., Díaz, P., Montero, A., Aedo, I. (2016). Exploring the Benefits of Immersive End User Development for Virtual Reality. In: García, C., Caballero-Gil, P., Burmester, M., Quesada-Arencibia, A. (eds) Ubiquitous Computing and Ambient Intelligence. UCAmI 2016. Lecture Notes in Computer Science(), vol 10069. Springer, Cham. https://doi.org/10.1007/978-3-319-48746-5_46

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-48746-5_46

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-48745-8

  • Online ISBN: 978-3-319-48746-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics