Title: | Immersive Analytics Sensemaking on Different Platforms |
Authors: | Blum, Sebastian Cetin, Gokhan Stuerzlinger, Wolfgang |
Citation: | WSCG 2019: Short and Poster papers proceedings: 27. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p.69-80. |
Issue Date: | 2019 |
Publisher: | Václav Skala - UNION Agency |
Document type: | konferenční příspěvek conferenceObject |
URI: | http://hdl.handle.net/11025/35636 |
ISBN: | 978-80-86943-38-1 (CD/-ROM) |
ISSN: | 2464–4617 (print) 2464-4625 (CD/DVD) |
Keywords: | vizuální analytika;velké displeje s vysokým rozlišením;periferní rozptýlení displeje;virtuální realita;displeje namontované na hlavě;spatializace;shlukování;vizualizace;vytváření smyslu;imerzivní analytika |
Keywords in different language: | visual analytics;sparse peripheral displays;virtual reality;head-mounted displays;spatialization;clustering;visualization;sensemaking;immersive analytics;large high-resolution displays |
Abstract in different language: | In this work we investigated sensemaking activities on different immersive platforms. We observed user s during a classification task on a very large wall-display system (experiment I) and in a modern Virtual Reality headset (experiment II). In experiment II, we also evaluated a condition with a VR headset with an extended field of view, through a sparse peripheral display. We evaluated the results across the two studies by analyzing quantitative and qualitative data, such as task completion time, number of classifications, followed strategies, and shape of clusters. The results showed differences in user behaviors between the different immersive platforms, i.e., the very large display wall and the VR headset. Even though quantitative data showed no significant differences, qualitatively, users used additional strategies on the wall-display, which hints at a deeper level of sensemaking compared to a VR Headset. The qualitative and quantitative results of the comparison between VR Headsets do not indicate that users perform differently with a VR Headset with an extended field of view. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | WSCG '2019: Short Papers Proceedings |
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http://hdl.handle.net/11025/35636
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