13,206 research outputs found

    An empirical comparison of interaction styles for map interfaces in immersive virtual environments

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    Geographical Information Systems (GIS) can be visualized using immersive technologies like Virtual Reality (VR). Before using this kind of technologies it is required to explore which interactions are affordable, efficient and satisfactory from the users' point of view. The purpose of this work is to provide insight on how to design efficient and natural interaction on GIS VR interfaces. This study presents a within-subjects comparative study that assesses the usability and performance of two popular interaction strategies: body-based interaction and device based interaction. In body-based interaction, participants use their hands and head orientation to control the VR map. In the second case, users interact with the Oculus Touch controller. Thirty two users participated in an experiment whose results suggest that interacting with the controller improves performance of the selection task, in terms of time spent and error rate. Also, the results show a preference of users for the controller in terms of perceived usability.This work is supported by the project PACE funded by the Spanish Ministry of Economy, Industry and Competitiveness (TIN2016-77690-R

    Choriented Maps: Visualizing SDG Data on Mobile Devices

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    Choropleth maps and graduated symbol maps are often used to visualize quantitative geographic data. However, as the number of classes grows, distinguishing between adjacent classes increasingly becomes challenging. To mitigate this issue, this work introduces two new visualization types: choriented maps (maps that use colour and orientation as variables to encode geographic information) and choriented mobile (an optimization of choriented maps for mobile devices). The maps were evaluated in a graphical perception study featuring the comparison of SDG (Sustainable Development Goal) data for several European countries. Choriented maps and choriented mobile visualizations resulted in comparable, sometimes better effectiveness and confidence scores than choropleth and graduated symbol maps. Choriented maps and choriented mobile visualizations also performed well regarding efficiency overall and performed worse only than graduated symbol maps. These results suggest that the use of colour and orientation as visual variables in combination can improve the selectivity of map symbols and user performance during the exploration of geographic data in some scenarios.Comment: Accepted for publication in the Cartographic Journa

    Digital representation of park use and visual analysis of visitor activities

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    Urban public parks can serve an important function by contributing to urban citizens' quality of life. At the same time, they can be the location of processes of displacement and exclusion. Despite this ambiguous role, little is known about actual park use patterns. To learn more about park use in three parks in Zurich, Switzerland, extensive data on visitor activities was collected using a new method based on direct recording via a portable GIS solution. Then, the data was analyzed using qualitative and quantitative methods. This paper examines whether geographic visualization of these data can help domain experts like landscape designers and park managers to assess park use. To maximize accessibility, the visualizations are made available through a web-interface of a common, off-the-shelf GIS. The technical limitations imposed by this choice are critically assessed, before the available visualization techniques are evaluated in respect to the needs and tasks of practitioners with limited knowledge on spatial analysis and GIS. Key criteria are each technique's level of abstraction and graphical complexity. The utility and suitability of the visualization techniques is characterized for the distinct phases of exploration, analysis and synthesis. The findings suggest that for a target user group of practitioners, a combination of dot maps showing the raw data and surface maps showing derived density values for several attributes serves the purpose of knowledge generation best

    The Role of Contextual Info‐Marks in Navigating a Virtual Rural Environment

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    Navigation is a task performed in both large and small scale environments. Landmarks within an environment are of great benefit to these navigational tasks, but in large rural environments such landmarks may be sparse. It has been shown that landmarks need not be purely visual and that a change in context for a feature can make it become a landmark against its surroundings (such as being provided with significant meaning). Such meaning could be added through personal experience or by informing the observer via some form of communication. To investigate the effects of providing such contextual information on navigational performance, experiments were conducted in a large rural virtual environment where the delivery method of the information was varied between onscreen and PDA display. Users were instructed to perform a route tracing navigation task. In some instances users were presented with textual information about specific locations within the environment which appeared when they were in the vicinity of the location. Both quantitative and qualitative data were collected and analyzed, with results indicating that although the actual performance in the task was not significantly improved, users felt that their performance was better and the task easier when they were presented with the contextual information

