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Exploration of User Experience in Virtual Reality Environment. A Systematic Review

Authors:
Exploration of User Experience in Virtual
Reality Environment. A Systematic Review
Olaoluwa Oyedokun(B), Mohammed Alkahtani, and Vincent G. Duffy
Purdue University, West Lafayette, Indiana 47907, USA
{ooyedoku,alkahtan,duffy}@purdue.edu
Abstract. Virtual Reality (VR) is a computer-generated simulation that immerses
users in a three-dimensional environment, often using a head-mounted display and
motion tracking technology. It aims to replicate or simulate real and imaginary
worlds, allowing users to interact with and navigate through these environments.
VR finds applications in gaming, training, education, healthcare, design visualiza-
tion, and virtual tourism, providing immersive and realistic experiences. Technol-
ogy is continually evolving, with the potential to revolutionize various industries
and how people engage with digital content. The evolving advancement in virtual
reality is creating more rooms for immersive interactive options for the users. This
technology is gradually taking over different aspects of human computer interac-
tion, therefore the need to understand the user experience of this technology is of
great interest to researchers in this field.
Keywords: User Experience ·Virtual Reality ·Applied Ergonomics
1 Introduction and Background
Virtual Reality (VR) has emerged as a transformative technological frontier, reshaping
the way we perceive and interact with the digital realm. Through the seamless integra-
tion of advanced hardware and immersive software, virtual reality transcends traditional
boundaries, transporting individuals into artificial yet astonishingly realistic environ-
ments. This groundbreaking technology holds the promise of revolutionizing various
industries, from entertainment and education to healthcare and beyond, as it continues
to redefine the very fabric of human experience. In the realm of virtual reality, the lines
between the physical and virtual worlds blur, offering a captivating journey into realms
limited only by imagination and innovation.
The emergence in popularity that Virtual Reality (VR) is currently experiencing
marks a significant resurgence, akin to a technological renaissance, as highlighted by
Kim et al. (2020). This revival is not merely a fleeting trend but a paradigm shifts
in how we engage with digital content and experiences. At its core, VR is defined by a
computer-generated, three-dimensional digital environment that goes beyond traditional
two-dimensional interfaces. This immersive technology is characterized by its ability to
seamlessly blend computer-generated elements with real-world sensations, creating an
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
V. G. Duffy (Ed.): HCII 2024, LNCS 14709, pp. 320–338, 2024.
https://doi.org/10.1007/978-3-031-61060-8_23
Exploration of User Experience in Virtual Reality Environment 321
environment that users perceive as authentic and interactive. (Jayaram, Connacher, &
Lyons, 1997; Jerald, 2015; Pan-telidis, 1993; Pratt, Zyda, & Kelleher, 1995).
The essence of VR lies in its capacity to provide users with a sense of presence,
allowing them to feel as though they are physically present within the digitally con-
structed environment. This sense of presence is achieved through a combination of
advanced hardware, such as headsets and motion controllers, and sophisticated soft-
ware that enables realistic simulations and interactions. As users don VR headsets, they
are transported into alternate realms, transcending the limitations of traditional screens,
and bringing about an unparalleled level of immersion. The multifaceted nature of VR
extends its applicability across diverse domains, including but not limited to entertain-
ment, education, healthcare (Curtis et al., 2021), and business. In entertainment, VR
offers a revolutionary approach to gaming and storytelling, where users become active
participants in the narrative, navigating and influencing the virtual world around them.
In education, VR provides immersive learning experiences, enabling students to explore
historical events, scientific phenomena, or artistic creations as if they were physically
present. The healthcare industry leverages VR for therapeutic purposes, creating sim-
ulated environments to assist in rehabilitation, treat phobias, or even simulate complex
medical procedures for training purposes. In the business realm, VR is transforming
the way professionals collaborate and train, fostering virtual meetings, and facilitating
realistic simulations for skill development.
