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Teknik och samhälle  

Datavetenskap och medieteknik 

Examensarbete 15 högskolepoäng, grundnivå  

Viability of Virtual Reality techniques in identifying 

environmental stressors on female employees in an IT 

workplace

 

Rikard Almgren 

Amin Harirchian 

Examen: Kandidatexamen 180hp Handledare: Zahra Ghaffari  Huvudområde: Datavetenskap Examinator: Alberto Alvarez   Program: Systemutvecklare 

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Sammanfattning 

Dagens IT-område är tungt mansdominerad trots att det arbetas med att        introducera fler kvinnor till fältet och det arbetas för att behålla dessa kvinnliga        anställda [2, 3, 5]. Denna forskning visar hur Virtual Reality (VR) tekniker kan        användas som verktyg för att identifiera en av de faktorer som kan vara orsaken till att        kvinnor lämnar, nämligen de fysiska miljöstressorerna som påverkar kvinnliga        anställda inom IT-branschen. Målet med denna studie var att utvärdera        genomförbarheten av ett VR-baserat tillvägagångssätt för att testa faktorer som        miljöstressorer. Studien försöker också introducera mer information om VR-baserad        testning och observation och vilka fördelar det kan medföra samt ge information till        IT-baserade företag där fysiska miljöstressorer kan orsaka missnöje på arbetsplatsen        bland kvinnliga anställda. Studien gjordes i fyra steg, en litteraturstudie för att samla        in information om situationen för kvinnliga medarbetare samt aktuell forskning inom        VR, ett design and creation steg för att skapa en prototyp för att identifiera stressorer        på en arbetsplats, en pilotstudie för att bekräfta designbeslut och allmän testbarhet        och slutligen ett fallstudie-experiment av kvinnliga anställda på ett IT-konsultföretag        för att samla in data och utvärdera VR-lösningen som ett verktyg för att identifiera och        utvärdera stressorer på kvinnliga anställda. Uppgifterna från experimentet samlades        in genom inspelning av användarinteraktioner med den virtuella miljön och via        enkäter. Två enkäter användes, en före VR-upplevelsen och en efter. Detta gjordes för        att ta reda på hur VR-upplevelsen påverkat deltagarna och om de kunde identifiera        olika stressorer. Resultaten av studien visar att alla fem av de utvärderade        miljöstressorerna kunde identifieras med hjälp av VR-lösningen och att man kan        potentiellt hitta sätt att minska stress som kvinnliga anställda upplever. Detta genom        att tillämpa det som har hittats med en studie som denna studie. Lösningen kan        också potentiellt anpassas för att vara tillämplig på andra områden än IT.

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Abstract 

The Information Technology field of today is heavily male-dominated despite        work to introduce more women to the field and work to retain these female employees        [2, 3, 5]. This research shows how Virtual Reality (VR) techniques can be used as a        tool to identify one of the factors that could be the cause of women leaving, namely the        physical environmental stressors that affect female employees who work in IT        industries. The goal of this study was to evaluate the viability of a VR based approach        to testing real-life factors such as environmental stressors. The study also tries to        introduce more information about VR based testing and observation and what        advantages it may bring as well as provide information to IT-based companies on        which physical environmental stressors could cause workplace dissatisfaction among        their female employees. The study was done in four steps, a literature review to gather        information about the situation for female employees and the current research in the        field VR, a design and creation step to generate a prototype to gauge the viability of a        VR based approach to identifying stressors in a workplace, a pilot study to confirm        design decisions and general viability of testing and finally a case study experiment of        female employees from one IT consultancy company to collect data and evaluate the        VR solution as a tool for identifying and evaluating stressors on female employees. The        data from the experiment was collected by recording the user interactions with the        virtual environment and by questionnaires. Two questionnaires were used, one before        the VR experience and one after. This was done in order to find out how the VR        experience influenced the participants and whether they were able to identify various        stressors. The results of the study show that all five of the evaluated environmental        stressors could be identified using the VR solution and that one could potentially find        ways of reducing stress experienced by female employees by applying what was        learned using a solution such as this one. The solution could also potentially be        further modified to be applicable to other fields than IT. 

 

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Table of Contents 

1 Introduction 6

1.1 Background and related work 6

1.2 Definition of problem 7 1.3 Purpose 7 1.4 Research Questions 7 2 Method 8 2.1 Method description 9 2.1.1 Exploratory research 9

2.1.2 Design mockups and prototype 9

2.1.3 Pilot Study 10

2.1.4 Case Study Experiment 10

2.1.4.1 Description of experiment process 12

2.1.5 Experiment Details 12

2.2 Method discussion 13

3 Literature Review 15

3.1 Virtual Reality 15

3.2 Women in IT 16

3.2.1 Current state of women in IT 16

3.2.2 Problem statement: Women are quitting 16

3.2.2.1 Why are women leaving? 16

3.3 Workplace Dissatisfaction: 16

3.4 Physical Environmental Stressors 17

4 Result 18

4.1 Findings identified through explorative research 18 4.2 Findings and challenges through prototype design and creation 19

4.3 Findings through Pilot Study 21

4.4 Findings through case study experiment 23

4.4.1 Usage of VR to test real-world scenarios 23

4.4.2 VR Controls: Ease of use 24

4.4.3 Satisfaction and enjoyment of the VR workplace 24

4.4.4 Physical environmental stressors 26

4.4.4.1 Lighting 27

4.4.4.2 Noise levels 28

4.4.4.3 Colour 29

4.4.4.4 Greenery 30

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4.4.5 Stressor identification 33

5 Analysis 34

5.1 Analysis of findings identified through explorative research 35 5.2 Analysis of findings identified through prototype design and creation 35 5.3 Analysis of findings identified through pilot study 36 5.4 Analysis of findings identified through case study experiment 37

5.4.1 Physical environmental stressor 38

5.4.1.1 Lighting 38 5.4.1.2 Noise levels 38 5.4.1.3 Colour 38 5.4.1.4 Greenery 39 5.4.1.5 Spacing 39 5.4.2 VR instructions 39 6 Discussion 40

6.1 VR Controls: Ease of use and limitations of the equipment 41

6.2 Limitations and challenges 41

6.2.1 General limitations 41

6.2.2 Limitations of physical environmental stressor testing 42

6.2.2.1 Lighting 42

6.2.2.2 Noise 42

6.2.2.3 Colour 43

6.2.2.4 Spacing 43

6.2.2.5 Greenery 43

6.2.3 General testing limitations 44

7 Conclusions and further research 45

7.1 RQ 1: “Which environmental stressors exist?” 45

7.2 RQ 2: “Which environmental stressors can be evaluated using Virtual Reality?” 45 7.3 RQ 3: “How can a Virtual Reality solution be applied to help identify physical

environmental stressors on female employees in IT workplaces?” 46 7.4 RQ 4: “Can Virtual Reality be used to find ways of alleviating physical stressors on

female employees in IT workplaces?” 46

7.5 Future work 47

8. References 48

Appendix A - Pre-experiment questionnaire 52

Pre-Experiment Section 1 52

Pre-Experiment Section 2 (Part 1) 53

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Pre-Experiment Section 3 (Part 1) 55

