Assessing Human Factors in Virtual Reality Environments for Industry 5.0: A Comprehensive Review of Factors, Metrics, Techniques, and Future Opportunities
Abstract
:1. Introduction
2. Materials and Methods
2.1. Planning and Review
2.1.1. Need for SLR
2.1.2. Specifying Research Questions
2.1.3. Developing SLR Protocol
2.2. Conducting the Review
2.2.1. Search Strategy
- Virtual reality/VR.
- Industry 4.0/Industry 5.0/operator/manufacturing.
- Human factors/cognition/cognitive/user experience/UX/interaction/interactive.
- Evaluation/assessment.
2.2.2. Publication Selection
2.2.3. Quality Assessment (QA)
2.2.4. Data Extraction
2.2.5. Data Synthesis
3. Results
3.1. Literature Characterization
3.1.1. Evolution in the Field
3.1.2. Nature of Journals
3.2. RQ-1 Is There a Model for Evaluating Industrial Virtual Reality Experiences That Includes Human Factors?
3.2.1. Devices
- Motion capture: Motion capture devices are frequently used. In 10 out of the 24 papers, the use of motion capture devices is mentioned to track the whole body or specific points in more detail. In the case of HMDs, the position of the hands can be tracked, but with devices such as Leap Motion [19,25,26], ART Tracking [27], Empatica E4 [28], etc., much more precise data can be obtained.
- Biosensors: The category of biosensors includes all those devices that allow the collection of physiological data. A review of the literature shows that eight of the twenty articles in which HMDs are used have opted for the use of the HTC Vive Pro Eye [19,22,28,29,30], which contains a built-in eye tracker. Other researchers use other methods for eye tracking such Tobii glasses [20,31]. In addition to eye tracking, it is common to incorporate heart rate meters [28,30,32], as well as other not so common sensors such as EEGs [33]. In this way, in addition to collecting information through questionnaires and other methods in which participants rate themselves, these biometric data can complement that information from another perspective.
- Sound: Although HMDs have built-in audio, three studies mention the use of headphones or 5.1 external sound systems. Ref. [32], for example, highlights the importance of industrial noise in the environment of the experience, helping acoustically to show the position of hydraulics, or motors in the background. Refs. [29,34] use headphones instead to isolate participants from the outside and create a more immersive experience.
- Controllers: Although the CAVE or HMD itself has its own controllers, two authors mention the use of controllers in the experiments. They refer to non-standard controllers. That is, other than the default ones of the CAVE or HMD itself, considering that they already have them, Refs. [35,36] use a joystick and a keyboard, respectively.
- Physical elements and haptics: The last category of devices is those that in this article have been called physical elements and haptics. The purpose of these elements is to enhance the experience. For example, Ref. [32] mentions the use of a rowing machine. They overlap the rowing experience with the physical object to replicate the effort and movements. It is similar with Ref. [37], where they recreate the space in which the operator’s maintenance space is recreated, with walls to restrict movement and even removable elements such as nuts and bolts. In Ref. [26], they instead use a commercial Moog FCS robot equipped with three cylinders that move the subject who experiences the sensation of being in a hydraulic excavator. Ref. [37] also mentions a robotic arm, this time of a smaller size that allows users to experience a perception of collision between virtual objects.
