CAVE for collaborative patient room design

Analysis with end-user opinion contrasting method

Mikael Wahlström (Corresponding Author), Miika Aittala, Helinä Kotilainen, Tiina Yli-Karhu, Janne Porkka, Esa Nykänen

Research output: Contribution to journalArticleScientificpeer-review

6 Citations (Scopus)

Abstract

Several studies indicate that virtual reality (VR) systems are useful for end-user participation in an environmental design process. However, these systems can be costly and thus support for the decision whether to invest in a VR of some type is useful. This study presents a novel method for analysing the usefulness of a VR system for the purpose of end-user participation. We collected qualitative end-user opinion data in the real environment and then contrasted this data with the capabilities of a VR system. Additionally, to better understand the capabilities of the VR used, we examined how the end-users perceive the used virtual environment, which in this case was CAVE, an immersive VR system where projectors are directed to the walls of a room-sized cube. In this way, we analysed whether the same functions and elements identified by end-users on the actual wards could also be evaluated in the CAVE. Eleven nurses and 11 patients participated in the study by evaluating a bathroom and/or four patient rooms modelled by the CAVE and the actual hospital wards. The CAVE was convenient for evaluating most issues identified by the study participants in the actual hospital wards, i.e. aesthetics; correct location of equipment, supplies and materials; distraction by or the good companion of other patients as well as window position and size and living/workspace. However, it was not possible to evaluate with full certainty the possibilities for bracing against grab bars or other objects in the VR, and this was found to be relevant to the independent functioning of patients with limited mobility. Also, due to the relatively low luminance levels of projectors, evaluations regarding lighting were considered unreliable. Moreover, end-users were not always certain about the sizes and sufficiency of space in the CAVE. Solutions to overcome these limitations were proposed.
Original languageEnglish
Pages (from-to)197-211
Number of pages15
JournalVirtual Reality
Volume14
Issue number3
DOIs
Publication statusPublished - 2010
MoE publication typeA1 Journal article-refereed

Fingerprint

Virtual reality
Luminance
Lighting

Keywords

  • CAVE
  • Collaborative design
  • End-user participation
  • Patient room design
  • Virtual reality

Cite this

@article{c817f35e07764ded8a03c35526a7e62c,
title = "CAVE for collaborative patient room design: Analysis with end-user opinion contrasting method",
abstract = "Several studies indicate that virtual reality (VR) systems are useful for end-user participation in an environmental design process. However, these systems can be costly and thus support for the decision whether to invest in a VR of some type is useful. This study presents a novel method for analysing the usefulness of a VR system for the purpose of end-user participation. We collected qualitative end-user opinion data in the real environment and then contrasted this data with the capabilities of a VR system. Additionally, to better understand the capabilities of the VR used, we examined how the end-users perceive the used virtual environment, which in this case was CAVE, an immersive VR system where projectors are directed to the walls of a room-sized cube. In this way, we analysed whether the same functions and elements identified by end-users on the actual wards could also be evaluated in the CAVE. Eleven nurses and 11 patients participated in the study by evaluating a bathroom and/or four patient rooms modelled by the CAVE and the actual hospital wards. The CAVE was convenient for evaluating most issues identified by the study participants in the actual hospital wards, i.e. aesthetics; correct location of equipment, supplies and materials; distraction by or the good companion of other patients as well as window position and size and living/workspace. However, it was not possible to evaluate with full certainty the possibilities for bracing against grab bars or other objects in the VR, and this was found to be relevant to the independent functioning of patients with limited mobility. Also, due to the relatively low luminance levels of projectors, evaluations regarding lighting were considered unreliable. Moreover, end-users were not always certain about the sizes and sufficiency of space in the CAVE. Solutions to overcome these limitations were proposed.",
keywords = "CAVE, Collaborative design, End-user participation, Patient room design, Virtual reality",
author = "Mikael Wahlstr{\"o}m and Miika Aittala and Helin{\"a} Kotilainen and Tiina Yli-Karhu and Janne Porkka and Esa Nyk{\"a}nen",
year = "2010",
doi = "10.1007/s10055-009-0138-x",
language = "English",
volume = "14",
pages = "197--211",
journal = "Virtual Reality",
issn = "1359-4338",
publisher = "Springer",
number = "3",

}

CAVE for collaborative patient room design : Analysis with end-user opinion contrasting method. / Wahlström, Mikael (Corresponding Author); Aittala, Miika; Kotilainen, Helinä; Yli-Karhu, Tiina; Porkka, Janne; Nykänen, Esa.