Pre-Experiment Section 3 (Part 2) 56

Pre-Experiment Section 4 57

Appendix B - Post-experiment questionnaire 58

Post-Experiment Section 1 58

Post-Experiment Section 2 (Part 1) 59

Post-Experiment Section 2 (Part 2) 60

Post-Experiment Section 2 (Part 3) 61

Post-Experiment Section 3 (Part 1) 62

Post-Experiment Section 3 (Part 2) 63

Post-Experiment Section 4 (Part 1) 64

Post-Experiment Section 4 (Part 2) 65

Appendix C - Pre-experiment results 66

Appendix D - Post-experiment results 66

Appendix F - VR instruction manual 67

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1 Introduction

1.1 Background and related work 

The Information Technology (IT) sector and its technologies advance at a rapid        rate and to keep up, the workforce needs to grow rapidly as well. To tap into the full        potential of the workforce, there is a need to employ both women and men [1] to        unlock all perspectives and aid innovative processes.  

Unfortunately, the tech industry is currently male-dominated [2, 3, 4] and        struggles to retain female employees [2, 3, 5]. Of the women who decide to pursue        higher education in various Science, Engineering and Technology (SET) fields,        including Computer Science, reports show that 32% feel stalled and are likely to leave        their jobs in SET fields within a year and that half of these women decide to pursue a        career in a non-SET field [2, 5]. Over a longer period, 41% of women leave their jobs in        SET-fields, as opposed to 17% of men [2, 5].  

The reason behind this, according to Women in Tech, is workplace        dissatisfaction with the causes appearing to be multifaceted with social, economic and        environmental factors [2] all playing a part in increasing stress levels and as a result,        several women feel uncomfortable in their workplace. Environmental factors such as        poor lighting, odors, cramped spaces, and noise pollution have previously been        identified as problems and have made people feel uncomfortable in their workplaces        across multiple fields [6, 7]. 

Identifying factors that can cause stress becomes increasingly important in        today’s society, for the individual it can be personal health and growth [8], whereas for        employers it may pertain to the efficiency and overall health of a company as well as        employee retainment. High stress has been shown to increase employee turnover [9]. 

Environmental factors can potentially disrupt the workflow of employees,        affecting their job performance and by extension also reducing their job satisfaction        [10]. There are also differences in male versus female environments and gender        stereotypical things present in an area primarily run by or designed for men may affect        female employees negatively [11, 12]. 

Virtual Reality (VR) technology provides valuable opportunities; one of these is        the ability to simulate a Virtual Environment that would not be feasible in reality.        These environments allow users to experience things that they otherwise would not be        able to. Several studies have experimented with using VR technology as a solution or        alternative to different problems [13, 14, 15]. 

Marois Kyriakou and Yiorgos Chrystanthou show in their study [13] that VR        can be employed to construct scenarios in which you can test and observe social        behaviors such as responsiveness and group belonging. 

In another study by Yang Zhou and Shyang Wang [14] they attempt to identify        the potential benefits of employing VR in reality shows, akin to augmenting a format to       

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A third study by Valentin Schwind and Pascal Knierim [15] investigated        implementations of VR itself by studying how different genders react to their VR        avatars physical traits such as hands. The study highlights that women and men have        different expectations and preferences when they control an avatar and that it may be        beneficial to tailor this avatar to the user to increase the sense of belonging. 

Testing of environmental stressors has been done in other settings as well.        James P. Kohn and Gregory H. Frazer did a study on academic stressors, stressors        which crop up during academic work [16]. This work includes a number of physical        environmental stressors, such as hot, cold and crowded classrooms as well as poor        lighting. The physical stressors were rated comparatively low to most of the stressors        identified in that study when in the context of deteriorated performance, but the        authors mention that this does not suggest that they are of little consequence and that        they may have a cumulative effect on stress. 

1.2 Definition of problem  

Environmental stressors in workplaces are potential causes for employee        turnover and workplace dissatisfaction [2, 8, 9]. In this paper we will be looking at        whether a VR solution can be used to identify these environmental stressors and        methods of reducing their impact. We will be employing a VR solution to model and        test potential environmental stressors in real time to attempt to identify those that        may exacerbate stress and workplace dissatisfaction. 

 

Female employees at an IT company were chosen as the target for the study due        to IT companies having a hard time retaining their female employees [2,5, 17]. If        physical environmental stressors can successfully be evaluated on female employees        using a Virtual Reality solution there is potential for companies to introduce a        cost-efficient solution with minimal disruption to actual working environments in        order to identify elements that could cause workplace dissatisfaction.  

1.3 Purpose 

The purpose of the study is to evaluate the viability of a VR based approach to        testing real-life factors such as environmental stressors. In doing this, we hope to        introduce more information about VR based testing and observation and what        advantages it may bring as well as provide more information to IT based companies on        which physical environmental stressors can cause workplace dissatisfaction among        their female employees. The VR based approach may provide a cost-efficient approach        to modeling physical environments and their impact on female employees.  

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1.4 Research Questions 

 

 

1. Which environmental stressors exist? 

2. Which environmental stressors can be evaluated using Virtual Reality?  3. How can a Virtual Reality solution be applied to help identify physical 

environmental stressors on female employees in IT workplaces? 

4. Can Virtual Reality be used to find ways of alleviating physical stressors on  female employees in IT workplaces?

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2 Method 

In order to collect sufficient data, it was necessary to involve a number of steps.        First, there was a need to explore the current situation in VR research, environmental        stressors and the general situation for women in IT in order to make sure that our        information would be relevant and useful. The decision was made to have a 4-step        approach to this study.  

The steps used are Exploratory Research [18, 19], Design and Creation [19],        Pilot Study [20, 21] and Case Study [19]. 

An initial round of exploratory research was conducted to attempt to identify        key questions and points that could be the foundation of our testing. This was not        done as a stand-alone step, but as part of our information gathering. 

After identifying the underlying questions, the work of designing the VR        application began and a prototype was developed. The prototype was improved upon        up to the time of our experiment, but unlike other approaches, such as Design and        Creation, the prototype was never iteratively worked upon based on our results. It was        made in preparation of our intended experiment and did not change. 

In order to ensure the viability of the prototype application, a pilot study was        conducted to investigate ease of use. The idea was to use the information from the        pilot study to simplify controls and rectify mistakes that could potentially disrupt the        experiments. 

