Transforming graph data visualisations from 2D displays into augmented reality 3D space: A quantitative study

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-03-28 DOI:10.3389/frvir.2023.1155628
Daniel Schwajda, Judith Friedl, Fabian Pointecker, Hans-Christian Jetter, C. Anthes
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引用次数: 2

Abstract

Modern video-based head-mounted displays allow users to operate along Milgram’s entire reality-virtuality continuum. This opens up the field for novel cross-reality applications that distribute data analytics tasks along this continuum to combine benefits of established 2D information visualisation in the real environment with immersive analytics. In this publication, we explore this potential by transforming 2D graph data from a planar, large-scale display in the real environment into a spherical layout in augmented reality 3D space, letting it appear as if the graph is moving out of the display. We focus on design aspects of this transformation that potentially help users to form a joint mental model of both visualisations and to continue their tasks seamlessly in augmented reality. For this purpose, we implemented a framework of transformation parameters that can be categorised as follows: transformation methods, node transformation order (groupings) and different ways of visual interconnection. Variants in each of these areas were investigated in three quantitative user studies in which users had to solve a simple cluster search task. We confirmed that a visual transformation from 2D to 3D helps users to continue their tasks in augmented reality with less interruptions, and that node transformation order should be adjusted to data and task context. We further identified that users can perform tasks more efficiently when a user-controlled transformation is used, while a constant transformation with fixed duration can contribute to lower error rates.
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将图形数据可视化从2D显示转换为增强现实3D空间:一项定量研究
现代基于视频的头戴式显示器允许用户沿着Milgram的整个现实-虚拟连续体进行操作。这为新的跨现实应用开辟了领域,这些应用沿着这个连续体分布数据分析任务,将现实环境中已建立的2D信息可视化的好处与沉浸式分析相结合。在本出版物中,我们通过将2D图形数据从真实环境中的平面、大规模显示器转换为增强现实3D空间中的球形布局,使其看起来像是从显示器中移出。我们专注于这一转变的设计方面,这可能有助于用户形成两种可视化的联合心理模型,并在增强现实中无缝地继续他们的任务。为此,我们实现了一个转换参数框架,可将其分类如下:转换方法、节点转换顺序(分组)和不同的视觉互连方式。在三项定量用户研究中,用户必须解决一个简单的集群搜索任务,研究了这些领域中的每个领域的差异。我们证实,从2D到3D的视觉转换有助于用户在增强现实中以较少的中断继续他们的任务,并且节点转换顺序应该根据数据和任务上下文进行调整。我们进一步发现,当使用用户控制的转换时,用户可以更有效地执行任务,而具有固定持续时间的恒定转换可以降低错误率。
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CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
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