Immersive Analytics Sensemaking on Different Platforms

Sebastian Blum, Gokhan Cetin, W. Stuerzlinger
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Abstract

In this work we investigated sensemaking activities on different immersive platforms. We observed user s during a classification task on a very large wall-display system (experiment I) and in a modern Virtual Reality headset (experiment II). In experiment II, we also evaluated a condition with a VR headset with an extended field of view, through a sparse peripheral display. We evaluated the results across the two studies by analyzing quantitative and qualitative data, such as task completion time, number of classifications, followed strategies, and shape of clusters. The results showed differences in user behaviors between the different immersive platforms, i.e., the very large display wall and the VR headset. Even though quantitative data showed no significant differences, qualitatively, users used additional strategies on the wall-display, which hints at a deeper level of sensemaking compared to a VR Headset. The qualitative and quantitative results of the comparison between VR Headsets do not indicate that users perform differently with a VR Headset with an extended field of view.
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沉浸式分析在不同平台上的意义
在这项工作中,我们调查了不同沉浸式平台上的意义生成活动。我们在一个非常大的墙壁显示系统(实验I)和一个现代虚拟现实头显(实验II)上观察用户s的分类任务。在实验II中,我们还通过一个稀疏的外围显示评估了一个具有扩展视野的VR头显的情况。我们通过分析定量和定性数据来评估两项研究的结果,如任务完成时间、分类数量、遵循的策略和集群的形状。研究结果表明,在超大显示墙和VR头显两种沉浸式平台上,用户行为存在差异。尽管定量数据没有显示出明显的差异,但从质量上讲,用户在壁挂式显示器上使用了额外的策略,这表明与VR头显相比,用户在更深层次上进行了感知。VR头显之间的定性和定量比较结果并不表明用户在使用扩展视场的VR头显时表现不同。
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