Due to the requirements involved in the conducting of VR experiments, such as        time, equipment and availability of test subjects, an Case Study approach was        adopted. We were fortunate enough to have a good relationship with a local branch of        a software consultancy firm and were able to perform our experiments on their staff        and premises. 

In this study we simulate a workplace by using VR in which the participants        can move freely and experience a different workplace by their own. This was done in        order to collect information from these experiences and see if this information could be        used to identify environmental stressors and if it was possible to come up with ideas to        create an improved, balanced and comfortable workplace for female employees and        suggest potential methods of enhancing workplace productivity. The methodology of        this study has several steps as following: 

Step 1​: Exploratory research study - Literature review for gathering information about        environmental stressors, women workplace dissatisfactions and Virtual reality. (For        research question 1 and 2) 

Step 2: ​Design mockups and prototype- The purpose of the mock-ups is to show how        the problems can be fixed in VR and give IT companies a suggestion of a workplace        design. (For research question 2) 

Step 3: ​Pilot Study - A pilot study with 2 participants was conducted to gather initial        data about the ease of use and viability of testing approach. (For research question 2) 

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Step 4: ​Case Study Experiment - Testing user experience of the designed VR        workplace and evaluation. (for research question 2, 3, 4) 

2.1 Method description 

2.1.1 Exploratory research 

Exploratory research is done when there is a small amount of information on a        topic and there is an interest in exploring it further. It is not done to provide any        conclusive results, but rather to identify potential research questions and to better        understand the problems. It is generally used to understand and in turn refine a        problem statement, gather facts about the current situation in order to develop a new        approach and suggest a new theory [18]. In this case, it is not use any differently.        There is a ongoing research in the application and potential uses of VR and there is        ongoing research on why women are leaving SET fields. We employed exploratory        research to identify whether there was a ground to employ VR to experiment with and        see if it would be possible to identify environmental stressors in a simulated IT        workplace. 

2.1.2 Design mockups and prototype 

Based on the problems found in literature reviews concerning the workplace        dissatisfactions among female employees combined with some basic guidelines from        the company that was helped with this study, a prototype was created showing an        alternative design for the workplace environment. As the target group were IT        employees, a modern office space was created using elements from the office where the        prototype was developed as inspiration. The purpose of the prototype was to have an        easily modifiable workplace environment where problem statements could be explored        in real time. We believe that the idea of having a real time prototype that can be        experienced through VR could be a powerful tool for companies when it comes to        workplace design. By being able to test out changes in real-time with a relatively low        cost in comparison to actually implementing them. For example, repainting the walls        in all the colours of the rainbow in a VR application costs nothing once the        environment is set up, whereas repainting an office could be costly and disruptive to        the daily workflow. This gives value to companies in the form of a new possible design        with a potentially better user experience, and it also overall shows the type of changes        and results a company might achieve by testing. The design mockups and prototype        were created with the gaming engine “Unity” [22]. 

 

For designing and prototyping the VR office required several hardware and        software components. For the creation of the virtual reality experience, the HTC Vive        VR System has been used, which consists of a VR headset (Fig. 1) to display the 3D        scene, two base stations ,and a pair of controllers (Fig. 1) for movement and        interaction in the VR environment.The headset's 15ft (4.7m) long was connected to a        MSI Infinite A 8RC Intel featuring an Intel(R) Core(™) i7-6700K (4.00 GHz) with 32GB        of RAM and an NVIDIA GeForce GTX 1080 graphics card. 

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Fig. 1: HTC Vive (Headset, Controllers) by PB licensed under CC BY-SA / No Modification  [Accessed May 24th 2019] 

The actual VR simulation was built in the Unity game engine. While it is clear        that the assets could not fool anyone into believing that they are interacting with the        real world, unity allows for a good simulation of lights and shadows, as well as        allowing for realistic scaling of models which allows for immersion despite knowing        that the world isn’t real. This immersion is the key to simulating the effects of        environmental stressors as the world needs to be real enough to react to. The visual        fidelity of the Unity rendered world is acceptable and on par with some current day        offerings.  

2.1.3 Pilot Study 

In order to assess the viability of a prototype or approach, pilot studies can be        used. They are generally cheaper to implement and may provide indicative results as        well as outlining flaws in testing methodology. If the pilot study does not go smooth,        one can generally be sure that the full-scale experiment or study will have similar        problems. As such, we employed a small pilot study to see if we could identify issues        with our instructions or if our subjects would find a particular event difficult to        understand. We used the data from the pilot study to refine our instructions and made        some minor changes to our prototype to streamline the experiments. 

2.1.4 Case Study Experiment 

The Case Study [19] experiment covered a single company and 12 participants        (12 female employees at an IT consultancy firm, age: 23–60 years) participated in our        experiment. The experiment consisted of two questionnaires and an interactive VR        experience. We set up a user experience questionnaire containing 2 parts (Pre-VR        questionnaire and post-VR user experience questionnaire). Each questionnaire had 4        sections that were mapped to each other in order to allow us to quickly be able to        identify whether the experiment influenced a change in their opinion. The pre-VR        questionnaire (See Appendix A) had the sections General Information, Virtual Reality        Expectations, Dream workplace and Environmental stressors. The post-VR       

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questionnaire had General Information, Virtual Reality experience, Preferences and the        dream workplace, and Environmental Stressors and you. Each participant was asked        to fill in the pre-VR questionnaire before the VR-experiment and the post-VR        questionnaire after the VR-experiment. 

 

The equipment for the experiment itself was the same setup as mentioned        before in the Design mockups and prototypes step. A HTC Vive Virtual Reality Headset        with two base stations [23] set up in a small (~3x3 meters) room. The application was        run directly in Unity in order to give us access to the tools we needed during the        experiment. 

 

The participants were asked to collaborate in three stages. The initial stage is a        questionnaire in which the participants were asked to express their expectations and        describe an ideal workplace, as well as what experiences they have previously had. In        the second stage, the participants were equipped with a VR headset and will        experience a virtual workplace. During this step, the participants were asked to share        their experiences and provide verbal feedback to real-time testing. The third stage is        another questionnaire where the participants were asked to share what they felt        during the experiment and whether their initial expectations held fast or if the        experiment changed their opinion. Beyond this, a data analysis will be conducted on        the collected data to identify stressors and investigate potential ways of reducing        them. 

2.1.4.1 Description of experiment process 

1. Case Study Experiment: Cybercom female employees 

a. Pre-experiment questionnaire - Initial data gathering (See ​       Appendix A for      the questionnaire​) 

i. Ask participant to fill out the sections of the questionnaire. Clarify        questions if necessary, but avoid influencing the participant. 

ii. Analyse together with post-questionnaire to find out whether        opinions changed. 

b. VR Experiment 

i. Observe and record(Anonymous by text) experiences 

ii. Real time colour/noise/lighting/spacing/greenery analysis. 

c. Post-experiment  questionnaire  (using  same  participants  as  pre-experiment) (See Appendix B for the questionnaire) 

i. Ask participant to fill out the sections of the questionnaire. Clarify        questions if necessary, but avoid influencing the participant. 

ii.

