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Recent work in immersive analytics suggests benefits for systems that support work across both 2D and 3D data visualizations, i.e., cross-virtuality analytics systems. Here, we introduce HybridAxes, an immersive visual analytics system that enables users to conduct their analysis either in 2D on desktop monitors or in 3D within an immersive AR environment - while enabling them to seamlessly switch and transfer their graphs between modes. Our user study results show that the cross-virtuality sub-systems in HybridAxes complement each other well in helping the users in their data-understanding journey. We show that users preferred using the AR component for exploring the data, while they used the desktop to work on more detail-intensive tasks. Despite encountering some minor challenges in switching between the two virtuality modes, users consistently rated the whole system as highly engaging, user-friendly, and helpful in streamlining their analytics processes. Finally, we present suggestions for designers of cross-virtuality visual analytics systems and identify avenues for future work.
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Previous research has shown the positive effects of exposure to real and virtual nature. To investigate how such benefits might generalize to ever-more-prevalent virtual workplaces, we examined the effects of the absence or presence of virtual plants in an office environment in Virtual Reality (VR) on users' cognitive performance and psychological well-being. The results of our user study with 39 participants show that in the presence of virtual plants, participants performed significantly better in both short-term memory and creativity tasks. Furthermore, they reported higher psychological well-being scores, including positive affect and attentive coping, whilst reporting lower feelings of anger and aggression after exposure to virtual plants in VR. The virtual office with plants was also perceived as more restorative and induced a higher sense of presence. Overall, these results highlight how the presence of virtual plants in VR can have positive influences on users, and therefore, constitute important design considerations when developing future working and learning spaces.
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Bem-Estar Psicológico , Realidade Virtual , Humanos , Atenção , Emoções , CogniçãoRESUMO
To understand current practice and explore the potential for more comprehensive evaluations of 3D immersive sketching, drawing, and painting, we present a survey of evaluation methodologies used in existing 3D sketching research, a breakdown and discussion of important phases (sub-tasks) in the 3D sketching process, and a framework that suggests how these factors can inform evaluation strategies in future 3D sketching research. Existing evaluations identified in the survey are organized and discussed within three high-level categories: 1) evaluating the 3D sketching activity, 2) evaluating 3D sketching tools, and 3) evaluating 3D sketching artifacts. The new framework suggests targeting evaluations to one or more of these categories and identifying relevant user populations. In addition, building upon the discussion of the different phases of the 3D sketching process, the framework suggests to evaluate relevant sketching tasks, which may range from low-level perception and hand movements to high-level conceptual design. Finally, we discuss limitations and challenges that arise when evaluating 3D sketching, including a lack of standardization of evaluation methods and multiple, potentially conflicting, ways to evaluate the same task and user interface usability; we also identify opportunities for more holistic evaluations. We hope the results can contribute to accelerating research in this domain and, ultimately, broad adoption of immersive sketching systems.
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COVID-19 restrictions have detrimental effects on the population, both socially and economically. However, these restrictions are necessary as they help reduce the spread of the virus. For the public to comply, easily comprehensible communication between decision makers and the public is thus crucial. To address this, we propose a novel 3-D visualization of COVID-19 data, which could increase the awareness of COVID-19 trends in the general population. We conducted a user study and compared a conventional 2-D visualization with the proposed method in an immersive environment. Results showed that the our 3-D visualization approach facilitated understanding of the complexity of COVID-19. A majority of participants preferred to see the COVID-19 data with the 3-D method. Moreover, individual results revealed that our method increases the engagement of users with the data. We hope that our method will help governments to improve their communication with the public in the future.
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COVID-19 , Humanos , Visualização de Dados , ComunicaçãoRESUMO
Fitts' law and throughput based on effective measures are two mathematical models frequently used to analyze human motor performance in a standardized pointing task, e.g., to compare the performance of input and output devices. Even though pointing has been deeply studied in 2D, it is not well understood how different task execution strategies affect throughput in pointing in 3D virtual environments. In this work, we examine the effective throughput measure, claimed to be invariant to task execution strategies, in Virtual Reality (VR) systems with three such strategies, "as fast, as precise, and as fast and as precise as possible" for ray casting and virtual hand interaction, by re-analyzing data from a 3D pointing ISO 9241-411 study. Results show that effective throughput is not invariant for different task execution strategies in VR, which also matches a more recent 2D result. Normalized speed vs. accuracy curves also did not fit the data. We thus suggest that practitioners, developers, and researchers who use MacKenzie's effective throughput formulation should consider our findings when analyzing 3D user pointing performance in VR systems.