As VR gains traction, it not only redefines how we interact with technology but also
opens new possibilities for innovation. The ongoing advancements in VR hardware, soft-
ware, and content creation are propelling this technology into new realms of possibility,
promising an era where the virtual and physical worlds converge seamlessly, creating
a paradigm shift that extends far beyond the realms of conventional computing. Using
google ngram to show the relationship between usability, user experience and virtual in
response to the emergence of virtual reality as seen in Fig. 1.
Fig. 1. Shows the relationship between virtual reality, user experience and usability.
322 O. Oyedokun et al.
2 Related Topics
2.1 Background and Significance
In the wake of industry 4.0 which is seeking avenues to enhance and accelerate the
traditional development of workflows using automation, and modern communication
(Safikhani et al., 2022). Industry 4.0, often referred to as the fourth industrial revolu-
tion, represents a paradigm shift characterized by the fusion of digital technologies,
data analytics, artificial intelligence, and the Internet of Things (IoT) to create smart,
interconnected systems. In this context, VR serves as a catalyst for redefining not only
how industries operate but also how individuals engage with their work environments.
The integration of VR technologies into Industry 4.0 initiatives introduces a dynamic
dimension to traditional workflows by providing immersive, interactive, and efficient
solutions. Automation, a cornerstone of Industry 4.0, is complemented by VR’s ability
to create virtual environments where automated processes can be simulated, optimized,
and fine-tuned before implementation in the physical realm.
Modern communication, another key element of Industry 4.0, is elevated to new
heights with VR. Virtual Reality facilitates remote collaboration and communication by
enabling individuals to interact within shared virtual spaces, transcending geographical
boundaries. Professionals can engage in virtual meetings, collaborative design sessions,
and training simulations, fostering a level of connectivity and engagement that traditional
communication methods struggle to achieve. Moreover, the immersive nature of VR
contributes to enhanced training programs within Industry 4.0 frameworks. Workers can
undergo realistic simulations of complex tasks, machinery operations, or emergency
scenarios, improving skill acquisition and reducing the learning curve associated with
new technologies. This not only ensures a more competent workforce but also minimizes
the risks associated with on-the-job training in high-stakes environments.
The connection between a digital model and other areas of technological innovation
is described as digital twin (Dawood et al., 2020). They posited that the sluggish inte-
gration of these technologies into Architectural, Engineering, and Construction (AEC)
projects stems from the absence of a comprehensive study examining the cost-benefit
analysis of such technologies. To address this, they conducted a survey involving 158
industry professionals to evaluate the present status and future expectations of Virtual
Reality (VR) and Augmented Reality (AR). The results reveal that virtual environments
find primary application in residential and commercial projects. Furthermore, industry
experts anticipate a significant surge in the adoption of augmented reality technologies
in the next 5 to 10 years. Notably, the study indicates that the older generation expresses
greater confidence in the prospects of VR/AR based on their findings (Noghabaei et al.
2020).
This revolution of industry 4.0 is not only making changes in the construction industry
but also has its footprint in tourism (Hung et al., 2022). According to (Clarke & Bowen,
2018; Cohen, 1972) tourism has been characterized as comfort of the old versus the
search of the new. In both situations users are looking to explore places they have not
seen before, but with the introduction of VR in tourism, people do not have to physically
travel to these places to experience this thing. To commence, assuming the Virtual
Environment (VE) is well-crafted, Virtual Reality (VR) can extend its reach to locations
Exploration of User Experience in Virtual Reality Environment 323
that are not easily accessible. Consequently, the potential danger and risk of accidents are
entirely mitigated (Cheong, 1995; Guttentag, 2010;Lee&Kim,2021). Following this,
VR tourism offers significant conveniences and eliminates various hassles, including
visitor harassment, traffic issues, and unnecessary time consumption. Last but certainly
not least, VR allows for the creation of experiences within a controlled environment.
Every variable within the VE can be adjusted, proving particularly advantageous for
designing highly personalized travel experiences (Cheong, 1995).