In: Virtual Reality, Vol. 14, No. 3, 2010, p. 197-211.

Research output: Contribution to journalArticleScientificpeer-review

TY - JOUR

T1 - CAVE for collaborative patient room design

T2 - Analysis with end-user opinion contrasting method

AU - Wahlström, Mikael

AU - Aittala, Miika

AU - Kotilainen, Helinä

AU - Yli-Karhu, Tiina

AU - Porkka, Janne

AU - Nykänen, Esa

PY - 2010

Y1 - 2010

N2 - Several studies indicate that virtual reality (VR) systems are useful for end-user participation in an environmental design process. However, these systems can be costly and thus support for the decision whether to invest in a VR of some type is useful. This study presents a novel method for analysing the usefulness of a VR system for the purpose of end-user participation. We collected qualitative end-user opinion data in the real environment and then contrasted this data with the capabilities of a VR system. Additionally, to better understand the capabilities of the VR used, we examined how the end-users perceive the used virtual environment, which in this case was CAVE, an immersive VR system where projectors are directed to the walls of a room-sized cube. In this way, we analysed whether the same functions and elements identified by end-users on the actual wards could also be evaluated in the CAVE. Eleven nurses and 11 patients participated in the study by evaluating a bathroom and/or four patient rooms modelled by the CAVE and the actual hospital wards. The CAVE was convenient for evaluating most issues identified by the study participants in the actual hospital wards, i.e. aesthetics; correct location of equipment, supplies and materials; distraction by or the good companion of other patients as well as window position and size and living/workspace. However, it was not possible to evaluate with full certainty the possibilities for bracing against grab bars or other objects in the VR, and this was found to be relevant to the independent functioning of patients with limited mobility. Also, due to the relatively low luminance levels of projectors, evaluations regarding lighting were considered unreliable. Moreover, end-users were not always certain about the sizes and sufficiency of space in the CAVE. Solutions to overcome these limitations were proposed.

AB - Several studies indicate that virtual reality (VR) systems are useful for end-user participation in an environmental design process. However, these systems can be costly and thus support for the decision whether to invest in a VR of some type is useful. This study presents a novel method for analysing the usefulness of a VR system for the purpose of end-user participation. We collected qualitative end-user opinion data in the real environment and then contrasted this data with the capabilities of a VR system. Additionally, to better understand the capabilities of the VR used, we examined how the end-users perceive the used virtual environment, which in this case was CAVE, an immersive VR system where projectors are directed to the walls of a room-sized cube. In this way, we analysed whether the same functions and elements identified by end-users on the actual wards could also be evaluated in the CAVE. Eleven nurses and 11 patients participated in the study by evaluating a bathroom and/or four patient rooms modelled by the CAVE and the actual hospital wards. The CAVE was convenient for evaluating most issues identified by the study participants in the actual hospital wards, i.e. aesthetics; correct location of equipment, supplies and materials; distraction by or the good companion of other patients as well as window position and size and living/workspace. However, it was not possible to evaluate with full certainty the possibilities for bracing against grab bars or other objects in the VR, and this was found to be relevant to the independent functioning of patients with limited mobility. Also, due to the relatively low luminance levels of projectors, evaluations regarding lighting were considered unreliable. Moreover, end-users were not always certain about the sizes and sufficiency of space in the CAVE. Solutions to overcome these limitations were proposed.

KW - CAVE

KW - Collaborative design

KW - End-user participation

KW - Patient room design

KW - Virtual reality

U2 - 10.1007/s10055-009-0138-x

DO - 10.1007/s10055-009-0138-x

M3 - Article

VL - 14

SP - 197

EP - 211

JO - Virtual Reality

JF - Virtual Reality

SN - 1359-4338

IS - 3

ER -