4.4 Discussion and Threats to Validity
To summarize the main results of our usability eval-
uation, Regarding Efficiency, we found out, that the
users needed on average 10% longer to complete the
training with the integrated help. However, consid-
ering the Error Rate, we can see improvements when
providing help during the training. The Error Rate de-
creased by 40% in the second playthrough compared
with the first. The Usability, measured with the SUS
scale, improved by 6%. This is only a minor change,
but we can see that, in general, there were fewer low
scores.
However, an important threat is the limited num-
ber of participants. Here, we need larger experiments
with more heterogeneous groups to derive statistically
representative results that help us to generalize our
ideas for various application domains.
5 CONCLUSION AND OUTLOOK
In this paper, we have introduced the VR-ProM
framework that supports the logging of VR-based
training applications and produces log data in stan-
dardized XES format that can be analyzed based on
existing process mining tools. Furthermore, VR-
ProM provides generic and flexible guiding mecha-
nisms to improve the help and guiding mechanisms
in VR-based training applications based on the pro-
cess mining results. Based on an initial evaluation we
have shown the benefit of our VR-ProM framework
by applying it to a VR warehouse management train-
ing application.
While this shows the potential of process mining
for VR-based training applications, further steps are
needed to establish the application of process min-
ing techniques for VR technology. First of all, larger
evaluations with more participants are required. Fur-
thermore, to see the full potential of our solution ide,
the help mechanisms need to be iteratively adjusted
and evaluated. Finally, it would be beneficial to have
a process mining solution that works out of the box
and supports an automated integration in various VR-
based training applications.
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