The health industry is gradually experiencing an increase in the use of virtual reality
as a means of educating about healthcare and brought about new learning opportunities
(Shin 2017). In healthcare VR is used to integrate sound, graphics, and other sensory
inputs to create a computer-generated world the users in the healthcare industry can
interact with and to make it easier to entertain (Gregg and Tarrier 2007). Computer-
based simulations are frequently employed as educational tools in healthcare practice,
as highlighted by (Bracq, Michinov, and Jannin 2019a). Notably, this technology finds
application in nursing education, as evidenced by studies conducted by (Foronda et al.,
2017; Irwin and Coutts 2015; Koivisto et al. 2018; Padilha et al. 2019; Lelardeux et al.,
2017; Verkuyl et al., 2017).
In using this VR technology, one common factor is present which is hand ges-
ture. The prevalent virtual reality (VR) configuration for achieving a heightened sense
of immersion and interactivity involves pairing a head-mounted display (HMD) with
handheld controllers (Jacobsen et al., 2022). As a result, this setup has been widely
utilized across various domains, including entertainment, education, industry, research,
and even clinical fields (Melo 2020). Despite the growing prevalence of hand gestures,
certain difficulties associated with their implementation can contribute to an unfavorable
user experience in virtual reality (VR) applications. Problems may arise from tracking
system issues, leading to imprecise hand tracking, incorrect segmentation of hands, and
ultimately, a misinterpretation of gestures (Yan et al., 2020). Additionally, employing
hand gestures may impede the ability to perform other tasks concurrently, such as direct
interaction with objects. Excessive reliance on hand gestures can elevate cognitive load
and result in increased physical fatigue (Yan et al., 2020) (Fig. 2).
2.2 Research Questions and Organization of the Report
Although a conventional literature review frequently yields valuable insights, it may
overlook crucial information or recent trends, occasionally due to the researcher’s limita-
tions. The inherent constraints of this approach prompted the formulation of the research
question for this report:
Research Question- What insights can be traced and what information can be gathered
using a systematic literature review based on articles retrieved through a bibliometric
and content analysis approach to discover methods to improve user experiences in virtual
reality during trainings and learning opportunities?
This report begins with the sourcing process, involving the identification and col-
lection of over a thousand articles through diverse bibliometric and content analysis
techniques and tools, drawing data from multiple sources. The subsequent section of the
report delves into the analysis of the various obtained articles.
324 O. Oyedokun et al.
Fig. 2. Shows trends of word engagement.
3 Procedure Article Search, Identification, and Collection
This section below itemizes the steps used in gathering, identifying, and collecting
articles making use of the bibliometric and content analysis techniques.
3.1 Step 1: Identification of Articles from Various Databases and Books
The aim of the first step is to familiarize ourselves with the general topic of user expe-
rience and look for articles in the various databases and textbooks on the topic of user
experience.
The table below describes the top cited articles from Google Scholars, Research
Gate, Scopus, Web of Science, and Springer using the key word “User Experience” that
are of great importance and selection of relevant chapters from the textbook Handbook
on Human Factor and Applied Ergonomics, which is chapter 37, User Experience and
Usability (Table 1).
3.2 Step 2: Articles Search Using Harzing and Visualizing with VOSviewer
The aim of step 2 is to commence the use of bibliometric and content analysis tools in
aiding our searching process for finding relevant articles. This process was used because
other researchers have made use of Harzing software and VOSviewer in their research
(Kanade& Duffy, 2022). For this initial search was carried out using Harzing’s Publish
or Perish (Windows GUI Edition 8.9.4538.8589). Harzing allows the search of multiple
data base for articles that a researcher is looking for, (i.e., Google Scholars, Web of
Science etc.) but for the purpose of this research and bibliometric content analysis, we
used Harzing to get metadata of google scholar and we could sort it by Author’s or
Sources order. For this step, what used the keyword “User Research” to get data from
Exploration of User Experience in Virtual Reality Environment 325
Table 1. Summary of top cited articles in user experience
Author References Source
Kumar, S
Stecher, G
Li, M
Knyaz, C
Tamura, K
MEGA X: Molecular evolutionary
genetics analysis across computing
platforms
Scopus
Moher, David; Liberati, Alessandro;
Tetzlaff, Jennifer;
Preferred Reporting Items for
Systematic Reviews and
Meta-Analyses: The PRISMA
Statement
Web of Science
Siar Sarferaz Compendium on Enterprise
Resource Planning
User Experience
Springer
Marc Hassenzahl
Noam Tractinsky
User experience - a research agenda Google Scholar
Hima Jonnalagadda A Proposal: Human Factors Related
to the User Acceptance Behavior in
Adapting to New Technologies or
New User Experience
ResearchGate
Fig. 3. Shows the output results from Harzing software using keyword User Experience
Harzing and the data was exported as a txt file to be used in other content analysis
software (Fig. 3).
