Identifying Workflow Bottlenecks in Virtual Reality Personal Protective Equipment Simulation

Existing personal protective equipment (PPE) research in virtual reality (VR) has primarily examined overall training effectiveness. To inform design optimization, this study identified segment-level interaction hotspots in a CDC-informed head-mounted display VR PPE scenario. Thirty-nine participants completed a six-segment donning and doffing workflow using handheld controllers. Segment completion time and video-coded additional user action (AUA) counts were analyzed using repeated-measures statistics and participant-clustered generalized estimating equations, with negative binomial and mixed-effects sensitivity analyses. Platform or system anomalies were coded and reported separately from AUA counts. Both measures differed significantly across segments. Gloves-and-goggles doffing was the primary combined hotspot, showing the largest time ratio and AUA incidence rate ratio relative to gown donning, whereas goggles donning was the principal donning-specific hotspot. These findings indicate that interaction burden was concentrated in specific segments of the implemented workflow. Segment-aware redesign may improve usability and interaction efficiency in VR PPE systems.

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Publication Details

Journal
International Journal of Human-Computer Interaction
Published
2026-09-25
DOI
https://doi.org/10.1080/10447318.2026.2735763
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Identifying Workflow Bottlenecks in Virtual Reality Personal Protective Equipment Simulation

Ilsun Rhiu, Yong Min Kim
International Journal of Human-Computer Interaction
Virtual Reality Applications and Impacts
article

Identifying Workflow Bottlenecks in Virtual Reality Personal Protective Equipment Simulation

Ilsun Rhiu, Yong Min Kim
article en

Abstract

Existing personal protective equipment (PPE) research in virtual reality (VR) has primarily examined overall training effectiveness. To inform design optimization, this study identified segment-level interaction hotspots in a CDC-informed head-mounted display VR PPE scenario. Thirty-nine participants completed a six-segment donning and doffing workflow using handheld controllers. Segment completion time and video-coded additional user action (AUA) counts were analyzed using repeated-measures statistics and participant-clustered generalized estimating equations, with negative binomial and mixed-effects sensitivity analyses. Platform or system anomalies were coded and reported separately from AUA counts. Both measures differed significantly across segments. Gloves-and-goggles doffing was the primary combined hotspot, showing the largest time ratio and AUA incidence rate ratio relative to gown donning, whereas goggles donning was the principal donning-specific hotspot. These findings indicate that interaction burden was concentrated in specific segments of the implemented workflow. Segment-aware redesign may improve usability and interaction efficiency in VR PPE systems.

International Journal of Human-Computer Interaction
Dongduk Women's University (KR)
Openalex Percentile: Top 8%
Virtual Reality Applications and Impacts
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Identifying Workflow Bottlenecks in Virtual Reality Personal Protective Equipment Simulation — Ilsun Rhiu, Yong Min Kim · International Journal of Human-Computer Interaction (2026) | TGRS Research Map | TGRS