The open-source Virtual Reality Scientific Toolkit (VRSTK) facilitates designing and conducting user studies in immersive virtual reality (VR) environments within the Unity 3D real-time development platform. Features ...
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ISBN:
(纸本)9798350348392
The open-source Virtual Reality Scientific Toolkit (VRSTK) facilitates designing and conducting user studies in immersive virtual reality (VR) environments within the Unity 3D real-time development platform. Features include recording and reviewing scenes, collecting and evaluating user-specific data from sensors or in-VR questionnaires, and remote and multi-user setups. In this paper, we describe the core features of the VRSTK by guiding the reader through a hypothetical user study.
Developments in immersive technologies has led to the emergence of immersive analytics Immersive analytics takes data visualisation beyond the traditional 2D displays. At the same time, data storytelling has become a ...
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ISBN:
(纸本)9798350348392
Developments in immersive technologies has led to the emergence of immersive analytics Immersive analytics takes data visualisation beyond the traditional 2D displays. At the same time, data storytelling has become a prevalent method for communicating data. Combining both data storytelling and immersive analytics gives rise to "immersive data storytelling". Immersive data storytelling refers to telling visually compelling data stories in an immersive environment such as as virtual reality, augmented reality, mixed reality and 360 videos. Currently, immersive data storytelling is under-explored from an academic stand point. The research presented here aims to develop techniques and guidelines for effective data storytelling in various immersive environments.
This paper explores the possibilities of designing AR interfaces to be used during laparoscopy surgery. It suggests that the laparoscopic video be displayed on AR headsets and that surgeons can consult preoperative im...
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ISBN:
(纸本)9798350348392
This paper explores the possibilities of designing AR interfaces to be used during laparoscopy surgery. It suggests that the laparoscopic video be displayed on AR headsets and that surgeons can consult preoperative image data on that display. Interaction with these elements is necessary, and no patterns exist to design them. Thus the paper proposes a head -gaze and clicker approach that is effective and minimalist. Finally, a prototype is presented, and an evaluation protocol is briefly discussed.
Recent research based on hand-eye coordination has shown that gaze could improve object selection and translation experience under certain scenarios in AR. However, several limitations still exist. Specifically, we in...
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ISBN:
(纸本)9798350348156
Recent research based on hand-eye coordination has shown that gaze could improve object selection and translation experience under certain scenarios in AR. However, several limitations still exist. Specifically, we investigate whether gaze could help object selection with heavy 3D occlusions and help 3D object translation in the depth dimension. In addition, we also investigate the possibility of reducing the gaze calibration burden before use. Therefore, we develop new methods with proper gaze guidance for 3D interaction in AR, and also an implicit online calibration method. We conduct two user studies to evaluate different interaction methods and the results show that our methods not only improve the effectiveness of occluded objects selection but also alleviate the arm fatigue problem significantly in the depth translation task. We also evaluate the proposed implicit online calibration method and find its accuracy comparable to standard 9 points explicit calibration, which makes a step towards practical use in the real world.
Immersive experiences can increase engagement and improve data understanding. We explore the use of virtual reality to visualise the complexities of electric networks and facilitate a greater understanding of net zero...
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ISBN:
(纸本)9798350330281
Immersive experiences can increase engagement and improve data understanding. We explore the use of virtual reality to visualise the complexities of electric networks and facilitate a greater understanding of net zero initiatives. We propose that an abstract metaphorical immersive experience can provide an intuitive overview of the complex components of energy networks and how they behave over time in response to fluctuating supply and demand in order to achieve stability and sustainability. This work aims to enable a variety of stakeholders to better understand and associate the complexities in the systems and be aware of the connections over time and space. Using the Monash University electric network system as a case study, we explore the network dynamics and fluctuations over time. The virtual reality experience allows users to view campus electricity assets and local and remote energy sources, as well as witness the dynamics of the network. Thus, the complexities of the energy system and its impact on sustainability can be more readily understood.
Dynamically adjusting the content of augmented reality (AR) applications to efficiently display information best fitting the available screen estate may be important for user performance and satisfaction. Currently, t...
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ISBN:
(纸本)9798350348156
Dynamically adjusting the content of augmented reality (AR) applications to efficiently display information best fitting the available screen estate may be important for user performance and satisfaction. Currently, there is not a common practice for dynamically adjusting the content of AR applications based on their apparent size in the user's view of the surround environment. We present a Level-of-Detail AR mechanism to improve the usability of AR applications at any relative size. Our mechanism dynamically renders textual and interactable content based on its legibility, interactability, and viewability respectively. When tested, Level-of-Detail AR functioned as intended out-of-the-box on 44 of the 45 standard user interface Unity prefabs in Microsoft's Mixed Reality Tool Kit. We additionally evaluated impact on task performance, user distance, and subjective satisfaction through a mixed-design user study with 45 participants. Statistical analysis of our results revealed significant task-dependent differences in user performance between the modes. User satisfaction was consistently higher for the Level-of-Detail AR condition.
