Abstract
Virtual Reality (VR) technology utilizes computer graphics to create a realistic world, in a synthetic environment which responds to the users’ actions. Although transfigured, the flesh and blood user, metaphorized in the virtual environment, coordinates his/her own actions through various devices. Converting physical body movements by sensory channels (visual, auditory, tactile, kinesthetic, proprioceptive) in order the user feel as if he/she was physically present in the simulated environment. This feature, in turn, allows the user to read the context, interpret the situation and make decisions to solve problems in the physical world. As a consequence, evaluators can observe the efforts to popularize this technology in order to produce physical devices and virtual environments more ergonomically adapted, avoiding dangers, and with affordable costs. In this context, the design and development of VR products and systems still faces challenges that in some extent interfere with the quality of the user experience. That said, the present study aims to discuss VR technologies and its challenges from an ergonomic perspective, aiming to improve the quality of user experience.
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Notes
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Avatar: Graphical representation of the user in virtual reality. According to technology, it can range from a sophisticated 3D model to a simple image.
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de França, A.C.P., Soares, M.M. (2018). Review of Virtual Reality Technology: An Ergonomic Approach and Current Challenges. In: Rebelo, F., Soares, M. (eds) Advances in Ergonomics in Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 588. Springer, Cham. https://doi.org/10.1007/978-3-319-60582-1_6
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DOI: https://doi.org/10.1007/978-3-319-60582-1_6
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