We introduce RealityFlow, a virtual reality (VR) system designed to assist neurologists in a clinical workflow of planning epilepsy surgery. RealityFlow offers 3D direct VR manipulation to prepare data, integrates spa...
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ISBN:
(纸本)9798350348392
We introduce RealityFlow, a virtual reality (VR) system designed to assist neurologists in a clinical workflow of planning epilepsy surgery. RealityFlow offers 3D direct VR manipulation to prepare data, integrates spatial and temporal information pieces for demonstration in a 3D space, and introduces a novel visualization of seizure propagation to help neurologists analyze and present a seizure spread and its types.
Periodically occurring accumulations of events or measured values are present in many time-dependent datasets and can be of interest for analyses. The frequency of such periodic behavior is often not known in advance,...
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ISBN:
(纸本)9798350325577
Periodically occurring accumulations of events or measured values are present in many time-dependent datasets and can be of interest for analyses. The frequency of such periodic behavior is often not known in advance, making it difficult to detect and tedious to explore. Automated analysis methods exist, but can be too costly for smooth, interactive analysis. We propose a compact visual representation that reveals periodicity by showing a phase histogram for a given period length that can be used standalone or in combination with other linked visualizations. Our approach supports guided, interactive analyses by suggesting other period lengths to explore, which are ranked based on two quality measures. We further describe how the phase can be mapped to visual representations in other views to reveal periodicity there.
We present a mixed methods user study evaluating augmented reality (AR) as a visualization technique for use in astronomy journal publications. This work is motivated by the highly spatial nature of scientific visuali...
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ISBN:
(纸本)9798350325577
We present a mixed methods user study evaluating augmented reality (AR) as a visualization technique for use in astronomy journal publications. This work is motivated by the highly spatial nature of scientific visualizations employed in astronomy, including spatial reasoning tasks for hypothesis generation and scientific communications. In this 52-person user study, we evaluate two AR approaches (one traditional tabletop projection and the other with a 'tangible' aid) as spatial 3D visualization techniques, as compared to a baseline 3D rendering on a phone. We identify a significant difference in mental and physical workload between the two AR conditions in men and women. Qualitatively, through thematic coding of interviews, we identify notable observed differences ranging from device-specific physical challenges, to subdomain-specific utility within astronomy. The confluence of quantitative and qualitative results suggest a tension between workload and engagement when comparing non-AR and AR technologies. We summarize these findings and contribute them for reference in data visualization research furthering novel scientific communications in astronomy journal publications.
Current works on 3D interaction methods mainly focus on rigid object manipulation and selection, while very few have been done on elastic object interaction. Therefore, we suggest a novel interaction method to observe...
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ISBN:
(纸本)9798350348392
Current works on 3D interaction methods mainly focus on rigid object manipulation and selection, while very few have been done on elastic object interaction. Therefore, we suggest a novel interaction method to observe and manipulate virtual fabric in a VR environment. We use multi-sensory pseudo-haptic feedback (a combination of tactile and visual feedback) and muscle strength data (EMG) to perceive the stiffness of the virtual fabric and flexible objects. For demonstration, we make fabric patches with various stiffness, and the stiffness difference can be distinguished. Our system can be implemented in a virtual cloth store to give consumers information about product stiffness and texture.
State-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), poten...
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ISBN:
(纸本)9798350348156
State-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), potentially degrading user interaction performance. In this paper, we study how the VAC affects pointing at targets within arm's reach with virtual hand and raycasting interaction in current stereo display systems. We use a previously proposed experimental methodology that extends the ISO 9241-411:2015 multi-directional selection task to enable fair comparisons between selecting targets in different display conditions. We conducted a user study with eighteen participants and the results indicate that participants were faster and had higher throughput in the constant VAC condition with the virtual hand. We hope that our results enable designers to choose more efficient interaction methods in virtual environments.
For museums in Virtual Reality (VR), various interaction and manipulation techniques could be employed for users to engage with artefact interactions. This study examined four combinations of interaction (controller-b...