The data obtained from this software served as the foundation for conducting a com-
prehensive content analysis, enabling the identification of key trends and insights within
the research domain. Subsequently, this valuable information was harnessed to generate
326 O. Oyedokun et al.
graphical representations, specifically graphs, that visually showcase the leading con-
ferences and influential authors in this space. Figures 4and 5, as presented herein, offer
a detailed breakdown of the findings, providing a nuanced and insightful view of most
cited authors and top conferences where articles about user experience is sourced.
Fig. 4. Hierarchy of most cited authors graphically represented using Microsoft excel.
Fig. 5. Hierarchy of conference where these papers were presented graphically represented using
Microsoft excel.
The number of articles found using Harzing software were 998, the searched files was
exported to a txt file that can be by another bibliometric content analysis software called
Exploration of User Experience in Virtual Reality Environment 327
VOSviewer. The data that was retrieved from Harzing was cleaned up using BibExcel
(Version 2016–02-20) arranging the data in the name of the authors as seen in Fig. 6.
BibExcel is a software tool designed for bibliometric analysis and data extraction from
bibliographic databases. It is commonly used in the field of scientometrics and bibliomet-
rics to analyze citation patterns, co-authorship networks, and other bibliographic data.
BibExcel is particularly well-known for its ability to process bibliographic information
from reference files and generate various types of output for further analysis.
Fig. 6. Using BibExcel to format the information retrieved through Harzing software.
VOSviewer is a software tool designed for visualizing and exploring bibliometric
networks. It is commonly used in the field of scientometrics to analyze and represent the
relationships between scholarly publications, authors, and keywords. The tool employs a
variety of visualization techniques to present complex bibliometric data in an accessible
and meaningful way. VOSviewer can be utilized to create maps that illustrate the con-
nections between different research areas, highlight key authors, and identify clusters
of related publications. By employing color-coding and size adjustments, it helps users
quickly grasp the significance and impact of specific elements within the network.
VOSviewer, a powerful tool for bibliometric analysis, played a crucial role in scru-
tinizing the data extracted through Harzing. In this analytical process, the articles
were systematically organized into various clusters, with the categorization driven by
a combination of co-citation and co-authorship patterns. This approach allowed for the
identification of interconnected networks and relationships within scholarly literature.
Moreover, the analysis extended beyond citation and authorship metrics, as cer-
tain articles were further segmented into distinct clusters based on thematic cohesion
and subject-related associations among them. This nuanced approach provided a more
comprehensive understanding of the underlying patterns and connections present in the
research landscape, offering valuable insights into the interplay of ideas and collaborative
networks within the academic realm (Fig. 7and Table 2).
328 O. Oyedokun et al.
Fig. 7. Cluster of articles authors in VOSviewer content visualization
Table 2. Cluster identified from VOSviewer with Authors.
Cluster 1 Cluster 2 Cluster 3 Cluster 4
Kim, Y. Jerald, J. Pantelidis, V Pratt.
3.3 Step 3: Expanded Bibliometric Search Using Scopus
The objective of incorporating Scopus into the search for additional articles was to
extend the scope beyond the findings obtained through Harzing in step 2. This was
done to yield additional results and gain insights into broader trends within the public.
Commencing the content analysis, we utilized the same keyword, “User Experience, to
retrieve results from Scopus. The search spanned from 1996 to 2022, generating a total
of 164,665 documents. This timeframe was deliberately selected to delve into the early
stages of user experience, particularly in connection with aviation design and not really
in virtual reality user experience.
