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VR Usability Testing Capstone Paper
VR Usability Testing Capstone Paper
VR Usability Testing Capstone Paper
Abstract
Virtual Reality (VR) provides a visual simulation that gives users the ability to interact
with their environment. It has a long history and is being applied in many industries such as
entertainment, design, and educational training to enhance the user’s experience. Similar tools
include augmented reality (AR) and mixed reality (MR). VR’s advancements in technology and
popularity are explored as many major organizations continue to develop new devices and
software to improve the virtual reality experience. VR in medical education has been
in healthcare education have been growing along with the technology to provide a standardized
and convenient immersive learning experience to simulation. Working to expand active learning
across more disciplines and overcome the current limitations, VR aims to improve education
and practice in the medical field. The design and outcomes are portrayed to establish how the
project is structured and what the team aims to achieve. Determining a low-cost alternative for
clinical experience required usability testing to compare advantages and disadvantages. These
evaluations include discovering the valuable qualities of each physical device and the videos to
build the best scenarios possible for our users. Recommendations based on the usability testing
and review of VR in education are provided to enhance our scenarios and user experience.
Introduction
Virtual Reality (VR) is an emerging tool for multiple purposes where users are equipped
entertainment, design, and educational training. It has a decades long history of development
that has led to advanced capabilities today. Currently VR devices range from the simple Google
Cardboard that requires an attached smartphone to the Oculus Rift which has LCD screens and
handheld controllers. Medical education has used VR simulations for student training to provide
a fully immersed safe but realistic environment to learn and practice. It also provides
accessibility in training where conventional methods such as using real patients is not available.
The University of San Diego (USD) School of Nursing has several degree
programs where students train to be professionals and clinicians in health care. The goal of the
capabilities. 2 prototype VR simulation videos will be developed to preview how it is used in this
setting. USD Healthcare Informatics faculty, staff, and students are working together to create
scripts, storyboards, usability testing, filming, and editing the videos. The final product will be
presented to the USD School of Nursing programs to show the potential that VR simulations
have on education.
Literature Review
Virtual reality (VR) is a general term for computer generated simulation that mimics real
or artificial environments and situations. Using special VR devices, users are immersed in a
virtual world where there is a sense of spatial presence and may have the ability to interact with
the objects in the environment (Cant et al., 2019). VR simulations can be created with
stereoscopic vision which imitates vision from two eyes and gives users an impression of 3-
dimensional depth and solidity. VR can also give users a 360° view of the surrounding area. A
variety of devices exist to experience VR such as headsets, 3D projection on walls, and hand
held controllers. VR has many applications including educational training, treating mental
Other technologies exist that are similar to VR but have differences that sets them apart.
For example, unlike VR where the vision of the user is replaced, augmented reality (AR) allows
users to see reality but have an added layer which displays additional information on top of it
(Greenwall, 2021). AR devices include AP apps, headsets, and smart glasses. Examples of AR
uses are medical training, gaming entertainment, and travel assistance (Paine, 2021). A
combination of VR and AR is mixed reality (MR). MR allows users to see the real word, like AR,
but does not have a simple layer of information on top of it. Instead, an additional layer is
created by taking in information from the surrounding objects and environment of reality and
places digital information above it. Similar to VR, users are able to interact with the digital
Concepts and variations of virtual reality have existed for decades. One of the first VR
devices is the “Sensorama”, invented In 1962 by Morton Heilig.This was a mechanical device
that had a stereoscopic color display, fans, odor emitters, stereo-sound system, and a montional
chair. Scenes in the film would trigger these elements, giving the user the experience of being in
From the 1970’s to 1990’s, VR was mostly used for medical training, flight simulation,
automobile industry design, and military training. In 1978, the first navigable virtual environment
of Aspen was developed where users could tour the city (Mead, 2012). In 1979, Eric Howlett
developed the Large Expanse Extra Perspective (LEEP) optical system. This device included a
stereoscopic image with a field of view that gave a sense of dimension and space (Howlett,
1992). Later, NASA redesigned this device to develop the Virtual Interactive Environment
Workstation (VIEW). Many modern day VR headsets rely on this technology. VR became more
popular in the 1980’s which saw the development of more VR devices including the DataGlove,
EyePhone, AudioSphere, and Power Glove which are similar to present day devices (Rosson,
2014).
