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ISRE: immersive scenario-based requirements engineering with virtual prototypes

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Abstract

Virtual prototyping is a useful approach for refining requirements for complex designs. However, the use of virtual reality (VR) technology can cause usability problems that can be interpreted as “false positive” requirements errors. The immersive scenario-based requirements engineering (ISRE) method guides the analysis of problems encountered during the testing of virtual prototypes and helps assign causes to either genuine requirements defects or to usability issues with VR technology. The method consists of techniques for walkthrough testing, testing with users, causal analysis of observed problems and the design of scenario-based analysis sessions. The method is described and its use illustrated with a case study of validating requirements for an aircraft maintenance application.

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Acknowledgements

This research was partially funded by EPSRC grant number GR M68749, “Immersive scenario-based requirements engineering.” The authors wish to thank Terrence Fernando and Luis Marcelino at the Centre for Virtual Environments, University of Salford, UK for their help in testing the aircraft maintenance application.

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Correspondence to Alistair Sutcliffe.

Appendix

Appendix

1.1 Presence questionnaire

The subjects were asked to rate each virtual environment (VE) against each question on a scale of 1–7, where 1=negative rating and 7=positive rating:

  1. 1.

    How well were you able to control the system?

  2. 2.

    How responsive was the environment to actions that you initiated (or performed)?

  3. 3.

    How natural did your interactions with the environment seem?

  4. 4.

    How natural was the mechanism which controlled movement through the environment?

  5. 5.

    How aware were you of events occurring in the real world around you?

  6. 6.

    How aware were you of your display and control devices?

  7. 7.

    How compelling was your sense of objects moving through space?

  8. 8.

    How far did your experiences in the VE seem consistent with your real-world experiences?

  9. 9.

    Were you able to anticipate what would happen next in response to the actions that you performed?

  10. 10.

    How completely were you able to actively survey or search the environment using vision?

  11. 11.

    How compelling was your sense of moving around inside the VE?

  12. 12.

    How closely were you able to examine objects?

  13. 13.

    How well could you examine objects from multiple viewpoints?

  14. 14.

    How well could you move or manipulate objects in the VE?

  15. 15.

    How involved were you in the VE experience?

  16. 16.

    How much delay did you experience between your actions and expected outcomes?

  17. 17.

    How quickly did you adjust to the VE experience?

  18. 18.

    How proficient in moving and interacting with the VE did you feel at the end of the experience?

  19. 19.

    Were you involved in the experimental task to the extent that you lost track of time?

  20. 20.

    How effective was the sense of perspective (depth of field)?

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Sutcliffe, A., Gault, B. & Maiden, N. ISRE: immersive scenario-based requirements engineering with virtual prototypes. Requirements Eng 10, 95–111 (2005). https://doi.org/10.1007/s00766-004-0198-0

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