A visual analysis of VR user experience based on bibliometrics Background of the selection

Open Access
Conference Proceedings
Authors: Xinyue YiZhizheng Liu

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.

Keywords: Virtual Reality, User experience, Bibliometric method

DOI: 10.54941/ahfe1003869

Cite this paper: