Redefining a Contribution for Immersive Visualization Research

Ramik Sadana, V. Setlur, J. Stasko
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引用次数: 10

Abstract

Immersive computing modalities such as AR, VR, and speech-based input are regaining prominence as research threads in the visualization field due to the advancement in technology and availability of cheap consumer hardware. This renewed interest is similar to what we observed a decade ago when multitouch technology was gaining mainstream adoption. In this work, we reflect on lessons learned from designing for multitouch, with the goal of highlighting problems that may also emerge in AR/VR research. Specifically, we emphasize the need for the field to rearticulate what is expected from research efforts in the area of visualization on immersive technologies.
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重新定义沉浸式可视化研究的贡献
沉浸式计算模式,如AR、VR和基于语音的输入,由于技术的进步和廉价消费硬件的可用性,正在重新成为可视化领域的研究热点。这种重新燃起的兴趣与十年前多点触控技术获得主流采用时的情况类似。在这项工作中,我们反思了从多点触控设计中吸取的经验教训,目的是突出AR/VR研究中可能出现的问题。具体来说,我们强调该领域需要重新阐明沉浸式技术可视化领域的研究工作。
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