We compare physical and virtual reality (VR) versions of simple data visualizations and explore how the addition of virtual annotation and filtering tools affects how viewers solve basic data analysis tasks. We report on two studies, inspired by previous examinations of data physicalizations. The first study examines differences in how viewers interact with physical hand-scale, virtual hand-scale, and virtual table-scale visualizations and the impact that the different forms had on viewer's problem solving behavior. A second study examines how interactive annotation and filtering tools might support new modes of use that transcend the limitations of physical representations. Our results highlight challenges associated with virtual reality representations and hint at the potential of interactive annotation and filtering tools in VR visualizations.
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Fig. 1. The seven design dimensions we explore for Worlds-in-Miniature (WiMs) alongside sketches of two potential future WiMs. The left sketch shows a WiM that spans the viewer's body, while the right shows a WiM-based overview+detail navigation tool.Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications.Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs. CCS Concepts: • Human-centered computing → Visualization theory, concepts and paradigms; Visualization techniques.
We report on an initial examination of the potential of immersive unit visualizations in virtual reality, showing how these visualizations can help viewers examine data at multiple scales and support affective, personal experiences with data. We outline unique opportunities for unit visualizations in virtual reality, including support for (1) dynamic scale transitions, (2) immersive exploration, and (3) anthropomorphic interactions. We then demonstrate a prototype system and discuss the potential for virtual reality visualization to support personal interactions with data.
We present results from two studies comparing the performance of four different navigation techniques (flight, teleportation, worldin-miniature, and 3D cone-drag) and their combinations in large virtual reality map environments. While prior work has individually examined each of these techniques in other settings, our study presents the first direct comparison between them in large open environments, as well as one of the first comparisons in the context of current-generation virtual reality hardware. Our first study compared common techniques (flight, teleportation, and world-in-miniature) for search and navigation tasks. A follow-up study compared these techniques against 3D cone drag, a direct-manipulation navigation technique used in contemporary tools like Google Earth VR. Our results show the strength of flight as a stand-alone navigation technique, but also highlight five specific ways in which viewers can combine teleportation, world-in-miniature, and 3D cone drag with flight, drawing on the relative strengths of each technique to compensate for the weaknesses of others.
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