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Andrea E. M. Casini

Publications and source records attributed to Andrea E. M. Casini.

2 recordsLinked to original sources

Using Virtual Reality to Shape Humanity's Return to the Moon: Key Takeaways from a Design Study

Revived interest in lunar exploration is heralding a new generation of design solutions in support of human operations on the Moon. While space system design has traditionally been guided by prototype deployments in analogue studies, the resource-intensive nature of this approach has largely precluded application of proficient user-centered design (UCD) methods from human-computer interaction (HCI). This paper explores possible use of Virtual Reality (VR) to simulate analogue studies in lab settings and thereby bring to bear UCD in this otherwise engineering-dominated field. Drawing on the ongoing development of the European Large Logistics Lander, we have recreated a prospective lunar operational scenario in VR and evaluated it with a group of astronauts and space experts (n=20). Our qualitative findings demonstrate the efficacy of VR in facilitating UCD, enabling efficient contextual inquiries and improving project team coordination. We conclude by proposing future directions to further exploit VR in lunar systems design.

cs.HC↗

Using Virtual Reality to Design and Evaluate a Lunar Lander: The EL3 Case Study

The European Large Logistics Lander (EL3) is being designed to carry out cargo delivery missions in support of future lunar ground crews. The capacity of virtual reality (VR) to visualize and interactively simulate the unique lunar environment makes it a potentially powerful design tool during the early development stages of such solutions. Based on input from the EL3 development team, we have produced a VR-based operational scenario featuring a hypothetical configuration of the lander. Relying on HCI research methods, we have subsequently evaluated this scenario with relevant experts (n=10). Qualitative findings from this initial pilot study have demonstrated the usefulness of VR as a design tool in this context, but likewise surfaced a number of limitations in the form of potentially impaired validity and generalizability. We conclude by outlining our future research plan and reflect on the potential use of physical stimuli to improve the validity of VR-based simulations in forthcoming design activities.

cs.HC↗