9 research outputs found

    Challenges in the thermal modeling of highly porous carbon foams

    Full text link
    The heat pulse experiment is a well-known method for determining thermal diffusivity. However, neither the measurement nor the evaluation methodologies are straightforward for heterogeneous, highly porous materials. In the present paper, we focus on two open-cell carbon foam types, differing in their porosity but having the same size. Recent experiments showed that a non-Fourier behaviour, called 'over-diffusive' propagation, is probably present for such a complex structure. The (continuum) Guyer-Krumhansl equation stands as a promising candidate to model such transient thermal behaviour. In order to obtain a reliable evaluation and thus reliable thermal parameters, we utilize a novel, state-of-the-art evaluation procedure developed recently using an analytical solution of the Guyer-Krumhansl equation. Based on our observations, it turned out that the presence of high porosity alone is necessary but not satisfactory for non-Fourier behaviour. Additionally, the mentioned non-Fourier effects are porosity-dependent. However, porous samples can also follow the Fourier law. These data serve as a basis to correctly identify the characteristic heat transfer mechanisms and their corresponding time scales, which altogether result in the present non-Fourier behaviour. Keywords: flash experiments, non-Fourier heat conduction, highly porous carbon foams

    Comparing desktop 3D virtual reality with web 2.0 interfaces : Identifying key factors behind enhanced user capabilities

    Get PDF
    The aim of this paper is to investigate how commonly used 2D digital layouts can be transformed into 3-dimensional dashboards with the effect of reducing cognitive load. To this end, we compared user performance metrics, pupil dilation data as well as subject-reported qualitative measures in a Web 2.0-based 2D scenario and two different versions of a desktop 3D virtual reality scenario. All three scenarios focused on a use case involving the most prevalent 2D digital formats and designs encountered in digital education, making use of e.g. textual information (PDF files, PPT files), images and videos. Based on the assumption that cognitive load differences can be validated based on pupillometry measurements, we showed that it is possible to develop 3D virtual reality scenarios where users experience less cognitive load while achieving the same performance metrics as in commonly used 2D environments. At the same time, our experiment also showed that such improvements do not come automatically; instead, 3D workflows that require less locomotion – even at the expense of increased camera rotations – seem to result in more effective cognitive load reduction

    Internet hasznĂĄlati szokĂĄsok összehasonlĂ­tĂĄsa szabadböngĂ©szĂ©si feladatok sorĂĄn, autizmussal Ă©lƑ Ă©s tipikus fejlƑdĂ©sƱ fiatalok körĂ©ben, tekintetirĂĄny követĂ©ses mĂłdszerrel

    No full text
    Jelen dolgozatomat az autizmussal Ă©lƑ Ă©s a tipikus fejlƑdĂ©sƱ fiatalok vizuĂĄlis letapogatĂĄsi viselkedĂ©sei körĂ© Ă©pĂ­ttettem fel, melyben kiemelt szerepet kap a szabadböngĂ©szĂ©s, Ă©s ezen belĂŒl az arcok preferenciĂĄjĂĄnak megfigyelĂ©se, illetve a kĂ©t csoport eltĂ©rĂ©sei

    Design Suggestions for Digital Workflow Oriented Desktop VR Spaces

    Get PDF
    This paper presents an examination of design prin- ciples for 3D Virtual Reality (VR) environments, with a focus on enhancing digital workflows. Employing objective data, the study sets out to clarify the primary design considerations for crafting effective 3D VR spaces. Through empirical research, the authors conducted comparative analyses of task performance within both classical 2D Windows and in 3D VR environmental contexts, exploring users’ perceived difficulty levels alongside eye-tracking data. The findings reveal that, although 3D VR environments rich in distracting elements and demanding high navigational effort increase perceived task difficulty, these factors do not negatively impact overall performance or task completion time. Interestingly, eye-fixation duration results indicate that visual fixation in 3D VR falls within expected norms, whereas in 2D scenarios, fixation rates are significantly higher, more than doubling those observed in 3D settings. Drawing on these insights, the paper supports the design of 3D VR spaces that are simpler and intuitive, necessitating minimal navigation, thereby optimizing task performance efficiency