3.2.2. Tools
3.2.3. Sample Size and Skills
3.3. RQ-2 What Human Factors Do They Measure and How Are They Assessed?
4. Discussion
4.1. Lack of Consistency About the Terms
4.2. Correlation Among Factors
4.3. Overlooking of Technological and Task Skills
4.4. Integration of Multimodal Data in Human Factors Analysis
5. Research Gaps and Future Research Directions
5.1. Lack of Standardized Method for Measuring Human Factors
5.2. Sampling Bias
5.3. Technology and Hardware Constraints
5.4. VR Environment Tailoring
6. Limitations and Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Type | Main Device | Extra Elements | Category | Ref. |
---|---|---|---|---|
CAVE | CAVE | Wireless EEG device | Biosensor | [33] |
Microsoft Kinect | Motion capture | |||
Infrared cameras | Motion capture | [20] | ||
BioHarness 3.0 | Biosensor | |||
Tobii Pro Eyeglasses 2 | Biosensor | |||
Microsoft Kinect | Motion capture | [27] | ||
ART Tracking | Motion capture | |||
Motion Capture System | Motion capture | [35] | ||
Joystick | Controller | |||
HMD (Head mounted display) | HTC Vive [61] | Headphones | Sound | [34] |
n/d (not defined) | n/d | [23] | ||
Microsoft Kinect | Motion capture | [57] | ||
n/d | n/d | [21] | ||
HTC Vive Pro [62] | 3D limb-sensing device with visual, tactile and auditory simulation | Physical/Haptic | [32] | |
Polar watch | Biosensor | |||
HTC Vive Pro Eye [63] | n/d | n/d | [22] | |
Headphones | Sound | [29] | ||
Heart rate monitor | Biosensor | [30] | ||
Empatica E4 | Biosensor | [28] | ||
HTC Vive Trackers 3.0 | Motion capture | |||
BioHarness 3.0 | Biosensor | |||
Leap motion | Motion capture | [19] | ||
X Sens | Motion capture | |||
n/d | Percepcion Neuron Pro suit | Motion capture | [45] | |
Oculus Quest 2 [64] | Robotic arm | Physical/Haptic | [46] | |
Oculus Rift [65] | Tobii Pro eyeglasses II | Biosensor | [31] | |
Keyboard | Controller | [36] | ||
Leap motion | Motion capture | [26] | ||
5.1 surround | Sound | |||
Haptic master | Physical/Haptic | |||
Percepcion Neuron Lite | Motion capture | [44] | ||
Eyetracker | Biosensor | [41] | ||
Microsoft Kinect | Motion capture | |||
Leap motion | Motion capture | [25] | ||
n/d | n/d | [24] | ||
PMU (physical mockup) | Physical/Haptic | [37] |
Factor | Metrics | Hedonic vs. Pragmatic | Categories | Unit of Measurement | Technique/Data Collection Method | Paper |
---|---|---|---|---|---|---|
Acceptability | Suitability | Hedonic | Cognitive | Interview | Interview | [27] |
Attention | Gaze | Hedonic | Physiological | Time per object | Eye tracking data analysis | [30] |
Comfort | Brain Activity (Alpha) | Hedonic | Physiological | ND (not defined) | EEG | [33] |
Spatial properties | Pragmatic | Process | Self-generated questionnaire (1–5 and 1–10) | Questionnaire | [33] | |
Aesthetic properties | Pragmatic | Process | Self-generated questionnaire (1–5 and 1–10) | Questionnaire | [33] | |
Likeability | Hedonic | Cognitive | Self-generated questionnaire (1–5 and 1–10) | Questionnaire | [33] | |
Effectiveness | Need of support | Pragmatic | Cognitive | Number of times asked for help | User observation | [20] |
Workarounds created | Pragmatic | Process | Number | User observation | [20] | |
Gaze | Pragmatic | Physiological | Number | Eye tracking data analysis | [20] | |
Heat map (dimension of the area with visual interaction | Pragmatic | Physiological | Area (mm2) | Eye tracking data analysis | [20] | |
Average training time | Pragmatic | Process | Time | Manually stopwatch | [44] | |
Average tutorial time | Pragmatic | Process | Time | Manually stopwatch | [44] | |
Average assessment time | Pragmatic | Process | Time | Manually stopwatch | [44] | |
Effectiveness | Pragmatic | Process | Subjective judge (1–5 point scale) | Questionnaire | [41] | |
Efficiency | Task execution time | Pragmatic | Process | Time | Digital simulation analysis | [20] |
Postural comfort | Pragmatic | Physiological | Comfort level (1–7, 1–4, 1–11) according to different methods (RULA, OWAS, REBA…) | Digital simulation analysis | [20] | |
Visibility | Pragmatic | Physiological | Heuristic evaluation of field of view (1–10) | Digital simulation analysis | [20] | |
Task execution time | Pragmatic | Process | Time | Manually stopwatch | [37] | |
Assessment scores | Pragmatic | Process | Score | Manually stopwatch | [44] | |
Task execution time | Pragmatic | Process | Time | Digital simulation analysis | [20] | |
