2017
DOI: 10.1080/17538947.2017.1382581
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Identification of altitude profiles in 3D geovisualizations: the role of interaction and spatial abilities

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Cited by 24 publications
(39 citation statements)
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References 48 publications
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“…Some studies have been conducted comprising two successive parts using interactive stimuli in one part and static stimuli in the other, for example, Juřík et al [34]. A direct comparison of static versus interactive visualizations was conducted by Bleisch, Dykes, and Nebiker [35], Herbert and Chen [36] or Kubíček et al [37]. Bleisch, Dykes, and Nebiker [35] compared the reading of bar chart heights in static 2D visualizations and bar charts placed in a 3D environment.…”
Section: Static Versus Interactive 3d Mapsmentioning
confidence: 99%
“…Some studies have been conducted comprising two successive parts using interactive stimuli in one part and static stimuli in the other, for example, Juřík et al [34]. A direct comparison of static versus interactive visualizations was conducted by Bleisch, Dykes, and Nebiker [35], Herbert and Chen [36] or Kubíček et al [37]. Bleisch, Dykes, and Nebiker [35] compared the reading of bar chart heights in static 2D visualizations and bar charts placed in a 3D environment.…”
Section: Static Versus Interactive 3d Mapsmentioning
confidence: 99%
“…For this purpose, real-time engine software or web technologies can be used. The most commonly used real-time engines include Unreal Engine 4, Cry Engine (Germanchis et al, 2007;Shepherd and Bleasdale-Shepherd, 2009;Chądzyńska and Gotlib, 2015) and Unity (Kubíček et al, 2017;Stachoň et al, 2018). All three engines were primarily designed for creating computer games.…”
Section: Software Tools For Low-cost Vrmentioning
confidence: 99%
“…These headsets, and VR in general, are currently used for many different purposes and in various applications, including archaeology (Chmelík and Jurda, 2017;Liarokapis et al, 2017), architecture (Portman et al, 2015), medicine (Li et al, 2017), engineering and design (Coburn et al, 2017), education (Kovalčík et al, 2012;Juřík et al, 2016;Moskal and Choate, 2017), the game industry (Shepherd and Bleasdale-Shepherd, 2009;Chądzyńska and Gotlib, 2015), etc. The use of VR has also increased in geosciences, for example in spatial and urban planning (Herbert and Chen, 2015;Portman et al, 2015), crisis management (Kubíček et al, 2011;Bandrova et al, 2012;Herman et al, 2017), noise mapping (Herman and Řezník, 2015), teaching geography (Stojšić et al, 2016;Carbonell and Saorín, 2017), cartography (Juřík et al, 2017;Kubíček et al, 2017) and geoinformatics (Řezník, 2013;Li et al, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…The cause of the problem was revealed to be related to "sessions", which are automatically created upon starting a test but did not always close as expected. After the error was resolved, the application was used by other research groups, for instance by Kubíček et al [82], who conducted a study concerning mental rotations where a maximum of 5 participants were tested simultaneously; Opach et al [83] (individual testing of 25 participants). No problem related to the Hypothesis platform was reported by any of the above research groups.…”
Section: Test Of Resourcesmentioning
confidence: 99%