    Elicitation of Content Layout Preferences in Virtual 3D Spaces Based on a Free Layout Creation Task

    No full text
    Three-dimensional virtual reality (VR) environments, whether operating on desktop platforms or immersive screens, have been recognized for enabling novel and extremely engaging methods of interacting with digital content across various fields of application. Studies conducted over the past several years have also consistently suggested that utilizing 3D in contrast to 2D interfaces can lead to enhancements in multiple performance dimensions. These enhancements encompass better understanding and retention of information, increased capacity for inventive and efficient collaboration, and the ability to execute workflows that integrate numerous information sources more quickly. At the same time, how digital content such as documents, audio–visual content and web browsers are integrated into 3D spaces is often decided by the creators of the spaces based on either aesthetic considerations, or on a case-by-case basis depending on the workflow. In this paper, we present the results of an experiment we conducted to better understand how users prefer to arrange digital content in their 3D environments, depending on the subject matter, the format of the content (e.g., text-based, image, or audio–visual) and the 3D objects within the space. The results of the experiment presented in the paper can help inform future 3D VR design methodologies and may also provide support for automated content arrangement solutions

    Descriptive Markers for the Cognitive Profiling of Desktop 3D Spaces

    No full text
    3D virtual reality spaces, whether running on desktop environments or on immersive displays, have been noted to support a radically new and highly stimulating way of working with digital content in a variety of application domains. At the same time, research in recent decades has produced a number of experimental results showing that the use of 3D, as opposed to 2D interfaces, can lead to performance improvements from a wide range of aspects, including the ability to comprehend and retain knowledge, ability to work collaboratively in more creative and effective ways, and ability to carry out workflows integrating numerous sources of information in less time. In this paper, we first review the relevant literature; then, we describe an exploratory study that we carried out with test subjects, both in a 3D desktop virtual environment and in a 2D web-based environment, while collecting eye tracking data. In the study, subjects were presented with a set of multimedia content on a range of topics within the field of astronomy, based on which they were subsequently asked to fill out a set of questionnaires. By comparing the 2D and 3D cases in terms of correctness of answers, time taken to perform the task, pupil dilation measurements, subjects’ self-reported difficulty assessments, as well as various kinds of high-level interaction patterns employed during the task (in 3D), we were able to identify a set of descriptive markers which may be relevant to the prediction of users’ effectiveness in virtual reality workspaces. In a weaker sense, the results also seem to support previous research works claiming improved effectiveness in 3D spaces compared to 2D web-based interfaces, although further work is needed to more clearly identify the constraints within which such benefits can be guaranteed

    Ember–szĂĄmĂ­tĂłgĂ©p-, valamint megjelenĂ­tƑ Ă©s elemzƑ interfĂ©szek alkalmazĂĄsi lehetƑsĂ©gei

    Get PDF
    Jelen cikkben az EFOP-3.6.1-16-2016- 00003 „K+F+I folyamatok hosszĂș tĂĄvĂș megerƑsĂ­tĂ©se a DunaĂșjvĂĄrosi Egyetemen” cĂ­mƱ projekt keretĂ©ben vĂ©gzett kutatĂĄsaink egy rĂ©sze, elsƑsorban az ember-szĂĄmĂ­tĂłgĂ©p, a megjelenĂ­tƑ Ă©s elemzƑ interfĂ©szek, tovĂĄbbĂĄ a virtuĂĄlis valĂłsĂĄg tĂ©makörrel összefĂŒggƑ kutatĂĄsok Ă©s kutatĂĄsi irĂĄnyok kerĂŒlnek összefoglalĂĄsra
    corecore