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Novotny J, Laidlaw DH. Evaluating Text Reading Speed in VR Scenes and 3D Particle Visualizations. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2602-2612. [PMID: 38437104 DOI: 10.1109/tvcg.2024.3372093] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
This work reports how text size and other rendering conditions affect reading speeds in a virtual reality environment and a scientific data analysis application. Displaying text legibly yet space-efficiently is a challenging problem in immersive displays. Effective text displays that enable users to read at their maximum speed must consider the variety of virtual reality (VR) display hardware and possible visual exploration tasks. We investigate how text size and display parameters affect reading speed and legibility in three state-of-the-art VR displays: two head-mounted displays and one CAVE. In our perception experiments, we establish limits where reading speed declines as the text size approaches the so-called critical print sizes (CPS) of individual displays, which can inform the design of uniform reading experiences across different VR systems. We observe an inverse correlation between display resolution and CPS. Yet, even in high-fidelity VR systems, the measured CPS was larger than in comparable physical text displays, highlighting the value of increased VR display resolutions in certain visualization scenarios. Our findings indicate that CPS can be an effective metric for evaluating VR display usability. Additionally, we evaluate the effects of text panel placement, orientation, and occlusion-reducing rendering methods on reading speeds in generic volumetric particle visualizations. Our study provides insights into the trade-off between text representation and legibility in cluttered immersive environments with specific suggestions for visualization designers and highlight areas for further research.
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Irschick DJ, Christiansen F, Hammerschlag N, Martin J, Madsen P, Wyneken J, Brooks A, Gleiss A, Fossette S, Siler C, Gamble T, Fish F, Siebert U, Patel J, Xu Z, Kalogerakis E, Medina J, Mukherji A, Mandica M, Zotos S, Detwiler J, Perot B, Lauder G. 3D Visualization Processes for Recreating and Studying Organismal Form. iScience 2022; 25:104867. [PMID: 36060053 PMCID: PMC9437858 DOI: 10.1016/j.isci.2022.104867] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
Abstract
The study of biological form is a vital goal of evolutionary biology and functional morphology. We review an emerging set of methods that allow scientists to create and study accurate 3D models of living organisms and animate those models for biomechanical and fluid dynamic analyses. The methods for creating such models include 3D photogrammetry, laser and CT scanning, and 3D software. New multi-camera devices can be used to create accurate 3D models of living animals in the wild and captivity. New websites and virtual reality/augmented reality devices now enable the visualization and sharing of these data. We provide examples of these approaches for animals ranging from large whales to lizards and show applications for several areas: Natural history collections; body condition/scaling, bioinspired robotics, computational fluids dynamics (CFD), machine learning, and education. We provide two datasets to demonstrate the efficacy of CFD and machine learning approaches and conclude with a prospectus.
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Guest editorial. INFORMATION AND LEARNING SCIENCES 2021. [DOI: 10.1108/ils-07-2021-262] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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Fonnet A, Prie Y. Survey of Immersive Analytics. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:2101-2122. [PMID: 31352344 DOI: 10.1109/tvcg.2019.2929033] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Immersive analytics (IA) is a new term referring to the use of immersive technologies for data analysis. Yet such applications are not new, and numerous contributions have been made in the last three decades. However, no survey reviewing all these contributions is available. Here we propose a survey of IA from the early nineties until the present day, describing how rendering technologies, data, sensory mapping, and interaction means have been used to build IA systems, as well as how these systems have been evaluated. The conclusions that emerge from our analysis are that: multi-sensory aspects of IA are under-exploited, the 3DUI and VR community knowledge regarding immersive interaction is not sufficiently utilised, the IA community should focus on converging towards best practices, as well as aim for real life IA systems.
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McDonald T, Usher W, Morrical N, Gyulassy A, Petruzza S, Federer F, Angelucci A, Pascucci V. Improving the Usability of Virtual Reality Neuron Tracing with Topological Elements. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:744-754. [PMID: 33055032 PMCID: PMC7891492 DOI: 10.1109/tvcg.2020.3030363] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Researchers in the field of connectomics are working to reconstruct a map of neural connections in the brain in order to understand at a fundamental level how the brain processes information. Constructing this wiring diagram is done by tracing neurons through high-resolution image stacks acquired with fluorescence microscopy imaging techniques. While a large number of automatic tracing algorithms have been proposed, these frequently rely on local features in the data and fail on noisy data or ambiguous cases, requiring time-consuming manual correction. As a result, manual and semi-automatic tracing methods remain the state-of-the-art for creating accurate neuron reconstructions. We propose a new semi-automatic method that uses topological features to guide users in tracing neurons and integrate this method within a virtual reality (VR) framework previously used for manual tracing. Our approach augments both visualization and interaction with topological elements, allowing rapid understanding and tracing of complex morphologies. In our pilot study, neuroscientists demonstrated a strong preference for using our tool over prior approaches, reported less fatigue during tracing, and commended the ability to better understand possible paths and alternatives. Quantitative evaluation of the traces reveals that users' tracing speed increased, while retaining similar accuracy compared to a fully manual approach.
