
making the environments more responsive and adap-
tive.
7 CONCLUSION
Despite the large potential of VR in various domains,
the scale of its application in the market remains rel-
atively small even today. A possible reason for this
could be the ad-hoc development landscape in the
VR domain which lacks any standardized develop-
ment methodologies. This makes the development
and maintenance of VR applications very difficult and
costly. The application of rigorous Software Engi-
neering practices in the VR domain is necessary to
mitigate these issues. This is especially true with the
rise of enterprise VR and the increase in the scale of
VR software systems in recent years. We highlight the
advantage that VR holds over traditional 2D screen
interfaces for capturing user behavior in our work and
propose VRSLOG, a logging framework that can aid
developers in the process.
We reason that logging in VR is a non-trivial task
due to the dynamic nature of the objects, and the exis-
tence of interactions and events that are not predefined
by the developers. We take inspiration from exist-
ing frameworks like log4j, which work for traditional
software systems, to build a solution for VR logging.
We focus on two major properties while developing
the framework, the first of which is generalizability.
The second property is the ability to conduct confor-
mance checks on the generated log files. To enforce
generalizability, we build VRSLOG while focusing
on its compatibility with a minimal template of VR
software (Karre et al., 2023).
Finally, we implement a prototype of the sug-
gested framework in Unity and generate logs from
a VR scene. The VR scene used for this purpose is
a training application for laboratory technicians. We
analyze the generated logs to demonstrate how they
can be used for capturing user behavior circumvent-
ing the need for a human supervisor.
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