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ISBN:
(纸本)9798350328387
For museums in Virtual Reality (VR), various interaction and manipulation techniques could be employed for users to engage with artefact interactions. This study examined four combinations of interaction (controller-based and hand-tracking) and manipulation (direct and indirect) techniques, assessing user performance and experience with these interaction techniques in a virtual museum environment. We conducted a within-subjects experiment and asked participants to perform a series of transform manipulation tasks using the four techniques. Participants' task completion time was measured. They also provided feedback on acceptance, learnability, presence, sickness, and fatigue, and gave an overall ranking through post-experiment questionnaires and interviews. The results revealed that controller-based direct manipulation outperformed the other techniques in terms of task performance and user experience, with hand-tracking indirect manipulation being the least efficient and the least preferred option. The study offers insights for future research and development in refining interaction and manipulation techniques and designing more user-friendly VR museum experiences.
Studies have shown that incorporating physical surfaces in VR can improve sketching performance by allowing users to feel the contact and rest their pens on it. However, using physical objects or devices to reproduce ...
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ISBN:
(纸本)9798350348392
Studies have shown that incorporating physical surfaces in VR can improve sketching performance by allowing users to feel the contact and rest their pens on it. However, using physical objects or devices to reproduce the diverse shapes of virtual model surfaces can be challenging. We propose VRScroll, a shape-changing device that physically renders the shape of a virtual surface for users to sketch on it using a pen. By providing users with passive haptic feedback and constrained movement, VRScroll has the potential to facilitate precise sketching on virtual surfaces.
The paper presents an approach for handheld augmented reality in constrained industrial environments, where it might be hard or even impossible to reach certain poses within a workspace. Therefore, a user might be una...
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ISBN:
(纸本)9798350348156
The paper presents an approach for handheld augmented reality in constrained industrial environments, where it might be hard or even impossible to reach certain poses within a workspace. Therefore, a user might be unable to see or interact with some digital content in applications like visual robot programming, robotic program visualizations, or workspace annotation. To overcome this limitation, we propose a temporal switching to a non-immersive virtual reality that allows the user to see the virtual counterpart of the workspace from any angle and distance, where the viewpoint is controlled using a unique combination of on-screen controls complemented by the physical motion of the handheld device. Using such a combination, the user can position the virtual camera roughly to the desired pose using the on-screen controls and then continue working just as in augmented reality. To explore how people would use it and what the benefits would be over pure augmented reality, we chose a representative task of object alignment and conducted a study. The results revealed that mainly physical demands, which is often a limiting factor for handheld augmented reality, could be reduced and that the usability and utility of the approach are rated as high. In addition, suggestions for improving the user interface were proposed and discussed.
Visual analytic systems usually provide multiple coordinated views (MCVs) to support data analysis and exploration. Coordination in visual graphics plays an important role in facilitating comprehensive analytical task...
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ISBN:
(纸本)9798350321241
Visual analytic systems usually provide multiple coordinated views (MCVs) to support data analysis and exploration. Coordination in visual graphics plays an important role in facilitating comprehensive analytical tasks, such as data comparison and cognitive inference. However, individual views in MCVs are probably designed for a specific purpose based on a particular type of data, and insufficient consideration of the intricate relationships among views may lead to inconsistency in visual representation and user interaction across different views. To better understand the inconsistency issues in MCVs and their impacts on user behaviors, this paper reports a study on the analysis and classification of visualization inconsistency based on the reviews of interactive visualization designs and visual analytic systems, and the interviews with stakeholders. We find that inconsistencies are prevalent in MCVs and frequently lead to misleading or even incorrect results. We classify the discovered inconsistencies based on a coordination model of MCVs, and develop an empirical guide for systematic and efficient visualization consistency checking in the design, implementation, and evaluation stage.
In this paper, we explore the effectiveness of tactile data encodings using swell paper in comparison to visual encodings displayed with SVGs for data perception tasks. By replicating and adapting Cleveland and McGill...
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ISBN:
(纸本)9798350325577
In this paper, we explore the effectiveness of tactile data encodings using swell paper in comparison to visual encodings displayed with SVGs for data perception tasks. By replicating and adapting Cleveland and McGill's graphical perception study for the tactile modality, we establish a novel tactile encoding hierarchy. In a study with 12 university students, we found that participants perceived visual encodings more accurately when comparing values, judging their ratios with lower cognitive load, and better self-evaluated performance than tactile encodings. However, tactile encodings differed from their visual counterparts in terms of how accurately values could be decoded from them. This suggests that data physicalizations will require different design guidance than that developed for visual encodings. By providing empirical evidence for the perceptual accuracy of tactile encodings, our work contributes to foundational research on forms of data representation that prioritize tactile perception such as tactile graphics.
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