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Abstract
The data produced by sensor networks for urban air quality monitoring is becoming a valuable asset for informed health-aware human activity planning. However, in order to properly explore and exploit these data, citizens need intuitive and effective ways of interacting with it. This paper presents CityOnStats, a visualisation tool developed to provide users, mainly adults and young adults, with a game-like 3D environment populated with air quality sensing data, as an alternative to the traditionally passive visualisation techniques. CityOnStats provides several visual cues of pollution presence with the purpose of meeting each user’s preferences. Usability tests with a sample of 30 participants have shown the value of air quality 3D game-based visualisation and have provided empirical support for which visual cues are most adequate for the task at hand.
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Batch A, Cunningham A, Cordeil M, Elmqvist N, Dwyer T, Thomas BH, Marriott K. There Is No Spoon: Evaluating Performance, Space Use, and Presence with Expert Domain Users in Immersive Analytics. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:536-546. [PMID: 31484124 DOI: 10.1109/tvcg.2019.2934803] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Immersive analytics turns the very space surrounding the user into a canvas for data analysis, supporting human cognitive abilities in myriad ways. We present the results of a design study, contextual inquiry, and longitudinal evaluation involving professional economists using a Virtual Reality (VR) system for multidimensional visualization to explore actual economic data. Results from our preregistered evaluation highlight the varied use of space depending on context (exploration vs. presentation), the organization of space to support work, and the impact of immersion on navigation and orientation in the 3D analysis space.
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Skarbez R, Polys NF, Ogle JT, North C, Bowman DA. Immersive Analytics: Theory and Research Agenda. Front Robot AI 2019; 6:82. [PMID: 33501097 PMCID: PMC7805807 DOI: 10.3389/frobt.2019.00082] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/18/2018] [Accepted: 08/19/2019] [Indexed: 11/27/2022] Open
Abstract
Advances in a variety of computing fields, including “big data,” machine learning, visualization, and augmented/mixed/virtual reality, have combined to give rise to the emerging field of immersive analytics, which investigates how these new technologies support analysis and decision making. Thus far, we feel that immersive analytics research has been somewhat ad hoc, possibly owing to the fact that there is not yet an organizing framework for immersive analytics research. In this paper, we address this lack by proposing a definition for immersive analytics and identifying some general research areas and specific research questions that will be important for the development of this field. We also present three case studies that, while all being examples of what we would consider immersive analytics, present different challenges, and opportunities. These serve to demonstrate the breadth of immersive analytics and illustrate how the framework proposed in this paper applies to practical research.
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Affiliation(s)
- Richard Skarbez
- Center for Human-Computer Interaction, Virginia Tech, Blacksburg, VA, United States
| | - Nicholas F Polys
- Center for Human-Computer Interaction, Virginia Tech, Blacksburg, VA, United States
| | - J Todd Ogle
- Center for Human-Computer Interaction, Virginia Tech, Blacksburg, VA, United States
| | - Chris North
- Center for Human-Computer Interaction, Virginia Tech, Blacksburg, VA, United States
| | - Doug A Bowman
- Center for Human-Computer Interaction, Virginia Tech, Blacksburg, VA, United States
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Novotny J, Tveite J, Turner ML, Gatesy S, Drury F, Falkingham P, Laidlaw DH. Developing Virtual Reality Visualizations for Unsteady Flow Analysis of Dinosaur Track Formation using Scientific Sketching. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2019; 25:2145-2154. [PMID: 30908229 DOI: 10.1109/tvcg.2019.2898796] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/09/2023]
Abstract
We present the results of a two-year design study to developing virtual reality (VR) flow visualization tools for the analysis of dinosaur track creation in a malleable substrate. Using Scientific Sketching methodology, we combined input from illustration artists, visualization experts, and domain scientists to create novel visualization methods. By iteratively improving visualization concepts at multiple levels of abstraction we helped domain scientists to gain insights into the relationship between dinosaur foot movements and substrate deformations. We involved over 20 art and computer science students from a VR design course in a rapid visualization sketching cycle, guided by our paleontologist collaborators through multiple critique sessions. This allowed us to explore a wide range of potential visualization methods and select the most promising methods for actual implementation. Our resulting visualization methods provide paleontologists with effective tools to analyze their data through particle, pathline and time surface visualizations. We also introduce a set of visual metaphors to compare foot motion in relation to substrate deformation by using pathsurfaces. This is one of the first large-scale projects using Scientific Sketching as a development methodology. We discuss how the research questions of our collaborators have evolved during the sketching and prototyping phases. Finally, we provide lessons learned and usage considerations for Scientific Sketching based on the experiences gathered during this project.