The decision to focus on this period aimed to sift through the initial developments
of user experience, which were predominantly linked to aviation design. The search
outcome proved to be highly informative, revealing that over 10 thousand articles were
published annually about User Experience. This number of articles seems fit as an
emerging topic to discuss and research about it. Figure 8depicts a graph illustrating
the emergence of user experience as a prominent topic, evident in the sporadic annual
increase in publications.
Two articles were selected from this database and other articles citing this two papers
were looked into to get relating topics from it (Table 3).
Exploration of User Experience in Virtual Reality Environment 329
Table 3. Summary of articles selected from Scopus database.
Article title Authors Database Why selected
Immersive virtual reality
for extending the potential
of building information
modeling in architecture,
engineering, and
construction sector
Safikhani, S., Keller, S.,
Schweiger, G., & Pirker, J
Scopus It was relevant to the topic
in discuss
Clinical Virtual
Simulation in Nursing
Education: Randomized
Controlled Trial
Padilha, J., P. Machado,
A. Ribeiro, and J. Ramos
Scopus It was relevant to the topic
in discuss
Fig. 8. Search trend of User Experience in Scopus.
Additionally, the insights derived from Scopus highlight the presence of burgeoning
themes within the realm of User Experience. This discernible trend suggests that User
Experience is increasingly becoming a focal point of discussion at numerous confer-
ences, drawing the attention and participation of computing scientists with varied back-
grounds and expertise. The gradual integration of this emerging topic into the discourse of
conferences across disciplines underscores its growing significance and relevance. This
not only reflects the dynamic nature of User Experience but also emphasizes its multidi-
mensional impact on the field, fostering meaningful conversations among professionals
from diverse backgrounds.
Details concerning User Experience, providing additional context and valuable infor-
mation to supplement the findings presented in the main body of the document. This
supplementary material aims to enrich the reader’s grasp of the evolving landscape of
User Experience and its implications across different spheres of research and practice.
330 O. Oyedokun et al.
Fig. 9. Conference search of User Experience in Scopus.
3.4 Step 4: Articles Search Using Scopus and Visualizing with CiteSpace
The aim of this fourth step is to use Scopus bibliometric that was gathered through step
3 and use a different content analysis tool to create a data visualization, in the process
observe new patterns to aid our search in finding relevant articles. This was achieved
using CiteSpace. CiteSpace allows researchers to explore and visualize the relationships
among scholarly papers, authors, and keywords based on citation patterns. It’s often
employed in bibliometric analysis to identify emerging trends, key contributors, and the
evolution of research topics within a specific field.
The utilization of visualizations significantly contributes to the deepening of our
understanding of the intellectual landscape within a particular field of study. These visual
aids not only facilitate the identification of influential works but also unveil intricate
patterns of collaboration and the flow of information among researchers.
During our exploration, two specific articles were deliberately selected owing to
their close alignment with the focus of our research. Despite this intentional selection,
our analysis extended beyond these articles, allowing us to construct a comprehensive
summary table that captures the essence of clusters characterized by substantial size. This
broader approach ensures a more encompassing perspective, encompassing a diverse
range of literature and contributing to a holistic view of the intellectual terrain in our
research domain. For this report, we only presented 10 out of the 36 clusters summarized
(Table 4).
The primary objective is to illustrate the interconnected nature of these articles
through the utilization of the clustered system in CiteSpace. Additionally, the aim is
to highlight the robustness of the interconnections within each conference and their
correlation with the strength of individual study areas. Figure 10 visually represents
the interconnectedness of each topic area. These supplementary visuals provide further
insights into the findings of the content analysis, specifically enhancing our understand-
ing of the intricacies within the realm of User Experience. The results from CiteSpace
Exploration of User Experience in Virtual Reality Environment 331
Table 4. Summary of articles from cluster generated by CiteSpace.
also shows that research topics of User Experience on Virtual reality ranking number,
sustaniate the research question of User Experience in Virtual Reality as an emerging
topic.
Fig. 10. Search trend of User Experience in Scopus and visualized in CiteSpace.
User Experience in virtual reality shows significant growth, as it relates to several
areas of study and training process. Since this technology is making waves and changing
most learning process from traditional learning style and the introduction of gamification
332 O. Oyedokun et al.
in the learning process, human factor researchers and researchers are looking at under-
standing how the experiences gained by users in the virtual world will be applicable to
real life scenarios.