Effort | Perceived physical exertion | Pragmatic | Physiological | Borg RPE (0–10 point scale) | Questionnaire | [37] |
Ergonomics | Body position | Pragmatic | Physiological | RULA score | Position tracking | [45] |
Posture | Pragmatic | Physiological | Time | Reach envelope (analysis option) | [37] | |
Posture | Pragmatic | Physiological | RULA score | Questionnaire | [37] | |
Musculoskeletal symptoms | Pragmatic | Physiological | Nordic questionnaire (1–7 point scale) | Questionnaire | [37] | |
Postural overload | Pragmatic | Physiological | RULA score | Questionnaire | [28] | |
Body part discomfort | Pragmatic | Physiological | Body part discomfort scale (1–5 point scale) | Questionnaire | [28] | |
Comfort | Hedonic | Physiological | Subjective judge (1–5 point scale) | Questionnaire | [44] | |
Posture | Pragmatic | Physiological | OWAS (Ovako Working posture Analyzing System) | Worksheet | [19] | |
Comfort | Hedonic | Physiological | REBA (Rapid Entire Body Assessment) | Worksheet | [19] | |
Physical workload | Pragmatic | Physiological | EAWS (European Assembly Work-Sheet) | Worksheet | [19] | |
Human performance (Joint angles) | Pragmatic | Physiological | DHM (Change in posture) | Motion capture | [21] | |
Vision performance | Pragmatic | Physiological | Obscuration zone analysis (% area of vision blocked) | Computing | [21] | |
Game Experience | Competence | Pragmatic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] |
Sensory and imaginative immersion | Pragmatic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Flow | Pragmatic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Tension-Annoyance | Pragmatic | Physiological | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Challenge | Pragmatic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Negative affect | Hedonic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Positive affect | Hedonic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Positive Experience | Hedonic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Negative Experience | Hedonic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Tiredness | Pragmatic | Physiological | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Returning to reality | Pragmatic | Cognitive | GEQ (Game Engagement Questionnaire 0–4) | Questionnaire | [35] | |
Immersion | Immersion | Pragmatic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [44] |
Immersion | Pragmatic | Cognitive | Self generated questionnaire (0–7) | Questionnaire | [27] | |
Learnability | Task execution accuracy | Pragmatic | Process | Score (anova comparison) | Assessment/Exam | [36] |
Task execution accuracy | Pragmatic | Process | mm | Comparative: optimal vs. result | [34] | |
Task execution time | Pragmatic | Process | Time | Manually-stopwatch | [34] | |
Difficulties in understanding or execution | Pragmatic | Process | Number of times asked for help | User observation (video recordings) | [24] | |
Ease of use | Pragmatic | Process | Likert scale (1–7) | Questionnaire | [24] | |
Errors | Pragmatic | Process | Number | User observation (video recordings) | [24] | |
Intention of use | Hedonic | Cognitive | Likert scale (1–7) | Questionnaire | [24] | |
Motivation in the learning process | Hedonic | Cognitive | Likert scale (1–7) | Questionnaire | [24] | |
Other anomalies | Other | Other | ND | User observation (video recordings) | [24] | |
Subjective assessment of the learning success | Hedonic | Cognitive | Likert scale (1–7) | Questionnaire | [24] | |
Task execution time | Pragmatic | Process | Time | User observation (video recordings) | [24] | |
Technology acceptance | Hedonic | Cognitive | TAM (Technology Acceptance Model) | Questionnaire | [24] | |
Usefulness | Hedonic | Cognitive | Likert scale (1–7) | Questionnaire | [24] | |
Potential for VR training development | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [44] | |
Learnability | Pragmatic | Cognitive | QUIS (Questionnaire for User Interface Satisfaction) (0–9) | Questionnaire | [27] | |
Learnability/Conceptual understanding | Learnability | Pragmatic | Cognitive | Knowledge of learning objectives | Assessment/Exam | [23] |
Learnability/Self efficacy | Ability to understand and explain the concepts | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [23] |
Familiarity with and comfort in applying the concepts | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [23] | |
Memorability | Task execution accuracy | Pragmatic | Process | mm | Comparative: optimal vs. result | [34] |