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Chen M, Gaither K, John NW, McCann B. An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2018; 25:32-42. [PMID: 30136971 DOI: 10.1109/tvcg.2018.2865025] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/08/2023]
Abstract
Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theater-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.
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Buttussi F, Chittaro L. Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2018; 24:1063-1076. [PMID: 28092563 DOI: 10.1109/tvcg.2017.2653117] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/23/2023]
Abstract
The increasing availability of head-mounted displays (HMDs) for home use motivates the study of the possible effects that adopting this new hardware might have on users. Moreover, while the impact of display type has been studied for different kinds of tasks, it has been scarcely explored in procedural training. Our study considered three different types of displays used by participants for training in aviation safety procedures with a serious game. The three displays were respectively representative of: (i) desktop VR (a standard desktop monitor), (ii) many setups for immersive VR used in the literature (an HMD with narrow field of view and a 3-DOF tracker), and (iii) new setups for immersive home VR (an HMD with wide field of view and 6-DOF tracker). We assessed effects on knowledge gain, and different self-reported measures (self-efficacy, engagement, presence). Unlike previous studies of display type that measured effects only immediately after the VR experience, we considered also a longer time span (2 weeks). Results indicated that the display type played a significant role in engagement and presence. The training benefits (increased knowledge and self-efficacy) were instead obtained, and maintained at two weeks, regardless of the display used. The paper discusses the implications of these results.
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Usher W, Klacansky P, Federer F, Bremer PT, Knoll A, Yarch J, Angelucci A, Pascucci V. A Virtual Reality Visualization Tool for Neuron Tracing. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2018; 24:994-1003. [PMID: 28866520 PMCID: PMC5722662 DOI: 10.1109/tvcg.2017.2744079] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/20/2023]
Abstract
Tracing neurons in large-scale microscopy data is crucial to establishing a wiring diagram of the brain, which is needed to understand how neural circuits in the brain process information and generate behavior. Automatic techniques often fail for large and complex datasets, and connectomics researchers may spend weeks or months manually tracing neurons using 2D image stacks. We present a design study of a new virtual reality (VR) system, developed in collaboration with trained neuroanatomists, to trace neurons in microscope scans of the visual cortex of primates. We hypothesize that using consumer-grade VR technology to interact with neurons directly in 3D will help neuroscientists better resolve complex cases and enable them to trace neurons faster and with less physical and mental strain. We discuss both the design process and technical challenges in developing an interactive system to navigate and manipulate terabyte-sized image volumes in VR. Using a number of different datasets, we demonstrate that, compared to widely used commercial software, consumer-grade VR presents a promising alternative for scientists.
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Licari D, Fusè M, Salvadori A, Tasinato N, Mendolicchio M, Mancini G, Barone V. Towards the SMART workflow system for computational spectroscopy. Phys Chem Chem Phys 2018; 20:26034-26052. [DOI: 10.1039/c8cp03417f] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
Abstract
Is it possible to convert highly specialized research in the field of computational spectroscopy into robust and user-friendly aids to experiments and industrial applications?
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Affiliation(s)
- Daniele Licari
- Scuola Normale Superiore
- 56126 Pisa
- Italy
- Istituto Italiano di Tecnologia
- 16163 Genova
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Papadopoulos C, Gutenko I, Kaufman AE. VEEVVIE: Visual Explorer for Empirical Visualization, VR and Interaction Experiments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2016; 22:111-120. [PMID: 26529692 DOI: 10.1109/tvcg.2015.2467954] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/05/2023]
Abstract
Empirical, hypothesis-driven, experimentation is at the heart of the scientific discovery process and has become commonplace in human-factors related fields. To enable the integration of visual analytics in such experiments, we introduce VEEVVIE, the Visual Explorer for Empirical Visualization, VR and Interaction Experiments. VEEVVIE is comprised of a back-end ontology which can model several experimental designs encountered in these fields. This formalization allows VEEVVIE to capture experimental data in a query-able form and makes it accessible through a front-end interface. This front-end offers several multi-dimensional visualization widgets with built-in filtering and highlighting functionality. VEEVVIE is also expandable to support custom experimental measurements and data types through a plug-in visualization widget architecture. We demonstrate VEEVVIE through several case studies of visual analysis, performed on the design and data collected during an experiment on the scalability of high-resolution, immersive, tiled-display walls.
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Kuhlen TW, Hentschel B. Quo vadis CAVE: does immersive visualization still matter? IEEE COMPUTER GRAPHICS AND APPLICATIONS 2014; 34:14-21. [PMID: 25248196 DOI: 10.1109/mcg.2014.97] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/03/2023]
Abstract
Over 10 years' experience with VR displays, visualization applications, and informal feedback from scientists using these applications has convinced RWTH Aachen University researchers that the combination of full immersion, high image quality, and advanced interaction metaphors makes immersive visualization valuable as an analysis tool in simulation science.
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