**5. Conclusion**

It can be concluded that:


4. Virtual lighting at 100% level of brightness significantly affects visual symptoms, particularly light sensitivity symptoms of the users.

## **6. Acknowledgements**

The authors wish to acknowledge all of our participants who made this investigation possible. Appreciation is also accorded to University of Malaya for funding this project as well as to the Islamic University of Indonesia Yogyakarta Indonesia.

#### **7. References**

190 Virtual Reality and Environments

(c) Fig. 8. (a) Level of eyestrain symptom (b) Level of blurred vision symptoms (c) Level of dry

experienced by most users (75%) for all condition of contrast. While blurred vision was experienced by 63% of the users at -50.83% contrast ratios and dry and irritated eyes was experienced by 50% of the users at 0% (-0.56%) contrast ratios. This is due to the contrast condition affecting the ability of the eyes to distinguish the target from the background. Thus the contrast ratio should be considered as one of the attributes or variables in

1. The design of a virtual environment design is influenced by several attributes such as colour background, virtual lighting, field of view, flow rate, speed of virtual object, resolution of display and contrast ratio. These attributes significantly affect users

2. Blurred vision symptoms are significantly affected by several attributes of the VE design i.e. the red colour of the background, the field of view (FOV), the flow rate at ten seconds per piece (FR10), the speed of virtual object motion, and the contrast ratio at -

3. Dry and irritated eyes symptoms are also significantly affected by several attributes of the VE design i.e. the virtual lighting at 10% and 100% levels of brightness, field of view (FOV) for all conditions, flow rate (FR) for all conditions, the speed of virtual motion for all speeds, the resolution of CRT screen at medium and low resolution and a contras

and irritated eyes symptoms

designing a virtual environment.

particularly with eyestrain symptoms.

**5. Conclusion** 

50.83%.

ratio of 0%.

It can be concluded that:


**10** 

*2Aalto University* 

*Finland* 

**The Virtual Reality of Work – How to** 

**Create a Workplace that Enhances** 

**Well-Being for a Mobile Employee** 

Ursula Hyrkkänen1, Suvi Nenonen2 and Inka Kojo2 *1Aalto University and Turku University of Applied Sciences* 

New developments in information and communication technology have changed the way people approach their life and work. Mobile virtual work is no longer bound to fixed locations as utilizing information and communication technology allows people to function freely in various environments. The employee is considered as mobile, when he works more than ten hours per week outside of the primary workplace and uses information and communication technologies for collaboration (Gareis et al., 2006; Vartiainen & Hyrkkänen 2010). Virtual reality (Fox et al., 2009), as an environment related to the new 'anytime anywhere work', can be called *the virtual workplace*. The virtual workplace provides connectivity through different size of devices and is accessed by different interfaces when supporting the performance of

The interest of this article is the interrelationship between the physical and the virtual workplace not only with regard to their infrastructure, but also to their social and cultural contexts. Both prerequisites connected to the virtual workplace and its actual use can be challenging. It could be claimed, for instance, that simultaneous physical and virtual copresence is generally not yet mastered in an effective way and that there still exist certain

Vischer (2007, 2008) has analyzed the workplace as a physical, functional and psychological entity in order to identify features related to comfort and fit between a workplace and an employee (fig 1). When the environment sets inappropriate or excessive demands to users, in spite of their adaptation and adjustment behaviors, it manifests the concept of misfit. In a good fit there is a balance between a person's abilities, skills, degree of control and decision latitude and the work environment's demands, complexity, expectations and challenges. The nature of person-environment transactions arouses the sensation of either comfort or stress. Comfort may be considered as the fit of the user to the environment in the context of

According to Vischer (2007), environmental comfort encompasses three hierarchical categories: the physical, functional, and psychological. Physical comfort relates to basic human needs, i.e. safety, hygiene and accessibility. These needs are responded to by

both individual and collaborative activities (Nenonen et al., 2009).

bottlenecks for a mobile employee in entering virtual reality.

work. (Vischer 2005, 2007, see also Dainoff et al. 2007.)

**1. Introduction** 