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Desempenho Psicomotor , Realidade Virtual , Humanos , Movimento , Gráficos por Computador , Interface Usuário-ComputadorRESUMO
The design space for user interfaces for Immersive Analytics applications is vast. Designers can combine navigation and manipulation to enable data exploration with ego- or exocentric views, have the user operate at different scales, or use different forms of navigation with varying levels of physical movement. This freedom results in a multitude of different viable approaches. Yet, there is no clear understanding of the advantages and disadvantages of each choice. Our goal is to investigate the affordances of several major design choices, to enable both application designers and users to make better decisions. In this article, we assess two main factors, exploration mode and frame of reference, consequently also varying visualization scale and physical movement demand. To isolate each factor, we implemented nine different conditions in a Space-Time Cube visualization use case and asked 36 participants to perform multiple tasks. We analyzed the results in terms of performance and qualitative measures and correlated them with participants' spatial abilities. While egocentric room-scale exploration significantly reduced mental workload, exocentric exploration improved performance in some tasks. Combining navigation and manipulation made tasks easier by reducing workload, temporal demand, and physical effort.
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Gráficos por Computador , Movimento , HumanosRESUMO
In this work, we evaluate two standard interaction techniques for Immersive Analytics environments: virtual hands, with actions such as grabbing and stretching, and virtual ray pointers, with actions assigned to controller buttons. We also consider a third option: seamlessly integrating both modes and allowing the user to alternate between them without explicit mode switches. Easy-to-use interaction with data visualizations in Virtual Reality enables analysts to intuitively query or filter the data, in addition to the benefit of multiple perspectives and stereoscopic 3D display. While many VR-based Immersive Analytics systems employ one of the studied interaction modes, the effect of this choice is unknown. Considering that each has different advantages, we compared the three conditions through a controlled user study in the spatio-temporal data domain. We did not find significant differences between hands and ray-casting in task performance, workload, or interactivity patterns. Yet, 60% of the participants preferred the mixed mode and benefited from it by choosing the best alternative for each low-level task. This mode significantly reduced completion times by 23% for the most demanding task, at the cost of a 5% decrease in overall success rates.
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Risk assessment and follow-up of oral potentially malignant disorders in patients with mild or moderate oral epithelial dysplasia is an ongoing challenge for improved oral cancer prevention. Part of the challenge is a lack of understanding of how observable features of such dysplasia, gathered as data by clinicians during follow-up, relate to underlying biological processes driving progression. Current research is at an exploratory phase where the precise questions to ask are not known. While traditional statistical and the newer machine learning and artificial intelligence methods are effective in well-defined problem spaces with large datasets, these are not the circumstances we face currently. We argue that the field is in need of exploratory methods that can better integrate clinical and scientific knowledge into analysis to iteratively generate viable hypotheses. In this perspective, we propose that visual analytics presents a set of methods well-suited to these needs. We illustrate how visual analytics excels at generating viable research hypotheses by describing our experiences using visual analytics to explore temporal shifts in the clinical presentation of epithelial dysplasia. Visual analytics complements existing methods and fulfills a critical and at-present neglected need in the formative stages of inquiry we are facing.
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Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation is still restricted through limited tracked areas. While rotational information has been shown to be important, the benefit of the translational component is still unclear with mixed results in previous work. To address this gap, we conducted a mixed-method experiment to compare four levels of translational cues and control: none (using the trackpad of the HTC Vive controller to translate), upper-body leaning (sitting on a "NaviChair", leaning the upper-body to locomote), whole-body leaning/stepping (standing on a platform called NaviBoard, leaning the whole body or stepping one foot off the center to navigate), and full translation (physically walking). Results showed that translational cues and control had significant effects on various measures including task performance, task load, and simulator sickness. While participants performed significantly worse when they used a controller with no embodied translational cues, there was no significant difference between the NaviChair, NaviBoard, and actual walking. These results suggest that translational body-based motion cues and control from a low-cost leaning/stepping interface might provide enough sensory information for supporting spatial updating, spatial awareness, and efficient locomotion in VR, although future work will need to investigate how these results might or might not generalize to other tasks and scenarios.
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Object manipulation techniques in immersive virtual environments are either inaccurate or slow. We present a novel technique, PinNPivot, where pins are used to constrain 1DOF/2DOF/3DOF rotations. It also supports 6DOF manipulation and 3DOF translation. A comparison with three existing techniques shows that PinNPivot is significantly more accurate and faster.
