The ability to visualize data in immersive environments offers new interpretations that directly impact the outcomes of activities such as military planning, where effective decision-making is vital for mission execut...
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ISBN:
(纸本)9798400709432
The ability to visualize data in immersive environments offers new interpretations that directly impact the outcomes of activities such as military planning, where effective decision-making is vital for mission execution. This work aims to explore the application of VR in military planning as a tool that exploits a metaphor of the sandbox, the current planning approach adding increased possibilities of visualizing training range data in 3D. To achieve this, we designed and developed a prototype that includes a virtual terrain and miniature models and provides interactions based on the sandbox concept. To evaluate the prototype, a user study was conducted with army experts performing a planning task using both conventional methods and VR. Results indicate that VR is a viable alternative with an impact on the decision-making process during military planning. Future research should focus on assessing the effects of multiple conditions with a larger group of participants and investigating additional functionalities such as spatial perception.
Navigating topographic charts involves nuanced skills and real-world correspondence, influenced by individual learning styles. Traditionally, 2D and 3D representations bridge map-reality gaps, but sandboxes often intr...
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Navigating topographic charts involves nuanced skills and real-world correspondence, influenced by individual learning styles. Traditionally, 2D and 3D representations bridge map-reality gaps, but sandboxes often introduce manual errors and reliance on personal interpretation. This paper examines VR's potential in military planning, focusing on terrain interpretation, data visualization, and scale transitions. A study with 36 army cadets investigates VR's effectiveness in enhancing spatial perception and real-world task performance. Findings suggest that VR improves position choices and grades and reduces result disparities, particularly benefiting users with lower spatial skills. The research also evaluates the impact of different scales on VR planning, offering insights into potential advantages and challenges. Future studies should explore control issues and completion times in real-world scenarios.
In many professional domains, relevant processes are documented as abstract process models, such as event-driven process chains (EPCs). EPCs are traditionally visualized as 2D graphs and their size varies with the com...
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In many professional domains, relevant processes are documented as abstract process models, such as event-driven process chains (EPCs). EPCs are traditionally visualized as 2D graphs and their size varies with the complexity of the process. While process modeling experts are used to interpreting complex 2D EPCs, in certain scenarios such as, for example, professional training or education, also novice users inexperienced in interpreting 2D EPC data are facing the challenge of learning and understanding complex process models. To communicate process knowledge in an effective yet motivating and interesting way, we propose a novel virtual reality (VR) interface for non-expert users. Our proposed system turns the exploration of arbitrarily complex EPCs into an interactive and multi-sensory VR experience. It automatically generates a virtual 3D environment from a process model and lets users explore processes through a combination of natural walking and teleportation. Our immersive interface leverages basic gamification in the form of a logical walkthrough mode to motivate users to interact with the virtual process. The generated user experience is entirely novel in the field of immersivedata exploration and supported by a combination of visual, auditory, vibrotactile and passive haptic feedback. In a user study with $\mathrm{N}=27$ novice users, we evaluate the effect of our proposed system on process model understandability and user experience, while comparing it to a traditional 2D interface on a tablet device. The results indicate a tradeoff between efficiency and user interest as assessed by the UEQ novelty subscale, while no significant decrease in model understanding performance was found using the proposed VR interface. Our investigation highlights the potential of multi-sensory VR for less time-critical professional application domains, such as employee training, communication, education, and related scenarios focusing on user interest.
In this paper we propose Mixed Reality (MR) interfaces as tools for the analysis and exploration of health-related data. Reported findings originate from the research project "SMARTACT" in which several inte...
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ISBN:
(纸本)9781450345309
In this paper we propose Mixed Reality (MR) interfaces as tools for the analysis and exploration of health-related data. Reported findings originate from the research project "SMARTACT" in which several intervention studies are conducted to investigate how participants' long-term health behavior can be improved. We conducted a focus group to identify limitations of current dataanalysis technologies and practices, possible uses of MR interfaces and associated open questions to leverage their potentials in the given domain.
In many domains, real-world processes are traditionally communicated to users through abstract graph-based models like event-driven process chains (EPCs), i.e. 2D representations on paper or desktop monitors. We propo...
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ISBN:
(纸本)9781450359719
In many domains, real-world processes are traditionally communicated to users through abstract graph-based models like event-driven process chains (EPCs), i.e. 2D representations on paper or desktop monitors. We propose an alternative interface to explore EPCs, called immersive process models, which aims to transform the exploration of EPCs into a multisensory virtual reality journey. To make EPC exploration more enjoyable, interactive and memorable, we propose a concept that spatializes EPCs by mapping traditional 2D graphs to 3D virtual environments. EPC graph nodes are represented by room-scale floating platforms and explored by users through natural walking. Our concept additionally enables users to experience important node types and the information flow through passive haptic interactions. Complementarily, gamification aspects aim to support the communication of logical dependencies within explored processes. This paper presents the concept of immersive process models and discusses future research directions.
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