The 1990’s saw an increase in VR devices used for entertainment and gaming. The
Sega VR which connected to the Mega Drive console was released in 1991. The device had
built-in LCD screens, stereo headphones, and sensors that allowed the system to track and
react to movements of the user's head. The Sega VR-1, released in 1994, was able to track
Another gaming system was released by Nintendo in 1995 called the Virtual Boy. This system
included an eyepiece and controller (Vincent, 2016). The first multiplayer networked virtual
reality gaming system was developed by Virtuality. Along with a headset, these systems
included joysticks to allow users to control and interact with the environment (Lapetina, 2008).
Unlike these devices that required users to wear a headset, a different variation of VR was
invented by Electronic Visualization Laboratory called the Cave Automatic Virtual Environment
(CAVE). The CAVE used projectors to direct images on the walls of a small room and users
wearing special 3D glasses could see 3D graphics which seemed like objects float in midair
(Wigmore, 2016).
From 2000 to present day, hardware and software improvements allowed VR to become
more advanced and complex. In 2016, Oculus VR released the Oculus Rift, a line of VR
headsets with 1080p display. The device includes a headset, touch controllers, and 2 movement
tracking sensors. It is used for games, films, and other experiences. Currently, the Oculus Quest
2 is the latest in the Oculus line (Dingman, 2021). Unlike the advanced Oculus devices, Google
released the Google Cardboard viewer. As the name implies, the device is made of cardboard
and has two lenses. Users insert their smartphones into the viewer which allows them to
immersersed into virtual reality games, videos, and apps (Delfino, 2019). Other notable models
of VR devices developed during this time are the HTC Vive, Sony’s Project Morpheus, and
Valve Index. At Least 230 companies are developing VR-related products including Amazon,
Software and hardware varies for VR devices depending on their development and uses.
Virtual Reality Modeling Language (VRML) was developed in 1994 to create virtual
environments without the dependency of headsets. This led to the development of X3D which
was the open-source standard for web-based distribution of VR content (Slavin, 2015).
Oculus devices require the software Oculus Rift runtime and is supported by Microsoft
Windows, macOS, and Linux. SDK is used to develop content for the Oculus Rift and is
available for Microsoft Windows (Support). Content for the Google Cardboard can be developed
using software development kids. Applications can be created for Android devices using Java,
Unity game engine using C#, and iOS devices (Google Cardboard).
Hardware specifications and requirements of VR devices vary and include but are not
limited to headsets, motion sensors, LCD screens for stereoscopic display, support straps, and
hand held controllers. Some minimum requirements for the Oculus Rift which requires
connection to a computer are Windows 10, NVIDIA GTX 1050 Ti graphics card, Intel i3
processor, 8GB+ RAM, USB ports and HDMI ports (Support). The Google Cardboard viewer,
which does not have electronic components, is made of AAA grade corrugated paper, 45 mm
focal lenses and compatible with 3.5”-6” smartphones. Velcro is used to hold parts in place. It
also includes a near field communication (NFC) tag which can be used as a control button in
hours and experience. Some of the issues with clinical practice such as limited sites or faculty,
access to electronic medical records and patient safety initiatives have proven challenging for
universities to overcome (Hayden et al., 2014). An additional concern is the learning experience
Virtual reality can assist students learn new skills in numerous areas including
emergency simulation, surgical and procedural training, and anatomy teaching (McCarthy &
Uppot, 2019). With multiple types of applications, simulation has the ability to replace many
passing rates for the National Council Licensure Examination, and clinical competence (Hayden
et al., 2014). Furthermore, the use of VR can even improve the observers self-directed learning
and knowledge acquisition (Garrett et al., 2015). Another learning tool that VR brings to
students and educators is the ability to deliver scenarios that are not achievable in the real
world. While students cannot put live patients in harm’s way to learn from their mistakes, VR
allows learners to have those experiences without the consequences, giving them different
perspectives, exposing flaws, and identifying assumptions (Coyne et al., 2019). Freedom from
most of the burdens that come with live training, aspiring healthcare professions can gain
combat the many issues with higher education. Providing medical simulation through VR
enables universal content to be viewed portably giving convenience to the learner and allows for
tracking, storing and analysis of large amounts of performance data all without the presence of
an instructor (Chang & Weiner, 2016). Content given through VR can thereby decrease the
effort, coordination, resources, and cost associated with live training (McCarthy & Uppot, 2019).