Task execution time | Pragmatic | Process | Time | Manually stopwatch | [34] | |
Number of repetitions of the training | Pragmatic | Process | Number | Counter | [34] | |
Task execution time | Pragmatic | Process | Time | Manually stopwatch | [34] | |
Mental workload | Electrodermal activity | Pragmatic | Physiological | ND | EDA Monitor | [28] |
Heart rate | Pragmatic | Physiological | Time | Heart Rate Monitor thoracic band | [28] | |
Pupillometry | Pragmatic | Physiological | Pupil size variation/time | Eye tracking data analysis | [28] | |
Performance | Number of Errors | Pragmatic | Process | Percentage of wrong answers | User observation | [22] |
Task execution time | Pragmatic | Process | Time | Software/video | [22] | |
Errors | Pragmatic | Process | Number | 3D position and trajectory | [26] | |
Task execution time | Pragmatic | Process | Time | Manually stopwatch | [26] | |
Task execution time | Pragmatic | Process | Time | Software/video | [30] | |
Presence | Realism | Hedonic | Process | Witmer and Singer presence questionnaire adaptation scale (1–7) | Questionnaire | [46] |
Possibility to act | Pragmatic | Process | Witmer and Singer presence questionnaire adaptation scale (1–10) | Questionnaire | [46] | |
Self-evaluation of performance | Pragmatic | Process | Witmer and Singer presence questionnaire adaptation scale (1–10) | Questionnaire | [46] | |
Haptic | Pragmatic | Physiological | Witmer and Singer presence questionnaire adaptation scale (1–10) | Questionnaire | [46] | |
Risk detection | Number of hazards identified | Pragmatic | Process | Number | Assessment/Exam | [57] |
Number of correct hazards identified | Pragmatic | Process | Number | Assessment/Exam | [57] | |
Safety | Workplace safety | Pragmatic | Process | APACT check list (0–10 point scale) | Checklist | [37] |
Satisfaction | Subjective visibility (can you properly see everything you need?) | Pragmatic | Physiological | Subjective judge (1–5 point scale) | Questionnaire | [29] |
Accessibility (can you properly reach everything you need?) | Pragmatic | Physiological | Subjective judge (1–5 point scale) | Questionnaire | [29] | |
Mental demand | Pragmatic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [29] | |
Emotional (Is the stress to accomplish the task appropriate?) | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [29] | |
Perceived comfort (Are you feeling in a comfortable position?) | Hedonic | Physiological | Subjective judge (1–5 point scale) | Questionnaire | [20] | |
Situational Risk | Anxiety | Hedonic | Cognitive | State-Trait_anxiety Inventory (STAI-S) (8 point Likert scale) | Questionnaire | [29] |
Hesitation time | Pragmatic | Process | Time | Manually stopwatch | [29] | |
Caution time (time spent outside of the expected zone) | Pragmatic | Process | Time | Manually stopwatch | [29] | |
Valence | Hedonic | Cognitive | SAM (Self Assessment Manikin) (9 point scale) | Questionnaire | [29] | |
Arousal | Hedonic | Cognitive | SAM (Self Assessment Manikin) (9 point scale) | Questionnaire | [29] | |
Difficulty stepping out | Pragmatic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [29] | |
Avoidance falling off | Pragmatic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [29] | |
Dared to step off | Hedonic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [29] | |
Feel risk | Hedonic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [29] | |
Stress level | Mental demand | Pragmatic | Cognitive | NASA-TLX Scale (1–10) | Questionnaire | [26] |
Physical demand | Pragmatic | Physiological | NASA-TLX Scale (1–10) | Questionnaire | [26] | |
Temporal demand | Pragmatic | Process | NASA-TLX Scale (1–10) | Questionnaire | [26] | |
Performance | Pragmatic | Process | NASA-TLX Scale (1–10) | Questionnaire | [26] | |
Effort | Pragmatic | Physiological | NASA-TLX Scale (1–10) | Questionnaire | [26] | |
Frustration | Hedonic | Cognitive | NASA-TLX Scale (1–10) | Questionnaire | [26] | |
Total workload | Pragmatic | Process | NASA-TLX Scale (1–10) | Questionnaire | [26] | |
Heart rate | Pragmatic | Physiological | Bpm | Heart rate monitor | [26] | |
Electrodermal activity | Pragmatic | Physiological | ND | EDA Monitor | [28] | |
Inter-beat intervals (heart) | Pragmatic | Physiological | Time | Heart rate monitor thoracic band | [28] | |
Suitability and Relevance of use | Suitability and relevance of use | Pragmatic | Cognitive | Interview | Interview | [27] |
