Various viewing and travel techniques are used in immersive virtual reality to allow users to see different areas or perspectives of 3D environments. Our research evaluates techniques for visually ...showing transitions between two viewpoints in head-tracked virtual reality. We present four experiments that focus on automated viewpoint changes that are controlled by the system rather than by interactive user control. The experiments evaluate three different transition techniques ( teleportation , animated interpolation , and pulsed interpolation ), different types of visual adjustments for each technique, and different types of viewpoint changes. We evaluated how differences in transition can influence a viewer's comfort, sickness, and ability to maintain spatial awareness of dynamic objects in a virtual scene. For instant teleportations, the experiments found participants could most easily track scene changes with rotational transitions without translational movements. Among the tested techniques, animated interpolations allowed significantly better spatial awareness of moving objects, but the animated technique was also rated worst in terms of sickness, particularly for rotational viewpoint changes. Across techniques, viewpoint transitions involving both translational and rotational changes together were more difficult to track than either individual type of change.
While the primary goal of visual analytics research is to improve the quality of insights and findings, a substantial amount of research in provenance has focused on the history of changes and ...advances throughout the analysis process. The term, provenance, has been used in a variety of ways to describe different types of records and histories related to visualization. The existing body of provenance research has grown to a point where the consolidation of design knowledge requires cross-referencing a variety of projects and studies spanning multiple domain areas. We present an organizational framework of the different types of provenance information and purposes for why they are desired in the field of visual analytics. Our organization is intended to serve as a framework to help researchers specify types of provenance and coordinate design knowledge across projects. We also discuss the relationships between these factors and the methods used to capture provenance information. In addition, our organization can be used to guide the selection of evaluation methodology and the comparison of study outcomes in provenance research.
Spatial judgments are important for many real-world tasks in engineering and scientific visualization. While existing research provides evidence that higher levels of display and interaction fidelity ...in virtual reality systems offer advantages for spatial understanding, few investigations have focused on small-scale spatial judgments or employed experimental tasks similar to those used in real-world applications. After an earlier study that considered a broad analysis of various spatial understanding tasks, we present the results of a follow-up study focusing on small-scale spatial judgments. In this research, we independently controlled field of regard, stereoscopy, and head-tracked rendering to study their effects on the performance of a task involving precise spatial inspections of complex 3D structures. Measuring time and errors, we asked participants to distinguish between structural gaps and intersections between components of 3D models designed to be similar to real underground cave systems. The overall results suggest that the addition of the higher fidelity system features support performance improvements in making small-scale spatial judgments. Through analyses of the effects of individual system components, the experiment shows that participants made significantly fewer errors with either an increased field of regard or with the addition of head-tracked rendering. The results also indicate that participants performed significantly faster when the system provided the combination of stereo and head-tracked rendering.
Head tracking is commonly used in VR applications to allow users to naturally view 3D content using physical head movement, but many applications also support turning with hand-held controllers. ...Controller and joystick controls are convenient for practical settings where full 360-degree physical rotation is not possible, such as when the user is sitting at a desk. Though controller-based rotation provides the benefit of convenience, previous research has demonstrated that virtual or joystick-controlled view rotation to have drawbacks of sickness and disorientation compared to physical turning. To combat such issues, researchers have considered various techniques such as speed adjustments or reduced field of view, but data is limited on how different variations for joystick rotation influences sickness and orientation perception. Our studies include different variations of techniques such as joystick rotation, resetting, and field-of-view reduction. We investigate trade-offs among different techniques in terms of sickness and the ability to maintain spatial orientation. In two controlled experiments, participants traveled through a sequence of rooms and were tested on spatial orientation, and we also collected subjective measures of sickness and preference. Our findings indicate a preference by users towards directly-manipulated joystick-based rotations compared to user-initiated resetting and minimal effects of technique on spatial awareness.
Virtual reality training systems are commonly used in a variety of domains, and it is important to understand how the realism of a training simulation influences training effectiveness. We conducted ...a controlled experiment to test the effects of display and scenario properties on training effectiveness for a visual scanning task in a simulated urban environment. The experiment varied the levels of field of view and visual complexity during a training phase and then evaluated scanning performance with the simulator's highest levels of fidelity and scene complexity. To assess scanning performance, we measured target detection and adherence to a prescribed strategy. The results show that both field of view and visual complexity significantly affected target detection during training; higher field of view led to better performance and higher visual complexity worsened performance. Additionally, adherence to the prescribed visual scanning strategy during assessment was best when the level of visual complexity during training matched that of the assessment conditions, providing evidence that similar visual complexity was important for learning the technique. The results also demonstrate that task performance during training was not always a sufficient measure of mastery of an instructed technique. That is, if learning a prescribed strategy or skill is the goal of a training exercise, performance in a simulation may not be an appropriate indicator of effectiveness outside of training-evaluation in a more realistic setting may be necessary.