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Telepresence robots allow users to be spatially and socially present in remote environments. Yet, it can be challenging to remotely operate telepresence robots, especially in dense environments such as academic conferences or workplaces. In this paper, we primarily focus on the effect that a speed control method, which automatically slows the telepresence robot down when getting closer to obstacles, has on user behaviors. In our first user study, participants drove the robot through a static obstacle course with narrow sections. Results indicate that the automatic speed control method significantly decreases the number of collisions. For the second study we designed a more naturalistic, conference-like experimental environment with tasks that require social interaction, and collected subjective responses from the participants when they were asked to navigate through the environment. While about half of the participants preferred automatic speed control because it allowed for smoother and safer navigation, others did not want to be influenced by an automatic mechanism. Overall, the results suggest that automatic speed control simplifies the user interface for telepresence robots in static dense environments, but should be considered as optionally available, especially in situations involving social interactions.
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Robótica/instrumentação , Navegação Espacial , Algoritmos , Cibernética , Humanos , Interface Usuário-ComputadorRESUMO
A Space-Time Cube enables analysts to clearly observe spatio-temporal features in movement trajectory datasets in geovisualization. However, its general usability is impacted by a lack of depth cues, a reported steep learning curve, and the requirement for efficient 3D navigation. In this work, we investigate a Space-Time Cube in the Immersive Analytics domain. Based on a review of previous work and selecting an appropriate exploration metaphor, we built a prototype environment where the cube is coupled to a virtual representation of the analyst's real desk, and zooming and panning in space and time are intuitively controlled using mid-air gestures. We compared our immersive environment to a desktop-based implementation in a user study with 20 participants across 7 tasks of varying difficulty, which targeted different user interface features. To investigate how performance is affected in the presence of clutter, we explored two scenarios with different numbers of trajectories. While the quantitative performance was similar for the majority of tasks, large differences appear when we analyze the patterns of interaction and consider subjective metrics. The immersive version of the Space-Time Cube received higher usability scores, much higher user preference, and was rated to have a lower mental workload, without causing participants discomfort in 25-minute-long VR sessions.
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Touchscreen interaction suffers from occlusion problems as fingers can cover small targets, which makes interacting with such targets challenging. To improve touchscreen interaction accuracy and consequently the selection of small or hidden objects, we introduce a back-of-device force feedback system for smartphones. We introduce a new solution that combines force feedback on the back to enhance touch input on the front screen. The interface includes three actuated pins at the back of a smartphone. All three pins are driven by microservos and can be actuated up to a frequency of 50 Hz and a maximum amplitude of 5 mm. In a first psychophysical user study, we explored the limits of the system. Thereafter, we demonstrate through a performance study that the proposed interface can enhance touchscreen interaction precision, compared to state-of-the-art methods. In particular, the selection of small targets performed remarkably well with force feedback. The study additionally shows that users subjectively felt significantly more accurate with force feedback. Based on the results, we discuss back-to-front feedback design issues and demonstrate potential applications through several prototypical concepts to illustrate where the back-of-device force feedback could be beneficial.
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Desenho de Equipamento , Retroalimentação Sensorial/fisiologia , Smartphone , Percepção do Tato/fisiologia , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , PsicofísicaRESUMO
A big challenge in current systems biology research arises when different types of data must be accessed from separate sources and visualized using separate tools. The high cognitive load required to navigate such a workflow is detrimental to hypothesis generation. Accordingly, there is a need for a robust research platform that incorporates all data and provides integrated search, analysis, and visualization features through a single portal. Here, we present ePlant (http://bar.utoronto.ca/eplant), a visual analytic tool for exploring multiple levels of Arabidopsis thaliana data through a zoomable user interface. ePlant connects to several publicly available web services to download genome, proteome, interactome, transcriptome, and 3D molecular structure data for one or more genes or gene products of interest. Data are displayed with a set of visualization tools that are presented using a conceptual hierarchy from big to small, and many of the tools combine information from more than one data type. We describe the development of ePlant in this article and present several examples illustrating its integrative features for hypothesis generation. We also describe the process of deploying ePlant as an "app" on Araport. Building on readily available web services, the code for ePlant is freely available for any other biological species research.
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Botânica , Software , Estatística como Assunto , Biologia de Sistemas , Sequência de Bases , Cromossomos de Plantas/genética , Regulação da Expressão Gênica de Plantas , Frações Subcelulares/metabolismo , Interface Usuário-ComputadorRESUMO
Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or virtual space. In this article, the founders and organizers of the IEEE Symposium on 3D User Interfaces reflect on the state of the art in several key aspects of 3D UIs and speculate on future research.