The impact of virtual and augmented reality on presence, user experience and performance of Information Visualisation

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-07-09 DOI:10.1007/s10055-024-01032-w
Ashlee Gronowski, David Caelum Arness, Jing Ng, Zhonglin Qu, Chng Wei Lau, Daniel Catchpoole, Quang Vinh Nguyen
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Abstract

The fast growth of virtual reality (VR) and augmented reality (AR) head-mounted displays provides a new medium for interactive visualisations and visual analytics. Presence is the experience of consciousness within extended reality, and it has the potential to increase task performance. This project studies the impact that a sense of presence has on data visualisation performance and user experience under AR and VR conditions. A within-subjects design recruited 38 participants to complete interactive visualisation tasks within the novel immersive data analytics system for genomic data in AR and VR, and measured speed, accuracy, preference, presence, and user satisfaction. Open-ended user experience responses were also collected. The results implied that VR was more conducive to efficiency, effectiveness, and user experience as well as offering insight into possible cognitive load benefits for VR users.

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虚拟现实和增强现实对信息可视化的存在、用户体验和性能的影响
虚拟现实(VR)和增强现实(AR)头戴式显示器的快速发展为交互式可视化和视觉分析提供了新的媒介。临场感是在扩展现实中的意识体验,它具有提高任务绩效的潜力。本项目研究在 AR 和 VR 条件下,临场感对数据可视化性能和用户体验的影响。该项目采用主体内设计,招募了 38 名参与者,让他们在新颖的沉浸式数据分析系统中完成交互式可视化任务,以获取 AR 和 VR 中的基因组数据,并测量速度、准确性、偏好、临场感和用户满意度。此外,还收集了开放式用户体验反馈。结果表明,虚拟现实技术更有利于提高效率、有效性和用户体验,同时也为虚拟现实技术用户提供了认知负荷方面可能存在的优势。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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