3.5 Step 5: Articles Search Using Web of Science
Engaging in a systematic literature review is a comprehensive process that involves
scouring diverse databases to not only discern the existing body of research but also to
pinpoint gaps within the specified research domain. In the fifth step of this meticulous
process, we conducted a targeted search using the keyword “User Experience” with the
goal of uncovering articles and exploring topic areas that contribute to the development
of emerging technologies and the creation of user-friendly experiences within virtual
environments.
Despite encountering some familiar authors whose work had been previously identi-
fied in other databases our attention remained steadfast on the core objective: identifying
subject areas where User Experience emerges as a central focus of research interest. This
strategic search provided valuable insights into the interconnectedness and continuity of
research efforts across various databases. To offer a more nuanced view, a breakdown
of the search keywords is shown in Table 5, specifically showcasing subject areas where
User Experience is at the forefront of ongoing research endeavors. This visual represen-
tation not only highlights the prevalence of User Experience as a focal point but also
identifies the key contributors and thought leaders in the exploration of user experiences
within the expansive landscape of virtual reality. The inclusion of such detailed informa-
tion enriches our understanding of the current state of research in this dynamic field and
aids in the identification of emerging trends and critical areas for further investigation.
Searching Web of Sciences with key word “User Experience” produced a result of over
140, 61 publications and the break are seen in Fig. 9(Fig. 11).
Fig. 11. Search trend of User Experience in web of sciences.
Exploration of User Experience in Virtual Reality Environment 333
3.6 Step 6: Articles Search Using Springer
The purpose of this step is to broaden the scope of our investigation by incorporating the
resources available on the Springer database. Our goal is to identify potential contribu-
tions that can augment the existing body of research or address gaps within the current
research area. A targeted exploration within this database reveals that the predominant
topics center around User Experience in Virtual Reality, particularly in the context of
tourism. The selected articles from this database play a crucial role in expanding our
understanding of Virtual Reality’s applications. Specifically, they highlight that Virtual
Reality is not confined solely to the realm of tourism but can be leveraged in various
aspects of learning. This discovery introduces a nuanced perspective, emphasizing the
versatility and multifaceted potential of Virtual Reality technology.
By incorporating insights from Springer, we not only enrich the depth of our research
findings but also underscore the diverse applications and evolving landscape of Virtual
Reality. This expansion broadens the narrative surrounding the role of Virtual Reality in
different domains, offering a more comprehensive view that encompasses both tourism
and educational contexts.
3.7 Step 7: Articles Search Using ResearchGate
In this phase, we searched ResearchGate. ResearchGate is a social networking platform
tailored for researchers, scholars, and scientists. Established in 2008, it serves as a hub
for academic professionals to create profiles, share publications, and connect with peers.
The platform emphasizes collaboration by providing features such as publication sharing,
collaboration opportunities, and a questions-and-answers section. Researchers can track
the impact of their work through metrics and analytics, and the site also offers job postings
for academic and research positions. Due to the advantage of ResearchGate been a social
networking of researchers, it is easier to find what researchers are discussing in different
subject areas of research. For this searched using the keyword User Experience and we
were able to pick a quality topic on healthcare, where User Experience in immersive
world of virtual reality has been used as a training tool.
3.8 Step 8: Summary of Searches and Articles
After concluding the search of all 25 articles, it is paramount to understand where each
of the articles from picked and the search terms used in each of the databases. In Table 5,
a recap of the search terms, database and the number of articles picked from the database
was mentioned.
334 O. Oyedokun et al.
Table 5. Summary of articles from all the databases.
Search Terms Database Number of Articles
User Experience Google Scholar/Harzing 10
User Experience Scopus 8
User Experience Web of Science 5
User experience Springer 1
User Experience ResearchGate 1
4 Results and Analysis
The session consists of two phases, the first phase is comprising of a content analysis
involving the word cloud which was generated using the 25 articles that used in this
report. The second phase is synthesizing where each of these articles has in common
and how each of them has been able to leverage this emerging technology in different
fields of study.