Joint analysis of the results of the pre- and post-experiment        questionnaires 

2.1.5 Experiment Details 

The experiment itself will cover the testing of a selection of physical        environmental stressors. These physical environmental stressors were chosen based        on their potential to be modeled in a Virtual Reality environment. The chosen stressors       

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First the participants were asked to describe their “dream workplace” in terms        of lighting, colour-schemes, noise, spacing and greenery. After this they were        introduced to the virtual environment. 

 

Lighting was tested by changing the intensity of the ceiling lights in the virtual        office in different 6 steps; 0/25/50/75/100% intensity where 0% was no light, 25%        was dim, 50% was considered to be lit but not bright, 75% was bright and 100% was        very bright. 

 

Noise was tested by playing a generic sound clip of everyday background noise        and slowly increasing the volume until participants stated that they were no longer        able to focus on what they were doing in the virtual environment. 

 

Colour was tested by changing the colour of the walls in the virtual office        clockwise along a colour-wheel while also changing saturation for brighter and darker        versions of the colour. 

 

Spacing was tested by allowing the participants to select their preference in        open spots in the office. There were spots without any colleagues next to them, with a        mixed team close by, with a female only team close by and also secluded lounge area.   

Non-playable characters (NPCs) were added to virtual office environment in        order to make the virtual workplace more immersive and believable and in order to        make the participants feel that they are partaking in a real workplace environment.        The NPCs have a number of interactions and at least one recorded voice line each.        This is to allow users to interact and ‘communicate’ with the other characters in the        office. The NPCs in this project have different attributes. They have a set duty to        perform. They act as a different colleagues for the user and there is very basic        communication function for each character to interact with the user. Though they are        only able to introduce themself. While the NPCs are not a substitute for human        interaction, they do provide a physical presence of other humanoids in the office and        they provided conversation when the participant interacted with them. 

 

After the experiment the participants were asked to answer a post-experiment        questionnaire and explain if their preferences had changed based on the experiment. 

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2.2 Method discussion 

The method for the experiment was a Case Study with elements of Design and        Creation. It is hard to put a definite label on any method used, but case study appears        the best fit term to describe this project as a whole. In this Section we discuss the        viable options for this project and why we chose Case Study. 

 

The original plan for this project was to employ interviews [19] and collect more        qualitative data. However, interviews are very time consuming, both for the        researchers and, since the intended subjects were female employees in an IT company,        for the company that agreed to work with us. In order to avoid the time cost of        analysing interviews and risking inconclusive results with a smaller number of        participants, as well as minimizing the cost to the hosting company, we opted to not        go with interviews. We believe that interviews could be a powerful tool in a more        in-depth analysis of individuals and the impact of stress factors in more social-science        oriented research. In this study, however, it was of interest to be able to directly        compare pre and post experiences, and the interview format, on top of the other        disqualifying reasons, did not appear to be best-fit. 

 

If there had been more time, Design and Creation [19] would have been used to        a greater effect in this study. It is a good approach to a study such as this, where you        can iteratively improve your model. Unfortunately, there was not enough time to        employ more iterations, so we limited our use of Design and Creation to the Design        and prototyping phase. As the intended result of this study was not to bring a product        to market, but rather to identify the potential viability of such a product, we opted to        not spend more time than what we deemed necessary on improving the product itself        through iterative processes. We were hosted by a company for our study, it was also of        interest to minimize the impact this project would have on their daily workflow. An        iterative process with several rounds of experiments may have improved the results        and viability of the product but that was beyond the scope of this study, which        focused on the viability of applying Virtual Reality technology to identify stress factors.        A Design and Creation approach could be very beneficial for developing working        market products of this type, but for the purpose of this project, we deemed it to be        too resource intensive to repeat the process beyond the design phase.  

 

A third approach considered was Action Research [19], an approach that can be        used to, similar to Design and Creation, iteratively produce a better project or research        statement. Where it differs from Design and Creation, and the primary reason why it        did not seem viable for this project, is the involvement of a participant or client in the        exploration of solutions. As the intended result of this project was to identify whether        VR could a viable tool for identifying environmental stressors, involving the client        further in the development process posed a risk on the general viability of the project.        The result may have been more applicable to the individual company, but risked being        unusable on a broader level. We believe that a form of Action Research could be        employed to tailor a working product solution to individual companies and ensure that        they get the best possible results out of their product.   

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We used a variant of the case study in which we applied steps of Design and        Creation to develop our prototype and then applied the prototype in the case study        itself. Case studies normally go more in depth into the functions or operations of the        case itself than this particular project does, but directly examining the working        environment of a only one company and their employees with on-premises testing fits        the bill of a case study. This project was hosted by a single company which gave us a        particular case to work with and we could delve in immediately as our requirements        were sated. In order to test whether our approach was viable, we needed three things;        An IT based workplace, as our project intended to specifically look at the viability in an        IT workplace. The presence of female employees, as our problem statement stems from        the difficulty of retaining female employees in the IT sector and finally the option of        deploying hardware and test on the premises. The company we were at not only        fulfilled these requirements, but also provided us with the equipment necessary. A live        case environment with an IT company gave us the tools to develop theory,        methodology, develop the prototype and test the prototype in a single location with        optimal participants. 

Questionnaires were used to gather information, these questionnaires had a        selection of pre-written answers but most of the questions also included an option for        the participants to elaborate on their answers or to add an additional option.

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3 Literature Review 

The material in this Section is a summary and collection of published (in print        or online) works and articles related to the subject area of this study, gathered        through a literature review.   

3.1 Virtual Reality 

Virtual Reality is a term describing a technology that encompasses synthetic        simulation of real-world scenarios that allow real-time user interaction and provides        sensorial stimulation [24]. Virtual Reality (VR) is a rapidly evolving technology that has        been successfully used in several areas, including simulation, entertainment,        healthcare, learning, education, and gaming. 

 

Virtual Reality technology is progressively being used to help people overcome

       

their daily issues such as physical pressure and stress [25, 26]. Virtual environment        makes it possible to quickly take users from a stressful situation to a personalized        environment designed to create positive emotions and well-being [25, 26]. 