    The impact of 3D virtual environments with different levels of realism on route learning: a focus on age-based differences

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    With technological advancements, it has become notably easier to create virtual environments (VEs) depicting the real world with high fidelity and realism. These VEs offer some attractive use cases for navigation studies looking into spatial cognition. However, such photorealistic VEs, while attractive, may complicate the route learning process as they may overwhelm users with the amount of information they contain. Understanding how much and what kind of photorealistic information is relevant to people at which point on their route and while they are learning a route can help define how to design virtual environments that better support spatial learning. Among the users who may be overwhelmed by too much information, older adults represent a special interest group for two key reasons: 1) The number of people over 65 years old is expected to increase to 1.5 billion by 2050 (World Health Organization, 2011); 2) cognitive abilities decline as people age (Park et al., 2002). The ability to independently navigate in the real world is an important aspect of human well-being. This fact has many socio-economic implications, yet age-related cognitive decline creates difficulties for older people in learning their routes in unfamiliar environments, limiting their independence. This thesis takes a user-centered approach to the design of visualizations for assisting all people, and specifically older adults, in learning routes while navigating in a VE. Specifically, the objectives of this thesis are threefold, addressing the basic dimensions of: ❖ Visualization type as expressed by different levels of realism: Evaluate how much and what kind of photorealistic information should be depicted and where it should be represented within a VE in a navigational context. It proposes visualization design guidelines for the design of VEs that assist users in effectively encoding visuospatial information. ❖ Use context as expressed by route recall in short- and long-term: Identify the implications that different information types (visual, spatial, and visuospatial) have over short- and long-term route recall with the use of 3D VE designs varying in levels of realism. ❖ User characteristics as expressed by group differences related to aging, spatial abilities, and memory capacity: Better understand how visuospatial information is encoded and decoded by people in different age groups, and of different spatial and memory abilities, particularly while learning a route in 3D VE designs varying in levels of realism. In this project, the methodology used for investigating the topics outlined above was a set of controlled lab experiments nested within one. Within this experiment, participants’ recall accuracy for various visual, spatial, and visuospatial elements on the route was evaluated using three visualization types that varied in their amount of photorealism. These included an Abstract, a Realistic, and a Mixed VE (see Figure 2), for a number of route recall tasks relevant to navigation. The Mixed VE is termed “mixed” because it includes elements from both the Abstract and the Realistic VEs, balancing the amount of realism in a deliberate manner (elaborated in Section 3.5.2). This feature is developed within this thesis. The tested recall tasks were differentiated based on the type of information being assessed: visual, spatial, and visuospatial (elaborated in Section 3.6.1). These tasks were performed by the participants both immediately after experiencing a drive-through of a route in the three VEs and a week after that; thus, addressing short- and long-term memory, respectively. Participants were counterbalanced for their age, gender, and expertise while their spatial abilities and visuospatial memory capacity were controlled with standardized psychological tests. The results of the experiments highlight the importance of all three investigated dimensions for successful route learning with VEs. More specifically, statistically significant differences in participants’ recall accuracy were observed for: 1) the visualization type, highlighting the value of balancing the amount of photorealistic information presented in VEs while also demonstrating the positive and negative effects of abstraction and realism in VEs on route learning; 2) the recall type, highlighting nuances and peculiarities across the recall of visual, spatial, and visuospatial information in the short- and long-term; and, 3) the user characteristics, as expressed by age differences, but also by spatial abilities and visuospatial memory capacity, highlighting the importance of considering the user type, i.e., for whom the visualization is customized. The original and unique results identified from this work advance the knowledge in GIScience, particularly in geovisualization, from the perspective of the “cognitive design” of visualizations in two distinct ways: (i) understanding the effects that visual realism has—as presented in VEs—on route learning, specifically for people of different age groups and with different spatial abilities and memory capacity, and (ii) proposing empirically validated visualization design guidelines for the use of photorealism in VEs for efficient recall of visuospatial information during route learning, not only for shortterm but also for long-term recall in younger and older adults

    Designing for Mixed Reality Urban Exploration

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    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned
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