2022
DOI: 10.3389/frvir.2021.743445
|View full text |Cite
|
Sign up to set email alerts
|

An Empirical Evaluation of Asymmetric Synchronous Collaboration Combining Immersive and Non-Immersive Interfaces Within the Context of Immersive Analytics

Abstract: Collaboration is an essential part of data analysis, allowing multiple users to combine their expertise and to debate about the interpretation of data discoveries using their contextual knowledge. The design of collaborative interfaces within the context of Immersive Analytics remains challenging, particularly due to the various user-centered characteristics of immersive technologies. In this article, we present the use case of a system that enables multiple users to synchronously explore the same data in a co… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
12
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
3
2
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 20 publications
(12 citation statements)
references
References 43 publications
0
12
0
Order By: Relevance
“…Notably, the biologist who tested the application regretted the lack of annotation functionalities, as such task is key in the analysis process. We suggest that such limitation, as well as the obstacle that is the integration of VR material in analysts workspace, could be overcome through asymmetric collaborative visualization systems, as described by Reski et al [43], with one user on a desktop application and the other in VR.…”
Section: General Discussion and Conclusionmentioning
confidence: 99%
“…Notably, the biologist who tested the application regretted the lack of annotation functionalities, as such task is key in the analysis process. We suggest that such limitation, as well as the obstacle that is the integration of VR material in analysts workspace, could be overcome through asymmetric collaborative visualization systems, as described by Reski et al [43], with one user on a desktop application and the other in VR.…”
Section: General Discussion and Conclusionmentioning
confidence: 99%
“…Most relevant to our work is that of Reski et al [42] on an empirical evaluation of synchronous collaboration between a desktop user and a VR user using asymmetric visualization design. Collaborators were provided visual cues and shared interactions across the desktop and VR interfaces, such as highlighting shared data and providing the VR participant's location and field of view for the desktop participant.…”
Section: Cross-platform Collaborationmentioning
confidence: 99%
“…Thus, providing group awareness on heterogeneous devices is critical for crossvirtuality analytics [15], such as collaborating across desktop and VR platforms. As discussed in Section 2, providing group awareness for collaborative visualization to facilitate common ground is not a new idea but draws from many existing systems that provide group awareness, such as map overviews [31], remote presence [32,42], and avatars [34,46]. Thus, while the concept is not original, we find our "eyes-and-shoes" moniker to be particularly apt: the "eye" part can represent the visual cues, widgets, and views that provide awareness, and the "shoes" part are interactions that the user performs to gain awareness.…”
Section: The Eyes-and-shoes Principlesmentioning
confidence: 99%
See 1 more Smart Citation
“…As a result, we anticipate that future collaborative design processes will involve a mixture of technologies resulting in various asymmetries between collaborators. Because this kind of intentional mixing of technical systems is new in the context of collaborative design, more frameworks are needed for organizing technologies, users, and user roles (Reski et al, 2022). In turn, such a framework can support determining user needs and assessing implementations for multiuser asymmetric (i.e., collaboration using different devices).…”
Section: Introductionmentioning
confidence: 99%