Terminology | Terminology | Pragmatic | Process | QUIS (Questionnaire for User Interface Satisfaction) (0–9) | Questionnaire | [27] |
Undefined | Immersion | Hedonic | Cognitive | Self-generated questionnaire | Questionnaire | [26] |
Understanding of the task and simplicity to manipulate | Hedonic | Process | Self-generated questionnaire | Questionnaire | [25] | |
Graphic quality | Pragmatic | Process | Self-generated questionnaire | Questionnaire | [26] | |
Motion sickness | Pragmatic | Physiological | Self-generated questionnaire | Questionnaire | [26] | |
Learnability | Pragmatic | Cognitive | Self-generated questionnaire | Questionnaire | [25] | |
Confidence | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [44] | |
Enjoyment | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [44] | |
Control of virtual objects | Hedonic | Process | Subjective judge (1–5 point scale) | Questionnaire | [44] | |
Realism | Hedonic | Process | Subjective judge (1–5 point scale) | Questionnaire | [44] | |
Usability | Ease of movement | Pragmatic | Physiological | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] |
Readability of the text | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Ability to control the machine | Pragmatic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Instructional understanding | Pragmatic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Realism | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Ease of use | Pragmatic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Positive and negative comments | Hedonic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [36] | |
Likeability | Hedonic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Complexity | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Ease of use | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Need of support | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Integration | Hedonic | Process | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Inconsistency | Pragmatic | Process | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Learnability | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Cumbersomeness | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Confidence | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Previous knowledge. | Pragmatic | Cognitive | SUS Scale (1–5) | Questionnaire | [27,34,35,46] | |
Fixation | Pragmatic | Physiological | Eye tracking data analysis | Eye tracking data analysis | [26] | |
Saccade | Pragmatic | Physiological | ND | Eye tracking data analysis | [26] | |
Visibility | Pragmatic | Physiological | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Similitude | Hedonic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
User control | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Consistency and standards | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Error prevention | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Preference | Pragmatic | Cognitive | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Flexibility | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Aesthetic properties | Hedonic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
User help | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Documentation | Pragmatic | Process | Self-generated survey/questionnaire (Likert scale) | Questionnaire | [26] | |
Task execution time | Pragmatic | Process | Time | Manually-stopwatch | [26] | |
Task adaptation time (time needed to adapt to the task before executing it) | Pragmatic | Process | Time | Manually-stopwatch | [41] | |
User Experience | Attractiveness | Hedonic | Cognitive | UEQ (User Experience Questionnaire Short Version (−3,3) | Questionnaire | [26] |
Efficiency | Pragmatic | Process | UEQ (User Experience Questionnaire Short Version (−3,3) | Questionnaire | [26] | |
Comprehensibility | Pragmatic | Cognitive | UEQ (User Experience Questionnaire Short Version (−3,3) | Questionnaire | [26] | |
Reliability | Pragmatic | Process | UEQ (User Experience Questionnaire Short Version (−3,3) | Questionnaire | [26] | |
Stimulation | Pragmatic | Cognitive | UEQ (User Experience Questionnaire Short Version (−3,3) | Questionnaire | [26] | |
Novelty | Hedonic | Cognitive | UEQ (User Experience Questionnaire Short Version (−3,3) | Questionnaire | [24] | |
Amount of responsibility | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [28] | |