  

The application possibilities for simulated virtual reality environments are        enormous. The main component is its use as a research tool to further understand        human behavior. A review of different studies conducted on VR technique shows that        this technique offers the potential to create regular human testing and training        environments that allow for the control of dynamic 3D stimulus presentations within        which interactions, behavioral tracking, and performance recording is possible [26].        The results of various research show “virtual environments (VE’s) can be developed to        present simulations that assess and rehabilitate human functional performance under        a range of stimulus conditions that are not easily deliverable and controllable in the        real world” [26]. 

  

One of the main strengths of VR is the assessment of realistic simulated        environments where performance can be systematically tested and trained. By        designing VEs that not only look like the real world, but also include challenges that        require functional behavior, the environmental validity of assessment methods could        be improved. “VR offers the option to produce and distribute identical “standard”        simulation environments” [26]. 

  

Extensive research in VR technology as well as a significant reduction in the        cost of development in this area is causing the technology to become more useful.        Currently the system is becoming more approachable for different purposes such as        physical and psychological research questions [27]. 

  

In later years VR technologies have become increasingly viable not only for        recreational use, but also development and research. It may be possible to use these        technologies to visualize complex problems that existing computer technology are not        able to illustrate [28, 29]. 

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3.2 Women in IT 

3.2.1 Current state of women in IT 

According to Women in Tech, In 2015, women held 57% of all professional        occupations, yet they held only 25% of all computing occupations [2]. Furthermore,        even fewer women are found in software development, technology leadership, or other        kinds of key roles that have a significant influence on future innovation. 88% of all        information technology patents (from 1980–2010) were by male-only innovation teams        while only 2% were from female-only invention teams and the remaining 10% by mixed        teams. These statistics imply that the technology the world uses today is being created        by a relatively homogeneous group of people and that a lot of potentials is being        wasted. Innovation is great, and new technology is found every year, but currently, we        are not making the best use of the female perspective on future technology. 

3.2.2 Problem statement: Women are quitting 

Despite increasing efforts to incentivize women to educate themselves within        SET-fields and a drive to hire more women with the essential education, the        Information Technology (IT) industry is struggling to retain their female employees        [17]. There is a need to conduct more research to understand what strategies        employers can use to improve the retention rate of their female employees. To develop        new strategies for retaining employees, more research into what factors influence why        women are leaving in the first place is required. Currently, few women enter the        industry; and far too many of those who do, do not stay in the industry [17, 30]. Those        with the requisite knowledge, education, and qualifications to be employed in the        industry decide to leave and seek employment in other sectors [17, 31]. Even among        those who do seek and acquire employment, a significant portion, 41%, exit the field        [2, 17, 31, 32]. In contrast to this, only 17% of men exit the field at the same point in        their career [2, 17, 32]. Despite equality in terms of qualifications, men hold a        significant majority of the positions in the industry [2, 17, 31, 33, 34]. 

3.2.2.1 Why are women leaving? 

According to Women in Tech [2], women leave their IT workplaces due to a        number of reasons, such as socioeconomic ones relating to economic reimbursement        or not feeling as if one has a connection with their colleagues as well as workplace        conditions, lack of access to key creative roles and feeling stalled in their career.        Women are reporting that they do not feel supported by their companies despite        companies’ claims to the contrary, as well as feeling as if they do not have access to        creative roles within the companies. 

3.3 Workplace Dissatisfaction: 

In this paper we look at workplace dissatisfaction, and more accurately we look        at different environmental stressors that may cause dissatisfaction and accelerate the        rate at which women quit their positions. 

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The IT industry is male-dominated and it can be difficult to find a workplace        that embraces female aspects [2, 17, 32]. Workplaces may be designed with        productivity in mind, but without introducing or properly considering elements that        may appeal to employees. There are factors that may have a compounding effect on        workplace dissatisfaction. One of these factors is environmental stressors.        Environmental stressors are external elements that, by themselves, may be a minor        concern, but combined with other effects may be contributing to discomfort in the        workplace [35]. Fortunately, some of these stressors can be mitigated. 

3.4 Physical Environmental Stressors 

Several Environmental stressors exist in human spaces [6, 7], but not all of        these lend themselves to real-time modeling. In the attempt to address the viability of        applying Virtual Reality technology in testing these, a number of stressors were        chosen based on how easy they would be to model in a VR environment. See ​       4.1  Findings identified through explorative research​ for more details. 

 

Lightning. Poor lighting can cause difficulties in concentration, whether the                    lighting is too strong or too weak [36]. As Unity offers full control over the        lighting of a scene in VR, lighting seemed a good choice. 

● Colour. Colours elicit emotions in people and can be seen as pleasant or        unpleasant [37]. Unpleasant colours may cause discomfort in the workplace.        Unity allowed full control over the colours of an object and allowed us to test        various colours in relation to an IT workplace. 

● Noise. Resilience to noise levels and the ability to maintain efficiency and not be        distracted different between people [38]. By playing a clip of background noise        while the participants were interacting with the VR environment, we could, by        their reactions and answers to the post-questionnaire, investigate at what point        they no longer believed they could work efficiently. 

Spacing. An uncomfortable workplace can affect productivity [39]. This can be                      due to many factors. In an attempt to model this, we decided to look at        preferences in personal space, or crowding. Essentially looking at where people        would prefer to sit in relation to their colleagues and available space. As Unity        allows for moving objects and simulated people around, we could create a        number of different spaces and then allow the participants to pick their        preference. 

● Greenery. Greenery can assist in making people feel better as well as improving        the air quality of locations [36]. While it was not possible to introduce air or        smells through our Virtual Reality setup and as such could not investigate the        impact of greenery on air quality, it is possible, through unity, to add greenery        in an attempt to make a space feel more welcoming.

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4 Result 

Based on a literature review and pilot study, a prototype has been created with        the purpose to evaluate the viability of using a VR environment, a Virtual Office to be        more precise, to identify environmental stressors that are present in real-life, as well        as methods to reduce the effect of these. The results of this study, as outlined in the        method​ Section of this paper, are presented below. 

 

4.1 Findings identified through explorative research 

With the explorative research step, the intention was to find out what current        research has found and how this could be built upon. What was found can be read in        Section ​ 3 Literature Review​    , these findings helped find and categorize the various        environmental stressors discussed in this study. 

 

First, Virtual Reality. While a relatively new technology, VR has already been        applied to a multitude of problems in an attempt to find new solutions or approaches.        We specifically looked at the potential of using a VR environment as a testing facility.        Through our research, we found that there had, as of yet, been no real attempts to use        Virtual Reality to prototype a physical working environment with the purpose of        testing the impact of workplace layout and design on employees to gauge how they        would feel about certain elements. 