Input remapping techniques have been widely explored to allow users in virtual reality to exceed both their own physical abilities, the limitations of physical space, or to facilitate interactions ...with real-world objects. Often considered is how these techniques can be applied to achieve maximum utility, but still be undetectable to users to maintain a sense of immersion and presence. Existing psychophysical methods used to determine these detection thresholds have known limitations: they are highly conservative lower bounds for detection and do not account for complex usage of the technique. Our work describes and evaluates a method for estimating detection that reduces these limitations and yields meaningful upper bounds. We present the findings of our work where we apply this method to a well-explored hand motion scaling technique. In wholly unaware cases, we determined that users may detect their hand speed as abnormal at around 3.37 times the normal speed, compared to a scale factor of 1.47 that was estimated using traditional methods when users knew the motion scaling was occurring. A considerable number of participants in unaware cases (12 of 56) never detected their hand speed increasing at all, even at the maximum scale factor of 5.0. The study demonstrates just how conservative the thresholds generated by traditional psychophysical methods can be compared to detection during naive usage, and our method can be modified and applied easily to other techniques.
Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct ...hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a reaching action, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two experiments to assess how the two methods affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. We also present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. Overall, the translational technique performed better than the interpolated reach technique and was more robust for situations with larger mismatches between virtual and physical objects.
The visualization of hierarchically structured data over time is an ongoing challenge and several approaches exist trying to solve it. Techniques such as animated or juxtaposed tree visualizations ...are not capable of providing a good overview of the time series and lack expressiveness in conveying changes over time. Nested streamgraphs provide a better understanding of the data evolution, but lack the clear outline of hierarchical structures at a given timestep. Furthermore, these approaches are often limited to static hierarchies or exclude complex hierarchical changes in the data, limiting their use cases. We propose a novel visual metaphor capable of providing a static overview of all hierarchical changes over time, as well as clearly outlining the hierarchical structure at each individual time step. Our method allows for smooth transitions between treemaps and nested streamgraphs, enabling the exploration of the trade-off between dynamic behavior and hierarchical structure. As our technique handles topological changes of all types, it is suitable for a wide range of applications. We demonstrate the utility of our method on several use cases, evaluate it with a user study, and provide its full source code.
Virtual reality commonly makes use of tracked hand interactions for user input. Interaction techniques sometimes alter the mapping between the real and virtual coordinate systems to modify ...interaction possibilities. This paper studies fixed positional offsets applied to the location of the virtual hand. We present a controlled experiment in which users' hands were subject to fixed positional offsets of varying magnitudes while completing target-touching tasks. The study provides estimations for detection thresholds for positional hand offsets in six directions relative to the real-world location of the hand and provides evidence performance using offset virtual hands can vary based on offset parameters. Significant differences in offset detection were identified based on offset direction, indicating that positional adjustments made to virtual hands should consider directionality when limiting techniques rather than just a constant value. Hand offsets kept within the threshold value resulted in comparable performance to unmodified hand registration, while offsets beyond the threshold resulted in larger completion times.
Students often have their own individual laptop computers in university classes, and researchers debate the potential benefits and drawbacks of laptop use. In the presented research, we used a ...combination of surveys and in-class observations to study how students use their laptops in an unmonitored and unrestricted class setting—a large lecture-based university class with nearly 3000 enrolled students. By analyzing computer use over the duration of long (165 min) classes, we demonstrate how computer use changes over time. The observations and student-reports provided similar descriptions of laptop activities. Note taking was the most common use for the computers, followed by the use of social media web sites. Overall, the data show that students engaged in off-task computer activities for nearly two-thirds of the time. An analysis of the frequency of the various laptop activities over time showed that engagement in individual activities varied significantly over the duration of the class.
•We studied laptop use in large classes using both surveys and classroom observations.•Type of laptop activity varied significantly over the duration of the long class.•Students used laptops for off-task activities nearly two-thirds of the time.•Note taking was the single most common laptop activity.