Physical demand | Pragmatic | Physiological | Subjective judge (1–5 point scale) | Questionnaire | [28] | |
Mental stress | Hedonic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [28] | |
Attention required | Pragmatic | Cognitive | Subjective judge (1–5 point scale) | Questionnaire | [28] | |
Interruptions or spare time | Pragmatic | Process | Subjective judge (1–5 point scale) | Questionnaire | [28] | |
User Participation | Brain effective connectivity | Pragmatic | Physiological | Rate of perceived exertion | fNIRS (Near-infrarred spectroscopy) + polar watch | [32] |
User Preference | Participant’s overall preference | Hedonic | Cognitive | Subjective ranking of elements | Questionnaire | [46] |
Workload | Fixation | Pragmatic | Physiological | ND | Eyetracking data analysis | [31] |
Saccade | Pragmatic | Physiological | ND | Eyetracking data analysis | [31] | |
Mental demand | Pragmatic | Cognitive | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Physical demand | Pragmatic | Physiological | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Temporal demand | Pragmatic | Process | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Performance | Pragmatic | Process | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Effort | Pragmatic | Physiological | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Frustration | Hedonic | Cognitive | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Total workload | Pragmatic | Process | NASA-TLX Scale (1–10) | Questionnaire | [21,22,26,28,31,37] | |
Pupillometry | Pragmatic | Physiological | Pupil size variation/time | Eye tracking data analysis | [22] | |
Perception of the visual feedback | Hedonic | Cognitive | Witmer and Singer presence questionnaire adaptation scale (1–10) | Questionnaire | [26] | |
Perception of the auditory feedback | Hedonic | Cognitive | Witmer and Singer presence questionnaire adaptation scale (1–10) | Questionnaire | [26] | |
Perception of the haptic feedback | Hedonic | Cognitive | Witmer and Singer presence questionnaire adaptation scale (1–10) | Questionnaire | [26] |
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Criteria | RQ |
---|---|
Population | Industrial workers engaging with VR technologies in their operational settings. |
Intervention | Implementation and usage of VR technologies aimed at enhancing human-centric approaches in Industry 5.0. |
Comparison | Analysis of different human factors evaluation methods and their characteristics for assessing VR technologies. |
Outcome | Evaluation of human factors in VR environments. Classification of the methods tools and measurements |
Context | Industrial settings where VR technologies are integrated, such as manufacturing plants and engineering firms, but also laboratory tests and experiments. |
ID | Research Questions |
---|---|
RQ1 | Is there a model for evaluating industrial virtual reality experiences that includes human factors? |
RQ2 | What human factors are measured in industrial virtual reality experience evaluation, and how are they assessed? |
Inclusion Criteria | Exclusion Criteria | |
---|---|---|
Relationship with the topic | The paper responds to at least one of the two research questions. | The paper does NOT respond to any research question. |
Language | The full text is written in English or Spanish. | The full text is NOT written in English or Spanish. |
Duplicated paper | The paper is NOT duplicated in the search. | The paper appears twice or more times as it is duplicated. |
Publication | The paper is published as a journal article in the databases studied. | The paper is not peer reviewed or it has been published as proceedings or as a conference paper. |
Journal Title | Quartile | JCR |
---|---|---|
Applied Sciences MDPI | Q2 | 2.7 |
ASCE-ASME Journal of Risk and Uncertainty in Engineering Systems | Q2 | 3.8 |
British Journal of Educational Technology | Q1 | 3.8 |
Computers in Education Journal | Q4 | 6.7 |
DYNA | Q4 | 3.8 |
EURASIA Journal of Mathematics Science and Technology Education | Q2 | 0.903 |
Human Factors: The Journal of the Human Factors and Ergonomics Society | Q1 | 3.3 |
International Journal of Advanced Manufacturing Technology | Q2 | 3.4 |
International Journal of Industrial Ergonomics | Q2 | 3.1 |
Journal of Cleaner Production | Q1 | 11.1 |
Journal of Mechanical Design | Q1 | 3.3 |
Manufacturing Technology | Q3 | 0.9 |
Multimedia Tools and applications | Q1 | 3.6 |