 

Second, we looked at what the current situation for women in SET fields was        and found that a significant portion, roughly 41%, of women who work in these fields        end up leaving their companies. The reasoning was split into a number of categories,        one of which was workplace dissatisfaction. Workplace dissatisfaction, in turn, was        due to several reasons, one of these factors were environmental stressors. There are a        lot of environmental stressors (Table 1), ranging from natural disasters to biological        reasons such as allergens. L. Deckers describe human responses to stressors in       

Motivation: biological, psychological, and environmental [40]          ​, while job stress is covered        by M. Jamal [8]. D. Applebaum, S. Fowler, N. Fiedler, and M. Robson cover Odor,        Noise, Light and Colour in their study [6]. S. Y. Lee deals with workspace        environments and control of objects in ones vicinity [7]. G. A. Bonanno, S. Galea, A.        Bucciarelli, and D. Vlahov discuss the effects of disasters and Potentially Traumatic        Events (PTE)s in their study on psychological resilience after disasters [41]. S. J.        Genuis and K. L. Kelln deal with chemical stressors and toxic buildup in their study of        Toxicant exposure and bioaccumulation [42]. The beneficial effects of greenery is        covered in ​   Cooper C and Browning B.’s work ​“Human spaces: The global impact of                 

biophilic design in the workplace” ​         [36]. The importance of ergonomics is mentioned by       

L. Punnett in ​“Ergonomic stressors and upper extremity disorders in vehicle                      manufacturing: cross sectional exposure-response trends” [43]. Finally, biological                stressors are mentioned by P. K. Triolo in ​“Occupational Health Hazards of Hospital                Staff Nurses Part II” ​[44]​. 

 

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Table 1 

List of environmental stressor categories and examples from each category

Type of stressor  Examples 

Major Disturbance  Natural Disasters  Major life changes  Tragic Events 

Climate  Excessive heat/cold 

Chemical  Alcohol 

Tobacco  Drugs  Anthropogenic (of, relating to,       

or  resulting  from  the  influence of human beings on          nature) 

Crowding  Noise factors 

Changes to environment  Physical Environment 

  Too much or not enough light Colours 

The location of items in your environment  Ergonomic  Poor posture (as a result of work environment) 

Heavy Labor or exercise  Intellectual Stress 

Biological  Pathogens 

Allergens  Illness 

4.2 Findings and challenges through prototype design and 

creation 

The design mockups and prototype were created with the gaming engine “Unity”        [22]. During the design and creation step, we attempted to design a modern workplace        and create a prototype that would match this design. The original design was a        concept thought up by Amin Harirchian and implemented in Unity as our model of a        modern IT workplace. The choices described below were implemented throughout a        number of iterations, but this process was not adequately documented, as such these        results are in one section as opposed to split into iterations. We opted for an open floor        design (Fig. 4) with big windows (Fig. 2) for natural light an open space desk layout.        Instead of designing a closed office with separate rooms and offices, we considered a        layout where several teams could work in unison. 

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With the intention of testing specific variables, we attempted to create a space        where modifying these variables would be simple, but effective. One side of the office is        covered by a large wall which allowed us to test colour schemes to great effect. The        entire ceiling is covered in light fixtures which allows for testing light levels across the        entire office. The open floor solution allowed us to introduce new objects such as large        plants to gauge the effect of greenery, whereas the desk design with no dividers        allowed us to test adding potted plants to the desks themselves. 

Fig. 2: A team of women by the large windows  Fig 3: A mixed team and a potted plant at a desk  By adding several groups of Non-player characters (NPCs)(Fig. 2, 3), combined        with the desk spacing, we were able to create an open and inclusive environment that        still offered several options when it came to preferred seating and distance from        colleagues. 

 

Noise pollution was tested separate from the Unity solution by playing a sound        clip of a noisy office while the participants were in the world. 

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The Feedback received after implementing and testing an initial prototype was        helpful in efforts to rectify certain omissions. There was a limited physical space to        work with in the office at the hosting company and this presented difficulties for how a        participant could move about and interact with the virtual office. To solve this issue, a        teleporting function (Fig. 7) was implemented which allowed participants to traverse        the entirety of the office without having to move far in actual physical space. There        was also an issue with introducing participants to the Virtual Reality controls, so an        interaction exercise was added by setting a ‘Throwable’ flag to certain objects which        allowed participants to not only visually explore the Virtual Office, but also to interact        with objects in the office. 

 

​Fig. 6: Unity Interface 

4.3 Findings through Pilot Study 

The purpose of the pilot study was to find out how the participants might        interact with the VR environment and what difficulties they might encounter, as well        as discovering how to interact with the virtual environment while limiting the        disruptive impact such interactions may have on the experience. It was also used to        test assumptions that were introduced in the design and creation step. A fresh set of        eyes allowed for a clean-slate approach to evaluating the stressors chosen, but the        opinions of our participants were only expressed verbally. 

 

The participants were agreed on most points and felt that changes to the        lighting and colour were clear and impactful, with the light having more of an impact        than the colour schemes, but the colours of the walls were obvious enough to make it        distracting. The noise testing was indicated as invasive enough to impact their        decision making and focus. Spacing was more of an individual response. The        participants had different ideal working spaces, but mentioned that the only thing        missing for a choice of preferential working space was a solitary office and that the        areas displayed gave different impressions and that some of the spaces would be        uncomfortable from a privacy perspective. Both participants preferred plants in the        office and said that the lack of greenery was noticeable and gave the office a very        unwelcome feeling. 

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By adding things like teleportation during the design and creation step (Fig. 7),        the limited physical workspace we had for the VR setup ceased to be a problem. Now        the participants could move in an effective manner in spite of the limited space in our        testing area, but the point based teleport was reported as not feeling natural and that        it felt like set scenarios rather than experiencing an office environment.  

 

Through the pilot study, other difficulties were also identified, such as how a        participant might interact with the world and also how we, as an outside force, could        change elements and add or remove objects in the world. The pilot study proved an        invaluable experience where we learned how to use the tools available to us in Unity,        as well as it highlighting the parts we needed to improve or flaws in our plan for the        experiment. With the help of the data collected, we drafted an instruction sheet on        how to use the VR equipment and we learned how to modify the surroundings in an        effective and seamless manner. This allowed us to do real-time modifications to        elements and objects, something that was necessary for our experiment to work as        intended. 

Fig. 7: Teleporting function 

4.4 Findings through case study experiment 

The results of both pre- and post-questionnaires completed by each of the 12        participants were combined with observations made during the simulated virtual        reality office and subsequently analyzed through a quantitative process to determine        the viability of VR technology for identifying environmental stressors, and methods of        reducing the impact of these, on women working in IT workplaces.  

All of the 12 participants were female and involved in different position and role        in IT industry. Furthermore, all participants were from the same IT company, which is       

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located in Malmö, Sweden. Table 2 shows the range of participant’s age. The majority        of participants were in the age between 23 to 55 years old. 