The Future of Virtual Reality in Healthcare
As VR technology improves, the quality and reach of the experience is expanding along
with it. Some of the most common complications with the use of VR have shown to be neck pain
with extended use of head-mounted displays and latency issues bringing about nausea and
vertigo at times however, it is likely that these concerns will continue to be addresses as the
technology advances (McCarthy & Uppot, 2019). VR is also a leader in the effort to increase
active learning by expanding beyond its common applications such as surgical and anatomical
demonstrations like dementia, pharmacy dispensing, and drug memorization (Coyne et al.,
2019). According to Coyne et al. (2019) there could be VR use for activities as detailed as
following a drug through the body all the way down to the molecular level to see how the drug is
distributed, its structural changes, what organs it affects, and the body’s metabolism.
education is the development of haptic gloves and the complementary inclusion of augmented
reality (AR) and mixed reality (MR). Students using haptic gloves would give the sensation of
touch to their environment: conducting physical exams, feeling a patient’s heart rate, or
experience with various point-of-care devices (Coyne et al., 2019). MR and AR have started to
be used more due to their ability to enhance real world situations. An example already used
today include overlays on a smartphone to provide useful information on map and design
applications. In healthcare, AR can be used to view live surgeries with the addition of relevant
patient or procedural information (Golab et al., 2016). Similar technology could be expanded for
more uses such as AR glasses that access drug information while verifying a prescription or
displaying instructions for preparing injectable drug administrations (Coyne et al., 2019).
A supplemental benefit of the widespread use of VR simulation is the potential for
collaborative networks to form. Instructors across organizations can work together to establish a
consistent expectation from the simulation creators to form a standardized student experience
(Dang et al., 2018). These collaborative efforts could help to reduce disparities in education by
growing the accessibility to institutions that have less educational resources or influence
The goals of the USD VR Project are to promote and implement the use of VR as
educational resources in the University of San Diego’s (USD) School of Nursing. To do so, we
must obtain stakeholder buy-in from degree programs such as the Health Care Informatics
program, Doctor of Nursing Practice program, and the Master’s Entry Program in Nursing. 2 VR
The project team, led by Dr. Charisse Tabotabo, consists of HCIN faculty, staff, and
students. There are four phases in the project approach; planning, preparation, create/design,
and execution & project progression. The planning phase consisted of team members meeting
to communicate the project goals, action plans and assign roles. The following preparation
phase includes tasks such as VR orientation, familiarization of software, and researching for the
literature review of VR. Students will use the storyboarder software to create the storyboard of
each simulation. Virti is the program used to film and create VR videos. After this, the
create/design phase began the composition of the literature review. It also involves usability
testing of the VR devices. Usability testing is having users interact with a product and observing
their behaviors and responses. The purpose of this step is to uncover problems in the product,
discover opportunities for improvement and learn about users. The goal of the usability testing
for this project is to determine the best cost-friendly VR goggles that will satisfy project goals.
We tested 3 VR devices; the Topmaxions Cardboard VR, Funsparks VR Glasses 2.0, and the I
am Cardboard – Virtual Reality Viewer. The products were tested using 5 VR videos: 360 Video
demo, Thyroid, and BHF Angioplasty. Using a Usability Testing Template, observations about
specific testing factors and user experiences were documented. This phase also includes
preparing for the 2 videos that will be created. The video topics are Barcode Medication
Administration (BCMA) and Psych Mental Health Nursing Practice (PMHNP). 2 teams are
assigned to each video. Preparation includes finalizing a script and creating a storyboard of
events. The BCMA scenario is the workflow of a nurse administering medication to a patient
using the barcode scanner. The PMHNP storyboard includes branching scenarios where a
nurse practitioner evaluates a patient. The final phase is filming and editing the videos. This
includes recruiting and training actors to play specific roles. Simulated patients will portray their
roles in each scenario. The program Virti will be used to film and edit to create the final product.