Presence Teleoperators and Virtual Environments | Q4 | nd |
Production and Manufacturing Research | Q1 | 4.1 |
Robotics and Computer-Integrated Manufacturing | Q1 | 10.4 |
Robotics MDPI | Q1 | 3.7 |
Scientific Reports (Nature) | Q1 | 4.6 |
Sustainability MDPI | Q2 | 3.9 |
Virtual Reality | Q1 | 4.2 |
Factor | Hedonic vs. Pragmatic | Categories | Metrics | Unit of Measurement | Technique/Data Collection Method | Paper |
---|---|---|---|---|---|---|
Acceptability | Hedonic | Cognitive | Suitability | Interview | Interview | [27] |
Attention | Hedonic | Physiological | Gaze | Time per object | Eye tracking data analysis | [30] |
Comfort | Hedonic | Physiological | Brain Activity (Alpha) | n/d | EEG | [33] |
Comfort | Pragmatic | Process | Spatial properties | Self-generated questionnaire (1–5 and 1–10) | Questionnaire | |
Comfort | Pragmatic | Process | Aesthetic properties | Self-generated questionnaire (1–5 and 1–10) | Questionnaire | |
Comfort | Hedonic | Cognitive | Likeability | Self-generated questionnaire (1–5 and 1–10) | Questionnaire | |
Effectiveness | Pragmatic | Cognitive | Need of support | Number of times asked for help | User observation | [20] |
Effectiveness | Pragmatic | Process | Workarounds created | Number | User observation | |
Effectiveness | Pragmatic | Physiological | Gaze | Number | Eye tracking data analysis | |
Effectiveness | Pragmatic | Physiological | Heat map (dimension of the area with visual interaction | Area (mm2) | Eye tracking data analysis | |
Effectiveness | Pragmatic | Process | Average training time | Time | Manually–stopwatch | [44] |
Effectiveness | Pragmatic | Process | Average tutorial time | Time | Manually–stopwatch | |
Effectiveness | Pragmatic | Process | Average assessment time | Time | Manually–stopwatch | |
Effectiveness | Pragmatic | Process | Effectiveness | Subjective judge (1–5 point scale) | Questionnaire | |
Efficiency | Pragmatic | Process | Task execution time | Time | Digital simulation analysis | [20] |
Efficiency | Pragmatic | Physiological | Postural comfort | Comfort level (1–7, 1–4, 1–11) according to different methods (RULA, OWAS, REBA…) | Digital simulation analysis |
Human Factor | Metric | Author |
---|---|---|
Comfort | Brain activity (Alpha) | [33] |
… | ||
Ergonomics | Comfort | [44] |
Learnability | Ease of use | [24,34] |
… | ||
Usability | Learnability | [27,34,35,46] |
… | ||
Stress | Effort | [26] |
Performance | ||
Workload | ||
… | ||
Workload | Effort | [29,32,38] |
Performance | ||
… | ||
Effort | Perceived physical exertion | [45] |
… | ||
Performance | Errors | [29,32] |
Efficiency | Assessment scores | [20,37,44,46] |
… | ||
User Experience | Efficiency | [30] |
… |
Human Factor | Type | Process | Physiological | Cognitive | Other |
---|---|---|---|---|---|
Usability | Pragmatic | 14 | 1 | 32 | - |
Hedonic | 6 | - | 5 | - | |
Workload | Pragmatic | 18 | 15 | 6 | - |
Hedonic | - | 9 | - | ||
Ergonomics | Pragmatic | - | 10 | - | - |
Hedonic | - | 2 | - | - | |
Learnability | Pragmatic | 7 | - | 2 | - |
Hedonic | - | - | 8 | 1 | |
User Experience | Pragmatic | 3 | 1 | 3 | - |
Hedonic | - | - | 4 | - |
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Share and Cite
Escallada, O.; Lasa, G.; Mazmela, M.; Apraiz, A.; Osa, N.; Nguyen Ngoc, H. Assessing Human Factors in Virtual Reality Environments for Industry 5.0: A Comprehensive Review of Factors, Metrics, Techniques, and Future Opportunities. Information 2025, 16, 35. https://doi.org/10.3390/info16010035
Escallada O, Lasa G, Mazmela M, Apraiz A, Osa N, Nguyen Ngoc H. Assessing Human Factors in Virtual Reality Environments for Industry 5.0: A Comprehensive Review of Factors, Metrics, Techniques, and Future Opportunities. Information. 2025; 16(1):35. https://doi.org/10.3390/info16010035
Chicago/Turabian StyleEscallada, Oscar, Ganix Lasa, Maitane Mazmela, Ainhoa Apraiz, Nagore Osa, and Hien Nguyen Ngoc. 2025. "Assessing Human Factors in Virtual Reality Environments for Industry 5.0: A Comprehensive Review of Factors, Metrics, Techniques, and Future Opportunities" Information 16, no. 1: 35. https://doi.org/10.3390/info16010035
APA StyleEscallada, O., Lasa, G., Mazmela, M., Apraiz, A., Osa, N., & Nguyen Ngoc, H. (2025). Assessing Human Factors in Virtual Reality Environments for Industry 5.0: A Comprehensive Review of Factors, Metrics, Techniques, and Future Opportunities. Information, 16(1), 35. https://doi.org/10.3390/info16010035