{"title":"A visual analysis of VR user experience based on bibliometrics Background of the selection","authors":"Xinyue Yi, Zhizheng Liu","doi":"10.54941/ahfe1003869","DOIUrl":null,"url":null,"abstract":"In recent years, User experience of VR products (hereinafter referred to as UEO-VRP ) has received increasing attention. Therefore, it is necessary to further summarise and analyse the current situation of UEO-VRP and existing research results, in order to better apply VR technology to modern science display design and enhance user experience.However, this literature is very voluminous and has strong interdisciplinary properties, involving knowledge from multiple disciplines. It is difficult to objectively analyse the changes in research hotspots and development dynamics in this field by relying solely on traditional literature review methods, and even more difficult to accurately grasp the classical theoretical foundations of VR user experience research. Bibliometrics helps to identify potential patterns and information in the large amount of literature data. Therefore, the UEO-VRP-related literature included in the WOS database is used as the data source in the study, and the retrieved data is visualised and analysed for knowledge structure through scientific bibliometrics.Study design[Data source]: In this study, the Web of Science core database was searched with a search strategy of TS= ((virtual reality OR VR) AND (user experience OR UE OR UX)) and the three major citation indexes, SSCI, SCI-Expanded and A&HCI, commonly used in the WOS database were selected as the search sources. The search results were exported as txt files in the format of \"full records and cited references\", and articles that deviated from the research topic, missing field information, duplicate data and other interfering articles were excluded. A total of 606 articles were obtained for further quantitative analysis.[Research Methodology]: Bibliometrics refers to the quantitative analysis of various types of literature to discover underlying patterns and information in large amounts of literature data, and was first proposed by Pritchard in 1969. In order to obtain more rigorous and comprehensive data indicators, the study used a combination of CiteSpace (V1.6.18) and VOSviewer (V6.1.R3) software to conduct keyword co-occurrence analysis and literature co-citation analysis on the cited literature, and to map the corresponding scientific knowledge.[Research findings]: UEO-VRP has a general upward trend in the output of time-series papers, but the growth trend is slow. Not many countries/regions, scholars and institutions are prolific, with developed Western countries being more influential in international research; kim, jinmo, kim, mingyu, lee, jiwon, riva, giuseppe and montagud, mario are the core authors in the international community; institutions of higher learning are the main institutions of research, with korea univ, univ valencia, chung ang univ, zhejiang univ and seoul natl univ are the core institutions. The keyword clustering reveals that the knowledge base of UEO-VRP in international research can be divided into three categories: design environment and evaluation, concept and usability, and emerging technologies. An analysis of the hotspot evolution of UEO-VRP reveals that most scholars currently focus on environments, augmented reality and virtual-reality, with social vr, streaming media and metaverse being the next research priorities.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"84 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Factors in Virtual Environments and Game Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1003869","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
In recent years, User experience of VR products (hereinafter referred to as UEO-VRP ) has received increasing attention. Therefore, it is necessary to further summarise and analyse the current situation of UEO-VRP and existing research results, in order to better apply VR technology to modern science display design and enhance user experience.However, this literature is very voluminous and has strong interdisciplinary properties, involving knowledge from multiple disciplines. It is difficult to objectively analyse the changes in research hotspots and development dynamics in this field by relying solely on traditional literature review methods, and even more difficult to accurately grasp the classical theoretical foundations of VR user experience research. Bibliometrics helps to identify potential patterns and information in the large amount of literature data. Therefore, the UEO-VRP-related literature included in the WOS database is used as the data source in the study, and the retrieved data is visualised and analysed for knowledge structure through scientific bibliometrics.Study design[Data source]: In this study, the Web of Science core database was searched with a search strategy of TS= ((virtual reality OR VR) AND (user experience OR UE OR UX)) and the three major citation indexes, SSCI, SCI-Expanded and A&HCI, commonly used in the WOS database were selected as the search sources. The search results were exported as txt files in the format of "full records and cited references", and articles that deviated from the research topic, missing field information, duplicate data and other interfering articles were excluded. A total of 606 articles were obtained for further quantitative analysis.[Research Methodology]: Bibliometrics refers to the quantitative analysis of various types of literature to discover underlying patterns and information in large amounts of literature data, and was first proposed by Pritchard in 1969. In order to obtain more rigorous and comprehensive data indicators, the study used a combination of CiteSpace (V1.6.18) and VOSviewer (V6.1.R3) software to conduct keyword co-occurrence analysis and literature co-citation analysis on the cited literature, and to map the corresponding scientific knowledge.[Research findings]: UEO-VRP has a general upward trend in the output of time-series papers, but the growth trend is slow. Not many countries/regions, scholars and institutions are prolific, with developed Western countries being more influential in international research; kim, jinmo, kim, mingyu, lee, jiwon, riva, giuseppe and montagud, mario are the core authors in the international community; institutions of higher learning are the main institutions of research, with korea univ, univ valencia, chung ang univ, zhejiang univ and seoul natl univ are the core institutions. The keyword clustering reveals that the knowledge base of UEO-VRP in international research can be divided into three categories: design environment and evaluation, concept and usability, and emerging technologies. An analysis of the hotspot evolution of UEO-VRP reveals that most scholars currently focus on environments, augmented reality and virtual-reality, with social vr, streaming media and metaverse being the next research priorities.
近年来,VR产品的用户体验(以下简称UEO-VRP)越来越受到人们的关注。因此,有必要进一步总结和分析UEO-VRP的现状和已有的研究成果,以便更好地将VR技术应用于现代科学展示设计,提升用户体验。然而,这些文献非常庞大,具有很强的跨学科性质,涉及多个学科的知识。单纯依靠传统的文献综述方法难以客观分析该领域的研究热点变化和发展动态,更难以准确把握VR用户体验研究的经典理论基础。文献计量学有助于在大量文献数据中识别潜在的模式和信息。因此,本研究以WOS数据库中收录的ueo - vrp相关文献为数据源,并通过科学文献计量学对检索到的数据进行可视化处理和知识结构分析。研究设计【数据来源】:本研究采用TS= ((virtual reality OR VR) AND (user experience OR UE OR UX))的检索策略对Web of Science核心数据库进行检索,选取WOS数据库中常用的三大引文索引SSCI、SCI-Expanded和A&HCI作为检索来源。检索结果以“完整记录和被引文献”格式导出为txt文件,排除偏离研究主题、缺少领域信息、重复数据等干扰性文章。共获得606篇文献进行进一步的定量分析。【研究方法论】:文献计量学(Bibliometrics)是指对各类文献进行定量分析,从大量文献数据中发现潜在的规律和信息,由Pritchard于1969年首次提出。为了获得更严谨、全面的数据指标,本研究结合CiteSpace (V1.6.18)和VOSviewer (V6.1.R3)软件对被引文献进行关键词共现分析和文献共被引分析,并绘制相应的科学知识图谱。【研究发现】:UEO-VRP时间序列论文产量总体呈上升趋势,但增长趋势缓慢。高产的国家/地区、学者和机构不多,西方发达国家在国际研究中影响力较大;Kim、jinmo、Kim、mingyu、lee、jiwon、riva、giuseppe和montagud、Mario是国际上的核心作家;高等院校是主要的研究机构,以高丽大学、瓦伦西亚大学、中央大学、浙江大学和首尔国立大学为核心机构。关键词聚类结果表明,国际上研究UEO-VRP的知识库可分为三类:设计环境与评价、概念与可用性、新兴技术。通过对UEO-VRP热点演变的分析发现,目前大多数学者关注的是环境、增强现实和虚拟现实,社交虚拟现实、流媒体和虚拟世界将是下一个研究重点。