Submitted:
30 September 2023
Posted:
04 October 2023
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Abstract
Keywords:
1. Introduction
2. Materials and Methods
3. Results
3.1. Reviewing the design guidelines
3.2. Likert-scale questionnaire
- Sharing and collaboration (DG13): the participants could see in real time the updates made by the others, and they finished the activities quicker by splitting the job between more people;
- Customization (DG3): the participants could easily change the color and texture of the assets imported from the libraries;
- Documentation and tutorials (DG8): the LaunchPad itself promotes a good step-by-step for a first try of the tool, giving an enough number of activities so the person can get to know the tool without being lost in numerous tutorials;
- Reutilization (DG12): Omniverse Create has libraries of assets with many 3D models and textures available, so the participants did not need to look for them outside the software;
- Adaptation and commonality (DG1): the participants could see the same file being updated in real time on the Omniverse View, while the scene was being created on Omniverse Create; also, the asset libraries were integrated with the software interface, so they did not need to worry about file extension compatibility or do an extra process to import them.
3.3. Focus group interview
3.3.1. The exemplary use case Omniverse tool



3.3.2. Guidelines identification
- “In group dynamics and collaboration, I could see the almost instantaneous change of material, color, or movement made by other people” - (P1, about Real-time feedback);
- "This guideline did not exist, and because of that, I had a lot of difficulty with the slowness to perform some actions" - (P2, about Real-time feedback);
- “I pointed out this guideline because I could not find it during the experiment, so it was very easy to identify” - (P3 and P6, about Visual programming);
- “I was impressed with what a person is able to do using Omniverse through a virtual machine accessed by a mere notebook, since even using a computer with a good GPU, the graphics processing of programs like this takes a long time” - (P6, about Democratization);
- “The tool has a library with assets you can place and reuse in the environment” - (P3, about Reutilization).
- “I had a lot of difficulty answering the question about this guideline. I had to read its description several times to find out if the LaunchPad would apply with the definition” - (P1, about Immersive authoring);
- “Even interacting with an open environment, I felt a little limited, so I kept questioning whether I really had this movement freedom or if it was a freedom within the limitation of using the software through a 2D screen” - (P1, about Movement freedom);
- "I found it a little subjective; I could not say to what extent we can consider that the process was optimized or not, and whether it was complex or not" - (P2, about Optimization and diversity balance);
- "The most difficult for me were the two that involved immersion, because I believe it is subjective to identify if I am immersed in that environment; what may be immersive for me may not be immersive for someone else, and vice versa" - (P3, about Immersive authoring and Immersive feedback);
- "I had to read the guideline a few times to have a better understanding when answering, due to my lack of knowledge in the area" - (P4, about Visual programming);
- “I could not say if that was easy or not, because I did not have much experience with collaboration in other similar applications and software, so Omniverse collaboration might not be efficient in front of the guideline” - (P5, about Sharing and collaboration).
3.3.3. Guidelines strengths and weaknesses




3.3.4. Changing suggestions for the guidelines’ future



3.3.5. Further considerations


3.4. The pipeline of using Design Guidelines for evaluating existing VR authoring tools
4. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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| DG | AC | Frequent terms |
|---|---|---|
| Adaptation and commonality | DG1 | interoperability, exchange, data type, patterns, multiple, modular, export/import process, hardware compatibility |
| Automation | DG2 | inputs, artificial intelligence, algorithms, translation, reconstruction, active learning, human-in-the-loop, neural systems |
| Customization | DG3 | control, flexibility, interactions, manipulate, change, transformation, adapt, modify, programming, editing, modification |
| Democratization | DG4 | web-based, popularization, open-source, free assets, A-FRAME, WebGL, deployment |
| Metaphors | DG5 | natural, organic, real life, real-world, physicality, abstraction; embodied cognition |
| Movement freedom | DG6 | manipulation, gestures, position, unrestricted, selection, interaction, flexible, free-form |
| Optimization and diversity balance | DG7 | trade-off, less steps, fast, complete, limitation, effective, efficient, simplify, focus, priorities |
| Documentation and tutorials | DG8 | help, support, fix, step-by-step, learning, practice, knowledge, instructions |
| Immersive authoring | DG9 | what-you-see-is-what-you-get (WYSIWYG), engagement, 3D modeling, programming, 3D interaction, paradigm, creation, HMD |
| Immersive feedback | DG10 | visual, haptic, hardware, multi-sensory, physical stimuli, senses |
| Real-time feedback | DG11 | simultaneous, latency, WYSIWYG, synchronization, preview, immediate, run-mode, liveness, compilation, direct |
| Reutilization | DG12 | retrieve, assets, objects, behaviors, reusable, patterns, store, library, collection, search |
| Sharing and collaboration | DG13 | multi-user, multi-player, remote interaction, community, simultaneous, communication, network, workspace |
| Visual programming | DG14 | primitives, logic, data-flow, nodes, blocks, modular, prototype, graphic |
| CV | Design guidelines pairs | QS | QS Dif. |
|---|---|---|---|
| 0.75 | Democratization (DG4) and Adaptation and commonality (DG1) | 1.5 (DG4) and 4 (DG1) | 2.5 |
| 0.60 | Movement freedom (DG6) and Immersive authoring (DG9) | 1.5 (DG6) and 2.5 (DG9) | 1 |
| Movement freedom (DG6) and Metaphors (DG5) | 1.5 (DG6) and 3.5 (DG5) | 2 | |
| 0.58 | Documentation and tutorials (DG8) and Automation (DG2) | 4.5 (DG8) and 3 (DG2) | 1.5 |
| Metaphors (DG5) and Immersive authoring (DG9) | 3.5 (DG5) and 2.5 (DG9) | 1 | |
| Real-time feedback (DG11) and Immersive authoring (DG9) | 4 (DG11) and 2.5 (DG9) | 1.5 | |
| Real-time feedback (DG11) and Metaphors (DG5) | 4 (DG11) and 3.5 (DG5) | 0.5 |
| CV | Design guidelines pairs | QS | QS Dif. |
|---|---|---|---|
| -0.65 | Immersive feedback (DG10) and Reutilization (DG12) | 1.5 (DG10) and 4.5 (DG12) | 3 |
| -0.63 | Immersive feedback (DG10) and Democratization (DG4) | 1.5 (DG10) and 1.5 (DG4) | 0 |
| -0.52 | Immersive feedback (DG10) and Adaptation and commonality (DG1) | 1.5 (DG10) and 4 (DG1) | 2.5 |
| Real-time feedback (DG11) and Automation (DG2) | 4 (DG11) and 3 (DG2) | 1 |
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