4.1 Content Analysis
In this section, we analyzed the 25 articles that we selected from the 5 databases. To do
this, we used a software called NVivo. NVivo provides a platform for organizing and
coding qualitative data, enabling users to identify patterns, themes, and trends within the
information they have collected. It supports a variety of data types and formats, allowing
users to import, organize, and analyze their data efficiently. Researchers often use NVivo
in fields such as social sciences, psychology, anthropology, market research, and other
disciplines where qualitative analysis is crucial for understanding complex phenomena.
Furthermore, the word cloud in Fig. 10 shows the prominent key words that are
present in the papers that are read and the metadata that retrieved from Scopus, while
using NVivo to analyze the entire documents. The most frequent words from each of
these articles are highlighted in orange colors which are learning, virtual, reality, user
research and experience. The word cloud information was filtered to (Fig. 12).
4.2 Synthesis Analysis Phase User Experience in Virtual Reality
Throughout this process, we successfully identified the correlations among all the arti-
cles, shedding light on the collective findings that contribute to answering the research
question: how hand gestures have influenced user experience in virtual environments.
Each of these articles has provided valuable insights into the intricate relationship
between virtual environments, user experience, and learning outcomes. While the exist-
ing literature has offered valuable perspectives on the broader impact of virtual envi-
ronments on user experience and learning, it is evident that more dedicated research is
warranted in the specific domain of hand gestures. The articles reviewed have laid a
foundation by emphasizing the significance of virtual environments, but there remains
Exploration of User Experience in Virtual Reality Environment 335
Fig. 12. NVivo output from the selected 25 articles
a distinct need for further exploration and understanding of the nuanced role that hand
gestures play in shaping user experiences within these environments.
In essence, this analysis has not only synthesized existing knowledge on the broader
topic but has also identified a focused area—hand gestures—where additional research
efforts can significantly contribute to advancing our understanding of how users inter-
act and learn within virtual spaces. This recognition of an ongoing research frontier
underscores the dynamic nature of the field and highlights opportunities for future
investigations and advancements.
5 Discussion
Virtual reality has emerged as a crucial component of learning experiences, particu-
larly in the contemporary era characterized by rapid technological advancements. The
selected articles collectively demonstrate significant promise in leveraging cutting-edge
technology to enhance learning outcomes. The impact of virtual reality extends beyond
the realm of education, influencing various industries.
The table below provides a summary of industries where user experience in virtual
reality is prominently featured in this report (Table 6):
Table 6. Summary of industries and emerging use of Virtual reality.
Industry Article mention of Virtual Reality User Experience
Education Emphasis on virtual reality’s role in enhancing learning outcomes
Healthcare Applications of virtual reality in medical training and patient care
Tourism Utilization of virtual reality to enhance travel experiences
336 O. Oyedokun et al.
This summary underscores the diverse impact of virtual reality across multiple sec-
tors, showcasing its potential to revolutionize various aspects of learning and industry
practices. The articles selected offer insights into the transformative effects of virtual
reality, paving the way for continued exploration and adoption of this technology across
different domains.
6 Future Work
The exploration and enhancement of User Experience in virtual reality are poised for
more extensive research and development. Anticipated advancements in technology, par-
ticularly the creation of innovative head-mounted displays by engineers and developers,
signal a forthcoming revolution. The transformative experiences realized in this context
are expected to extend to various other realms within virtual reality.
While our primary focus in this investigation delved into the realms of health, edu-
cation, and tourism, it is noteworthy that breakthroughs are also occurring in the realm
of entertainment. This expansion of virtual reality experiences is evident in ground-
breaking research initiatives, some of which have received recognition and awards from
the National Science Foundation (NSF), highlighting the breadth and significance of
ongoing advancements in this dynamic field. For example, there was a project for those
will mobility impairment person, where a researcher is creating an experience where
this category of people could experience what Virtual Environment feel. More trending
topics on Virtual Reality is available on NSF award page (https://www.nsf.gov/awards
earch/simpleSearchResult?queryText=user+experience+in+virtual+reality+ ).
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