 

Table 2 

Age distribution of participants  

Age Participants in age bracket % of total number of participants

23-29 5 41.67%

30-39 2 16.67%

40-55 4 33.33%

55+ 1 8.33%

About 41.7% of the participants had no previous experience in using Virtual

       

Reality hardware (Table 3). Around 33.3% had a little previous experience, and nearly        25% had some previous experience. 

  Table 3  

Pre-experiment questionnaire​ - Section 2 / Question 3 : You are going to be introduced to a Virtual Reality  world. Do you have any previous experience in using Virtual Reality hardware? 

Previous Experience Number of participants % of total number of participants

None 5 41.67%

A little 4 33.33%

Some 3 25.00%

4.4.1 Usage of VR to test real-world scenarios  

The majority of the participants, 75 percent, believed VR applications could be        used to test real-world scenarios before they experienced the virtual office. Around 25        percent of participants believed that it maybe works and none of our participants        believed that VR applications could not to be used to test real-world scenarios (Table        4). 

Table 4 

Pre-experiment questionnaire​ - Section 2 / Question 1: Do you believe Virtual Reality applications can be  used to test real-world scenarios? 

Answer Number of participants % of total number of participants

No 0 0.00%

Yes 9 75.00%

Maybe 3 25.00%

The post-experiment questionnaire result shows that the 25 percent of        participants who answered “maybe” to this question, changed their opinion after they        experienced the virtual office and after testing. Interestingly, the result shows 100        percent of the participants believed Virtual Reality applications can be used to test        real-world scenarios. 

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4.4.2 VR Controls: Ease of use 

Before participants experienced the VR office, about 75 percent of participants        thought they were able to quickly get to grips with VR controls, while 25 percent of        participants were not sure about it (Table 5). 

Table 5 

Pre-experiment questionnaire​ - Section 2 / Question 4: Do you think you'll be able to quickly get to grips with  the VR controls? 

Answer Number of participants % of total number of participants

No 0 0.00%

Yes 9 75.00%

Maybe 3 25.00%

After Participants try the VR office, 66.7 percent of participants found the VR        controls were easier and more intuitive than their expectations; while 16.7 percent had        opposite answer. The rest of the participants had the same feeling and that was what        they were expected before the testning (Table 6).

Table 6 

Post-experiment questionnaire​ - Section 2 / Question 5: Were the Virtual Reality controls easier and more  intuitive than you thought they would be? 

Answer Number of participants % of total number of participants

No 2 16.67%

Yes 8 66.67%

As expected 2 16.67%

 

4.4.3 Satisfaction and enjoyment of the VR workplace 

A large percentage of the participants (91.7 percent) enjoyed the VR workplace        except one person (8.3 percent) who did not enjoy it (Table 7).

  Table 7  

Post-experiment questionnaire​ - Section 2 / Question 1: Did you enjoy the Virtual Reality workplace? 

Answer Number of participants % of total number of participants

No 1 8.33%

Yes 11 91.67%

75 percent of the participants would have liked to work in a workplace similar

       

to the virtual office in reality. The remaining 25 percent of the participants would        however not like to work in a workplace similar to the virtual office (Table 8).  

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Table 8 

Post-experiment questionnaire​ - Section 2 / Question 2: Would you like to work in such a workplace? 

Answer Number of participants % of total number of participants

No 3 25.00%

Yes 9 75.00%

 

4.4.4 Physical environmental stressors  

In this Section, the results of the physical environmental stressor tests are        presented, that is to say the lighting, noise, colour, spacing and greenery tests. There        was an interest in understanding different factors that our participants had found        stressful, and as such these were collected. 

 

In Figure 8, we present the results of this general collection. 41.7 percent of our        participants had come across poorly lit environments, 50 percent had come across        noisy environments. Only 8.3 percent had found colour schemes stressful or        inhibiting, whereas 41.7 percent had worked in crowded workplaces. 25 percent had        found themselves in workplaces they experienced as empty. 58.3 percent of the        participants had worked in workplaces that lacked greenery and felt sterile, while 8.3        percent had been in a workplace where there was not any private space where one        could hold a confidential conversation. 

 

Fig. 8: ​Pre-experiment questionnaire​ - Section 4 / Question 1  Question: Have you ever come across environmental factors that   have caused you stress or made you feel less productive in the workplace?  

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In Table 9, 10 and 11, the results of questions related to identifying stress        factors in the post-questionnaire are presented. 

Table 9 

Post-experiment questionnaire​ - Section 4 / Question 1: Did you, during the Virtual Reality, identify anything  that could cause you discomfort or stress if it existed in your real workplace?  

Answer Number of participants % of total number of participants

No 4 33.33%

Yes 8 66.67%

Table 10 

Post-experiment questionnaire​ - Section 4 / Question 2: During the Virtual Reality experiment, were you able  to identify anything that could potentially reduce discomfort or stress? 

Answer Number of participants % of total number of participants

No 5 41.67%

Yes 7 58.33%

 

  Table 11

Post-experiment questionnaire​ - Section 4 / Question 3: During the Virtual Reality experiment, were you able  to identify anything that could potentially increase discomfort or stress? 

Answer Number of participants % of total number of participants

No 5 41.67%

Yes 7 58.33%

4.4.4.1 Lighting 

This part presents the results of lighting as one of the physical environmental        stressors. Figure 9 and 10 show the conditions of light dimmed and lights on        respectively.  

Fig. 9: Simulating the workplace in a Lights dimmed Fig. 10: Simulating the workplace in a Lights on  The results from the participants before and after the VR testing are presented        in Table 12 and Table 13. 

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Table 12

Pre-experiment questionnaire​ - Section 3 / Question 1: What do you think it would be like in terms of  lightning? 

Answer Number of participants % of total number of participants

Lights off, I work well in the dark 0 0.00%

Lights dimmed, enough to avoid

tripping 0 0.00%

I do not particularly mind 0 0.00%

Lights on 8 66.67%

Lights on and very bright 3 25.00%

Both bright and dimmed,

depending on situation 1 8.33%

  Table 13 

Post-experiment questionnaire​ - Section 3 / Question 1: Did the Virtual Reality workplace real-time  experience change your opinion on what kind of lightning you would prefer? 

Answer Number of participants % of total number of participants

No 8 66.67%

Yes 4 33.33%

 

4.4.4.2 Noise levels 

This part presents the results of simulated noise levels in the virtual workplace        as one of the identified environmental stressors. Accordingly, the Figure 11 shows the        pre-experiment questionnaire of this Section. As can be seen around 33.3 percent        would prefer working in library levels of silence, while 8.3 percent would prefer to work        in a pin-drop silence. From Figure 12 it can be comes out that, around 41.7 percent of        participants changed their initial opinion after using VR application.  

Fig. 11: ​Pre-experiment questionnaire​ - Section 3 / Question 4  Question: What do you think it would be like in terms of noise? 