Usability Testing
There were several advantages and disadvantages when conducting our usability
testing with the multiple devices and scenarios. The Funsparks VR Glasses 2.0 and I am
Cardboard - Virtual Reality Viewer were almost identical in functionality and design other than
the I am Cardboard viewer having a QR code to establish a viewer profile, while the
Topmaxions Cardboard VR had a few differences that benefited operability. Not providing a
head strap, the Funsparks 2.0 and I am Cardboard goggles proved to be less suited for longer
sessions than the Topmaxions Cardboard which had a head strap with it. However, the single
horizontal strap on the Topmaxions Cardboard did allow for the headset to slide to some extent
over time and needed adjustment. The Topmaxions Cardboard also had padding around the
forehead and bridge of the nose that provided better comfort when in contact with the users’
face. All goggles provided a sturdy headset for the phones with no significant difference
between IOS and Android operating systems and there was not any noticeable overheating.
Although there was some variance in each scenario, all devices took some form of physical
adjusting to give a picture that was clear. An additional finding was that individuals with different
prescriptions for each eye may come across an increase in blurred vision with the goggles.
Five scenarios were available for usability testing to assess the mobile VR headsets and
each one gave insight to favorable aspects to put towards our own development. Both the 360
Video Surgical Hand-Washing and 360 Hand-Washing Surgeon Ethiopia #covid19 made
apparent that the viewing angle is something to be conscious of when filming scenarios.
Especially when scenarios call for looking down at a large angle for most of the video, neck
strain and sliding of the goggles occurred quickly. Another point was to ensure the audio is loud
and clear enough when there is a lot of background noise such as running water or other
activities going on in the room. The Virti scenarios consisted of the Thyroid, BHF Angioplasty,
and Trauma Simulation demos which conveyed multiple quality of life characteristics that
improved the VR experience. The option to download the scenarios to a mobile device with a
video quality selection was a welcomed feature to allow for convenient viewing when not
connected to an internet connection. Each Virti scenario also had informational pop-ups that
either guided the procedure or gave supplemental material on the task at hand. These pop-ups
were in an advantageous position that did not obstruct viewing, reassured the viewer of
over the top of the head to prevent the goggles from sliding down over time. It became a burden
to hold up the strapless headsets with prolonged use and the single horizontal strap on the
Topmaxions Cardboard was often not sufficient. An option to slightly move the mobile device or
smartphone within the headsets would also make for a more optimal experience by adjusting
the distance and consequently the quality for individuals with less than perfect vision. For
scenario building, being conscious of the viewing angle is an important factor in filming. Even if
the angle is not as realistic, the simulations could be less strenuous and deliver an improved
field of view for the user. Providing enough complementary information in the form of pop-ups or
as an introduction also improves the experience by bringing guidance and support to the
viewer.
Conclusion
As technology advances, Virtual Reality (VR) continues to change and innovate. The
history and development of VR has set a path for many new possibilities. From early prototypes
and experiments to modern day entertainment devices, the uses of VR have allowed people to
experience environments and situations they otherwise would not have been able to. Variations
of VR such as augmented reality and mixed reality continue to challenge what is possible.
teaching and educational resource has expanded students’ opportunities to learn in safe and
controlled settings.
Nursing programs will further advance teaching and training capabilities. The project team
members allowed HCIN students to gain experience and develop leadership skills in
implementing a new product. The project approach served as a guide to defined goals,
objectives, specific tasks, and a timeline towards completion. Through usability testing, the use
of VR devices and VR videos were observed to discover problems and recommendations for
improvement. VR still has much potential in health care education, but this project is a step
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