While the promise of autonomous vehicles has led to significant scientific and industrial progress, fully automated, SAE level 5 conform cars will likely not see mass adoption anytime soon. Instead, in many applicatio...
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ISBN:
(纸本)9798350328387
While the promise of autonomous vehicles has led to significant scientific and industrial progress, fully automated, SAE level 5 conform cars will likely not see mass adoption anytime soon. Instead, in many applications, human supervision, such as remote monitoring and teleoperation, will be required for the foreseeable future. While Virtual Reality (VR) has been proposed as one potential interface for teleoperation, its benefits and drawbacks over physical monitoring and teleoperation solutions have not been thoroughly investigated. To this end, we contribute three user studies, comparing and quantifying the performance of and subjective feedback for a VR-based system with an existing monitoring and teleoperation system, which is in industrial use today. Through these three user studies, we contribute to a better understanding of future virtual monitoring and teleoperation solutions for autonomous vehicles. The results of our first user study (n=16) indicate that a VR interface replicating the physical interface does not outperform the physical interface. It also quantifies the negative effects that combined monitoring and teleoperating tasks have on users irrespective of the interface being used. The results of the second user study (n=24) indicate that the perceptual and ergonomic issues caused by VR outweigh its benefits, like better concentration through isolation. The third follow-up user study (n=24) specifically targeted the perceptual and ergonomic issues of VR;the subjective feedback of this study indicates that newer-generation VR headsets have the potential to catch up with the current physical displays.
We explored the avoidance movement behaviors of study participants immersed in a virtual reality environment. We placed a static virtual character at the midpoint between the start and target spot for the avoidance ta...
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ISBN:
(纸本)9798350328387
We explored the avoidance movement behaviors of study participants immersed in a virtual reality environment. We placed a static virtual character at the midpoint between the start and target spot for the avoidance task, and a virtual walker character in front of the starting spot and scripted it to reach the target spot. Participants were placed behind the virtual walker in order to measure its influence on participants' behavior. We developed nine experimental conditions assigned to the virtual walker character by following a 3 (speed: slow vs. normal vs. fast walking speed) x 3 (proximity: close vs. middle vs. far proximity to the static virtual character) study design. For this within-group study, we collected data from 22 study participants to explore how speed and proximity walking patterns assigned to a virtual walker character could impact participants' avoidance movement behaviors and decisions. Our data revealed that 1) the speed factor impacted the participants' avoidance movement behavior;2) the proximity factor did not significantly impact the participants' avoidance movement behavior;3) the virtual walker character did not significantly impact participants' avoidance decisions regarding the static virtual character;4) in all examined conditions, the side-by-side distances between the participants and the static virtual character were inside the social space according to the proxemics model;and 5) in conditions in which a slow virtual walker character was present or in the condition of normal speed and far proximity, we observed an increased number of participants pass the virtual walker character.
Visualizing a scholar's scientific impact is important for many challenging tasks in academia such as tenure evaluation and award selection. Existing visualization and profiling approaches do not focus on the anal...
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ISBN:
(纸本)9798350325577
Visualizing a scholar's scientific impact is important for many challenging tasks in academia such as tenure evaluation and award selection. Existing visualization and profiling approaches do not focus on the analysis of individual scholar's impact, or they are too abstract to provide detailed interpretation of high-impact scholars. This work builds over a new scholar-centric impact-oriented profiling method called GeneticFlow. We propose a visualization design of scholar's self-citation graphs using a time-dependent, hierarchical representation method. The graph visualization is augmented with color-coded topic information trained with cutting-edge deep learning techniques, and also temporal trend chart to illustrate the dynamics of topic/impact evolution. The visualization method is validated on a benchmark dataset established for the visualization field. Visualization results reveal key patterns of high-impact scholars and also demonstrate its capability to serve ordinary researchers for their impact visualization task.
Complex, high-dimensional data is used in a wide range of domains to explore problems and make decisions. Analysis of high-dimensional data, however, is vulnerable to the hidden influence of confounding variables, esp...
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Complex, high-dimensional data is used in a wide range of domains to explore problems and make decisions. Analysis of high-dimensional data, however, is vulnerable to the hidden influence of confounding variables, especially as users apply ad hoc filtering operations to visualize only specific subsets of an entire dataset. Thus, visual data-driven analysis can mislead users and encourage mistaken assumptions about causality or the strength of relationships between features. This work introduces a novel visual approach designed to reveal the presence of confounding variables via counterfactual possibilities during visual data analysis. It is implemented in CoFact, an interactive visualization prototype that determines and visualizes counterfactual subsets to better support user exploration of feature relationships. Using publicly available datasets, we conducted a controlled user study to demonstrate the effectiveness of our approach;the results indicate that users exposed to counterfactual visualizations formed more careful judgments about feature-to-outcome relationships.
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