   

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Fig. 12: ​Post-experiment questionnaire​ - Section 3 / Question 4  Question: Did the Virtual Reality workplace real-time experience change 

your opinion on what kind of noise-level you would prefer?

4.4.4.3 Colour 

This part presents the results of changes to the colour-scheme in the virtual        workplace as one of the identified environmental stressors. Figure 13 and 14 show two        of the colour options tested. 

Fig. 13: A wall painted purple Fig. 14: A wall painted bright green

In Table 14, the results of the colour-scheme question in the pre-questionnaire        are presented, whereas the post-questionnaire results are presented in Table 15. Fifty        percent of the participants choosing bright cool colours as their preference, with the        remaining participants spread over several other options. When mapping individual        choices on both the pre-questionnaire and post-questionnaire, 41.7 percent still        preferred bright and cool colours, while one participant changed her mind and chose        dark cool colours instead. The majority remained bright and cool colours, with        variants of White walls at 25 percent, Dark cool colours at 16.7 percent, Bright warm        colours at 16.7 percent.  

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Table 14 

Pre-experiment questionnaire​ - Section 3 / Question 2: What do you think it would be like in terms of  colour-schemes? 

Answer Number of Participants % of total number of participants

Bright cool colours (Blue, Green, Magenta) 6 50.00%

Dark cool colours (Blue, Green, Magenta) 1 8.33%

Bright warm colours (Red, Orange, Yellow) 1 8.33%

White/Black/Greyscale 2 16.67%

white with accents in light/muted colors like

blue and green 1 8.33%

A warm feeling more important than the

color 1 8.33%

I do not particularly mind 0 0.00%

 

Table 15 

Post-experiment questionnaire​ - Section 3 / Question 2: Did the Virtual Reality workplace real-time  experience change your opinion on what kind of colour-schemes you would prefer 

Answer Number of participants % of total number of participants

No 7 58.33%

Yes 4 33.33%

the colour-schemes was only for the cold light spectra. colours

comes in warm-schemes as well 1 8.33%

 

4.4.4.4 Greenery 

This part presents the results of simulated greenery levels in the virtual        workplace as one of the identified environmental stressors. Figure 15 and 16 show the        conditions of workplace without plants and workplace with respectively. Figure 17        shows the pre-experiment questionnaire results of this Section. As can be seen 100        percent of the participants would prefer having greenery in the workplace. In Figure        18, we see the post-experiment results. Despite the answers, the overlying preference        did not change. The two participants who answered “No” decided that they do not like        potted plants on the desks, but still prefer the larger plants in the office over not        having plants. There was a preference in non-flowery plants over flowery. 

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Fig. 15: Simulating the workplace without plants​ Fig. 16: Simulating the workplace with plants

Fig. 17: ​Pre-experiment questionnaire​ - Section 3 / Question 5 

Question: What do you think it would be like in terms of greenery? (Plants,flowers)              Fig. 18: ​Post-experiment questionnaire​ - Section 3 / Question 5 

Question: Did the Virtual Reality workplace real-time experience change  your opinion on what level of greenery you would prefer?

(33)

4.4.4.5 Spacing 

This part presents the results of the spacing test in the virtual workplace as one        of the identified environmental stressors. This test was aimed at figuring out how        much personal space the participants prefer. Table 16 shows the pre-experiment        questionnaire results of this section. Table 17 shows the post-experiment        questionnaire results. In the spacing test, 50 percent of the participants stated that        they would prefer to work in close proximity with their colleagues when working in a        team. Twenty five percent stated that they prefer cubicled working environments,        where they can personalize their own space. Around 8.3 percent of the participants        stated that they would prefer a personal office where they have control over their        domain. 8.3 percent would prefer to be able to move based on the task that is being        performed. The final 8.3 percent claimed not to have a preference. 

 

When mapping individual responses, the participants that stated that they        would prefer close proximity did not change their answers. About 16.7 percent of the        participants who stated a preference for cubicled working environments changed their        opinion, 8.3 percent opting for more space and the other 8.3 percent not specifying a        new preference. The participant who wanted their own office changed opinion and fell        more in line with the 8.3 percent that had previously stated that different tasks        require different workspaces. 

Table 16

Pre-experiment questionnaire​ - Section 3 / Question 3: What do you think it would be like in terms of  spacing? 

Answer Number of Participants % of total number of participants

I would prefer working in close proximity with my colleagues for a good social connection. (Close

Team) 6 50.00%

I would prefer a divided

workspace. Each employee has personal space using dividers.

(Cubicled) 3 25.00%

I would prefer working in my own office, where I can control noise, lighting and temperature on a

personal basis. 1 8.33%

Depending on the task i need to perform I need different type of space, sometimes in the team sometimes by myself or in open

space 1 8.33%

I don't particularly mind 1 8.33%

I would prefer a wide open space. Each employee has a lot of space

(34)

 

Table 17 

Post-experiment questionnaire​ - Section 3 / Question 5: Did the Virtual Reality workplace real-time  experience change your opinion on what kind of spacing you would prefer? 

Answer Number of participants % of total number of participants

No 7 58.33%

Yes 3 25.00%

I need different space depending

on the tasks i need to perform 1 8.33%

I want to be able to look out the window, but I don't want people walking directly behind me as I'm sitting at my desk. I like my desk placed with the side to the

window. 1 8.33%

4.4.5 Stressor identification 

In the post-experience questionnaire, two of the questions directly related to        identification of elements that could exacerbate or alleviate stress. Table 18 shows the        number of participants who were able to identify stress inducing or reducing elements.        Eight, 67 percent, of the participants reported that they were able to identify        something that could cause them to feel more stress or discomfort if it existed in their        real workplace, while seven, 58 percent, of the participants reported that they were        able to identify something that could cause them to feel less stress or discomfort it if        existed in their real workplace. The participants found different elements to be        stressful, but there were some similes.  

Table 18 

Number of participants who identified stress inducing or stress reducing qualities in VR experiment 

Type of stressor Number of participants who believe element could be stress inducing if managed poorly (8 total reporters)

Number of participants who believe element could be stress reducing if managed correctly (7 total reporters)

Colour 4 3

Lighting conditions 2 3

Noise Level 4 (Increased noise levels) 2 (Reduced noise levels)

Spacing/Crowding 3 3

Greenery (plants) 0 3

Figure

Fig. 1: ​HTC Vive (Headset, Controllers)​ by ​PB​ licensed under ​CC BY-SA​ / No Modification  [Accessed May 24th 2019] 
Fig. 7: Teleporting function 
Fig. 9: Simulating the workplace in a Lights dimmed           Fig. 10: Simulating the workplace in a Lights on 
Fig. 13: A wall painted purple Fig. 14: A wall painted bright green
+2

References

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