70 research outputs found

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

    Get PDF
    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    Visualisierung von mit OSGi-Komponenten realisierten Softwarearchitekturen im 3-dimensionalem Raum mit Virtual Reality

    Get PDF
    Für die Darstellung von OSGi-basierten Softwareprojekten wurde ein Konzept entwickelt und umgesetzt um dessen Aufbau besser zu verstehen. Zuerst wurden die Grundlagen von OSGi erläutert, die für das Verständnis des Konzeptes wichtig sind. Die einzelnen Komponenten und deren Zusammenhänge wurden erklärt wie auch das Schichtenmodell von OSGi. Im zweiten Kapitel wurden die theoretischen Grundlagen der Datenvisualisierung dargelegt. Insbesondere wurden die Visualisie-rung von Software und Softwarearchitektur, Datenvisualisierung im dreidimensio-nalen Raum sowie der Einsatz von VR in diesem Zusammenhang betrachtet. Ein Hauptaugenmerk wurde auf speziell für dieses Projekt sinnvolle Konzepte gelegt, wie die Visualisierung hierarchischer Daten und Netzdarstellungen. Für das Kon-zept wurde vorerst eine Auswahl getroffen, welche Daten dargestellt werden und welche vorerst nicht mit einbezogen werden. Auf dieser Basis wurde ein Extrakti-onstool implementiert, welches die Daten aus einer bereits vorhandenen Model-Datei liest und in eine neue JSON-Datei schreibt. Diese neu erstellte Datei enthält alle Daten des OSGi-Projektes, welche für die Visualisierung wichtig sind. Der Kern dieser Arbeit war die Implementierung des VR-Visualisierungstools, das sowohl mit Google Cardboard betrachtet werden kann, als auch allein mit einem Smartphone. Die mit Unity umgesetzte App stellt damit alle für die Visualisierung relevanten Bestandteile des OSGi-Projektes dar. Als Beispiel für ein geeignetes darzustellendes OSGi-Projekt diente die vom DLR entwickelte Software RCE

    Applications of Virtual Reality

    Get PDF
    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students

    On the use of virtual reality in software visualization: The case of the city metaphor

    Get PDF
    Background: Researchers have been exploring 3D representations for visualizing software. Among these representations, one of the most popular is the city metaphor, which represents a target object-oriented system as a virtual city. Recently, this metaphor has been also implemented in interactive software visualization tools that use virtual reality in an immersive 3D environment medium. Aims: We assessed the city metaphor displayed on a standard computer screen and in an immersive virtual reality with respect to the support provided in the comprehension of Java software systems. Method: We conducted a controlled experiment where we asked the participants to fulfill program comprehension tasks with the support of (i) an integrated development environment (Eclipse) with a plugin for gathering code metrics and identifying bad smells; and (ii) a visualization tool of the city metaphor displayed on a standard computer screen and in an immersive virtual reality. Results: The use of the city metaphor displayed on a standard computer screen and in an immersive virtual reality significantly improved the correctness of the solutions to program comprehension tasks with respect to Eclipse. Moreover, when carrying out these tasks, the participants using the city metaphor displayed in an immersive virtual reality were significantly faster than those visualizing with the city metaphor on a standard computer screen. Conclusions: Virtual reality is a viable means for software visualization

    Kollaboratives Reengineering und Modularisieren von Softwaresystemen

    Get PDF
    Software systems evolve over their lifetime. Changing requirements make it inevitable for developers to modify and extend the underlying code base. Specific requirements emerge in the context of open source software where everybody can contribute and requirements can change over time. In particular, research software is often not structured with a maintainable and extensible architecture. Furthermore, often databases are employed for retrieving, storing, and processing application data. Insufficient knowledge of the actual structure and behavior of such software systems and related databases can entail further challenges. Thus, understanding these software systems embodies a crucial task, which needs to be addressed in an appropriate way to face inevitable challenges while performing software changes. Approaches based on alternative display and interaction concepts can support this task by offering a more immersive user experience. In this thesis, we introduce three complementary approaches to support the evolution and particularly understanding of software systems in different aspects. Our main contributions are (i) an approach named CORAL for enabling collaborative reengineering and modularization of software systems, (ii) a gesture-based, collaborative, and multi-user-featuring Virtual Reality approach named ExplorViz VR for the software city metaphor, and (iii) a database behavior live-visualization approach named RACCOON for database comprehension of software systems. An extensive case study shows that our CORAL approach is capable of supporting reengineering and modularization processes. Furthermore, several lab experiments demonstrate the high usability, and efficiency and effectiveness for solving comprehension tasks when using the visualization within our multi-user VR approach ExplorViz VR. All implementations are available as open-source software on www.explorviz.net. Additionally, we provide an extensive experimental package of our latest VR evaluation to facilitate the verifiability and reproducibility of our results

    The Medium of Visualization for Software Comprehension

    Get PDF
    Although abundant studies have shown how visualization can help software developers to understand software systems, visualization is still not a common practice since developers (i) have little support to find a proper visualization for their needs, and once they find a suitable visualization tool, they (ii) are unsure of its effectiveness. We aim to offer support for identifying proper visualizations, and to increase the effectiveness of visualization techniques. In this dissertation, we characterize proposed software visualizations. To fill the gap between proposed visualizations and their practical application, we encapsulate such characteristics in an ontology, and propose a meta-visualization approach to find suitable visualizations. Amongst others characteristics of software visualizations, we identify that the medium used to display them can be a means to increase the effectiveness of visualization techniques for particular comprehension tasks.We implement visualization prototypes and validate our thesis via experiments. We found that even though developers using a physical 3D model medium required the least time to deal with tasks that involve identifying outliers, they perceived the least difficulty when visualizing systems based on the standard computer screen medium. Moreover, developers using immersive virtual reality obtained the highest recollection. We conclude that the effectiveness of software visualizations that use the city metaphor to support comprehension tasks can be increased when city visualizations are rendered in an appropriate medium. Furthermore, that visualization of software visualizations can be a suitable means for exploring their multiple characteristics that can be properly encapsulated in an ontology

    Chatbot-Based Natural Language Interfaces for Data Visualisation: A Scoping Review

    Full text link
    Rapid growth in the generation of data from various sources has made data visualisation a valuable tool for analysing data. However, visual analysis can be a challenging task, not only due to intricate dashboards but also when dealing with complex and multidimensional data. In this context, advances in Natural Language Processing technologies have led to the development of Visualisation-oriented Natural Language Interfaces (V-NLIs). In this paper, we carry out a scoping review that analyses synergies between the fields of Data Visualisation and Natural Language Interaction. Specifically, we focus on chatbot-based V-NLI approaches and explore and discuss three research questions. The first two research questions focus on studying how chatbot-based V-NLIs contribute to interactions with the Data and Visual Spaces of the visualisation pipeline, while the third seeks to know how chatbot-based V-NLIs enhance users' interaction with visualisations. Our findings show that the works in the literature put a strong focus on exploring tabular data with basic visualisations, with visual mapping primarily reliant on fixed layouts. Moreover, V-NLIs provide users with restricted guidance strategies, and few of them support high-level and follow-up queries. We identify challenges and possible research opportunities for the V-NLI community such as supporting high-level queries with complex data, integrating V-NLIs with more advanced systems such as Augmented Reality (AR) or Virtual Reality (VR), particularly for advanced visualisations, expanding guidance strategies beyond current limitations, adopting intelligent visual mapping techniques, and incorporating more sophisticated interaction methods
    • …
    corecore